It was rogue legends for three years it's not a false statement it's true mages were getting one shot killed through shield and rogues were nearly impossible to kill. Now you want it to go right back to this....
It wasn't.
S1 not Rogue Legends. Rogues were the weakest class and then they had Aimed Shot reworked to give them a purpose.
S2 was Warrior Legends
S3 was Rogue Legends due to Arcane Hooks
S4 was all classes balanced. However, if you really want to argue it then it was Warrior Legends due to Arcane Maul.
S5 was Rogue Legends
S6 was beginning of Sorcerer Legends
S7 was Sorcerer Legends
S8 is Sorcerer Legends
I just want to set it straight. S6 was beginning of the multitude of Sorcerer buffs. There is a time frame for you to reference now. AL started in November 2012. It is now August 2016. Your post says they've ruled the game for 3 years, but this is not true. Have they had some seasons were they were all powerful? Sure, but so have the other classes. Thank you for your time.
P.S: If you noticed, sorcerers have had 3 seasons which is far more than any other class. In fact, they've been responsible for getting warriors nerfed multiple times in things like the bulwark curse.
I'll reiterate, I am asking for a fix on a skill that is currently absorbing 2x the damage it is supposed to.
The rogue class had their combat medic skill fixed after it was healing 2x what it was supposed to.
I also don't mind the change for the warrior class if this is in the name of balance (which it is).
- I am a warrior.
I wonder, is there push notifications to sorcerers for rogue buffs? It sure seems like it.
Vroom should've used appropriate numbers in his example, no rogue skill at endgame hits for 1000 damage.
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It was just a simplified example.
It still shows a ridiculous amount of damage reduction though.
1000 damage (reduced to) 225 damage. Wew.
This is actually when NOT TAKING PLAYER ARMOR INTO ACCOUNT. The damage is reduced even further when armor is accounted for.
No wonder we stack mages.
Clearly needs fixing.
S 1 and 2 were like weeks s3 ya rogues S4 i dont remember any tank in the game beating pro rogues like (ipredator, love and many others) and s5 which was when rogues were glitched and played as gods it lasted the same length as all the seasons combined....when rogues had their season they were gods..mages today arent gods! any decent rogue would beat any decent mage anyday!
thats the exact problem it has to be fixed wisely..
mages make no place for rogues in a clash but u have to remember that nerfing as breakingbad is suggesting simply will make rogues invincible at soloing yes it will balance clashes but it will again make rogues unbeatable in a 1 v 1
Asking for a skill absorbing 2x the damage it should to be fixed is not asking for a nerf.
OK, how about this:
*Revert the lvl 46 arcane sword to the way it was when it was released.
*Revert the combat medic skill to healing 2x as much as it should.
*Revert elondrian bulwark to 100% chance to apply curse + return the original damage reflection of the curse it applied.
*Revert aimed shot to its original inconsistent "spiky" damage.
*Return the rogue classes armor that made them too "tanky".
These are all examples of things not working as intended and got fixed.
The mage community will learn to get over their shield fix as the rest of us have all gotten over our fixes.
The only problem I see is the lvl 46 arcane sword in clash.
Mage should be the only class who can stun.
Btw don't forget that rogue is single target damage dealer why rogues should replace mage class in clash.
If you see current scenario, rogue wins vs with mage. Rogue win vs with warrior. Rogue is still op class.
Rogue aimed shot wasnt actually nerfed bro it hits as average now 5500 to 6000 dont forget
and despite what u stated above...1 class should not dominate on equal bases the other 2 classes in a 1 vs 1 no matter what!
The only way to fix it MAYBE is nerfing the mages damage and nothing else! nerfing the shield fixes nothing! it will only make the mages the most useless class!
Well in fact the arcane shield can absorb 55% by 4/5 (There's an upgrade were the description says " Now Arcane shield can absorb more damage" I am not sure if that upgrade can make the original "55%" more stronger) and the mastery adds 15% more to 55, that mean 70% Reduction.
And I am not taking in count the fact of the fast CD from shield ( There's around 9 seconds to use again the shield ), and if the "upgrade" from Arcane shield is added to the 70% Damage reduction then there's a hughe problem here, without taking in count the Armor itself from the mage.
An example:
If an aimed shot can do 1000 damage then the reduction will be for 70% that's 300 by aimed and if we take in count the armor then there's almost no damage.
And if we take in count the damage output by an endgame mage then isn't a surprise to see a mage killing an fully geared rogue/warrior