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    Quote Originally Posted by Zikovsky View Post
    I don't understand, Rog still have the most single target dmg output but they don't want to be fragile. We can't get everything guys. PvP is about teamwork and u can survive and kill a lot if your team mate is focus to covering u the most dmg dealer. The big problem is most of ppl are greed to kill too and don't care about rog survival. My advice is u must choose ur team mate and opponent wisely and if u act like the game changer I believe ur team mate will sacrifice their life for you to winning the game. I don't mind if devs increase dmg reduced and attack range on PvE only but if we talk about PvP, I will say "BIG NO".
    Increasing the range of ranged rogue skills won't reduce their fragility. It just means they will no longer be forced to stay in the front lines of battle as they do now due to their currently short range.

    They aren't mages and can't cast a 2 second invulnerability and 65% damage reduction shield when they feel threatened. They must also actually pick up their packs to get healed as they don't get an instant burst of heal when they want.

    They need their distance to survive, just like any other bow (skill) wielding class in any mmorpg.
    Last edited by Breakingbadxx; 08-17-2016 at 05:05 AM.

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    Quote Originally Posted by Breakingbadxx View Post
    Increasing the range of ranged rogue skills won't reduce their fragility. It just means they will no longer be forced to stay in the front lines of battle due to their currently short range.

    They aren't mages and can't cast a 2 second invulnerability and 65% damage reduction shield when they feel threatened. They must also actually pick up their packs to get healed as they don't get an instant burst of heal when they want.

    They need their distance to survive, just like any other bow (skill) wielding class in any mmorpg.
    This change will take some getting used to if it's implemented. For instance mages will be forced to shield much earlier if they encounter a rogue while isolated. I would expect in the initial period that a lot of mages will get one-hit or one-comboed because they are not used to the extended range. Anyway sounds good in theory because then with 16mm range on arrow skills (and maybe bow autoattack?) we can use that added range better in provoking teams to Nekro/Shield/Jugg/Heal early with a lower risk of getting pulled by a tank's axe (also 16mm range). But we won't know how much of an effect it will have on overall gameplay till we get at least some sort of testing period.
    Last edited by Safiras; 08-17-2016 at 05:08 AM.
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    Quote Originally Posted by Breakingbadxx View Post
    Increasing the range of ranged rogue skills won't reduce their fragility. It just means they will no longer be forced to stay in the front lines of battle as they do now due to their currently short range.

    They aren't mages and can't cast a 2 second invulnerability and 65% damage reduction shield when they feel threatened. They must also actually pick up their packs to get healed as they don't get an instant burst of heal when they want.

    They need their distance to survive, just like any other bow (skill) wielding class in any mmorpg.
    What I mean this fragility is according to increase dmg reduced on skill razor mastery. But in range case scenario if devs increase the range of rog, in my opinion this will be unfair to mage perspective. Mage only have fireball and ice that have the same range with rog skill. This will make mage 2s invulnerability become useless against rog because he can't touch her but she can. And in team battle, rog must standing close to the range of war charged heal that can stop the dmg 3s to survive so the longer range won't increase the survivability in team clash. What makes mage survive from rog attack is just 2s invulnerable with 27 cooldown and 3s protective shield from war. Nekro shield, mage heal and 65% reduce dmg from mage shield is nothing against 2s cd rog skill combo.

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    Quote Originally Posted by resurrected View Post
    Yeah but you didn't mentioned that
    My apologies, I hope the reply was clear

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    Quote Originally Posted by Safiras View Post
    This change will take some getting used to if it's implemented. For instance mages will be forced to shield much earlier if they encounter a rogue while isolated. I would expect in the initial period that a lot of mages will get one-hit or one-comboed because they are not used to the extended range. Anyway sounds good in theory because then with 16mm range on arrow skills (and maybe bow autoattack?) we can use that added range better in provoking teams to Nekro/Shield/Jugg/Heal early with a lower risk of getting pulled by a tank's axe (also 16mm range). But we won't know how much of an effect it will have on overall gameplay till we get at least some sort of testing period.
    Yes, it could take some getting used to.

    It could also allow rogues to stay alive long enough to make their damage useful.
    Last edited by Breakingbadxx; 08-17-2016 at 05:40 AM.

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    Quote Originally Posted by Breakingbadxx View Post
    Increasing the range of ranged rogue skills won't reduce their fragility. It just means they will no longer be forced to stay in the front lines of battle as they do now due to their currently short range.

    They aren't mages and can't cast a 2 second invulnerability and 65% damage reduction shield when they feel threatened. They must also actually pick up their packs to get healed as they don't get an instant burst of heal when they want.

    They need their distance to survive, just like any other bow (skill) wielding class in any mmorpg.
    Its true rogues aren't mages so their survival should not exceed as mages have.

    I have to tell again that arcane shield doesn't grant 65% damage reduction. Charged shield provide 55%, also we cannot pop it all the the time as it has longer CD.

    On the topic I agree that longer range may help rogues to survive. Its a nice idea as it doesn't break the glass aspect of rogues.
    Also I am always supporting giving little more damage reduction to rogues in tdm/ctf map but not in duel arena as it may break the current duel balance we have.

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    If they increase range for rogue they have to for mages with gun as well both are ranged and it's not fair that nothing will be able to reach a rogue unless he/she comes in for a heal...

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    and thus they have to increase other range attack too, thats the dilemma so might as well leave it
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    Quote Originally Posted by Plqgue View Post
    If they increase range for rogue they have to for mages with gun as well both are ranged and it's not fair that nothing will be able to reach a rogue unless he/she comes in for a heal...
    Mages have guns in their possession, not snipers.

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    Quote Originally Posted by Breakingbadxx View Post
    Mages have guns in their possession, not snipers.
    And bows are now snipers? It's only fair if you increase range for one ranged class then you have to increase it for all ranged classes

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    Quote Originally Posted by epicrrr View Post
    and thus they have to increase other range attack too, thats the dilemma so might as well leave it
    My suggestion is to keep 'glass' as far as possible from the frontlines. Extending the range of the frontlines will only bring us back to square 1, thus rogues should have ranged attack skills with a longer range than any other class.

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    Quote Originally Posted by Plqgue View Post
    And bows are now snipers? It's only fair if you increase range for one ranged class then you have to increase it for all ranged classes
    If player A wanted their bow wielding class to have equal range to a mage, they would've chosen a mage.

    Usually in MMOrpg's, archer classes have more maximum range than mage classes.

    Additionally, a fireball can only fly so far before it burns out. Arrows don't burn out.
    Last edited by Breakingbadxx; 08-17-2016 at 11:11 AM.

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    Considering the main usable skills in the rogue skill tree are that of bow and arrow, I would say that the rogue class in AL is more like a ranger or archer class. I don't think 'rogue' fits this classes description.

    What do you guys think?

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    This is a good idea, But the range should be available only in PvE. Not PvP, It would be so critty and awchy if this works in PvP


     
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    Quote Originally Posted by Ragecx View Post
    This is a good idea, But the range should be available only in PvE. Not PvP, It would be so critty and awchy if this works in PvP
    The suggestion increases much needed survivability in both PvE and PvP without making the class 'tankier'.

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    Quote Originally Posted by Breakingbadxx View Post
    The suggestion increases much needed survivability in both PvE and PvP without making the class 'tankier'.
    And when nobody can attack a rogue because he's so far back what will happen to this so called balance?

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    Quote Originally Posted by Plqgue View Post
    And when nobody can attack a rogue because he's so far back what will happen to this so called balance?
    There seems to be no problem with mages currently shielding to rush and focus rogues alongside warriors at the current distance (which forces rogues to be too close to the frontlines). They will only be further back.

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    Quote Originally Posted by Breakingbadxx View Post
    There seems to be no problem with mages currently shielding to rush and focus rogues alongside warriors at the current distance (which is too close to the frontlines). They will only be further back.
    Exactly, it would just encourage sorcerers to use movement skills as well to reach their target. Warriors use SS + Axe to increase the range of axe.
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    Quote Originally Posted by Breakingbadxx View Post
    There seems to be no problem with mages currently shielding to rush and focus rogues alongside warriors. They will only be further back.
    If a mage rushes further and his shield breaks that's a dead mage everytime no matter how you look at it...this wouldn't work unless all ranged skills in game for every class are increased in range

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    Quote Originally Posted by Plqgue View Post
    If a mage rushes further and his shield breaks that's a dead mage everytime no matter how you look at it...this wouldn't work unless all ranged skills in game for every class are increased in range
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