
Originally Posted by
Zynzyn
I see a diminishing need for rogues in clashes (at twink levels) and an increasing need for Warriors and Mages. From other player's feedback I see it is a problem at endgame as well.
Lets assume that the setting for looking at balance is a clash among equals - equal in terms of near-maximized gear and skill.
So, just out of genuine curiosity, here is a question. Please answer as honestly as possible.
What can a Rogue (the apparently 'prime damage dealer') do in a team fight, that a Mage cannot in the current pvp environment?
A Rogue can deal high damage, so can a mage.
A Rogue deals single target damage, a mage deals multiple target damage.
A Rogue has no shield, no invulnerability, but a mage does.
Aimedshot deals damage but recently aimedshot was "fixed". Is the Aimedshot single-target damage now still so high that a Mage's consistent AOE damage and crits cannot keep up? Is it mind-blowing damage that we cannot do without? Are rogues really inevitable for a clash? The truth is we can do without Rogues but we cannot do without a Tank and Mage in pvp now.
Lets be honest. I think if I were the captain of a Team, I would choose 2 Tanks and 3 Mages or 2 Mages and 3 Tanks for my clash. Please correct me if I am wrong, why do I need a Rogue in my team? What can 2 Rogues do that a 2 Mages cannot do better?
Would giving Rogues a longer range make them inevitable for a clash and solve the current issue? Can it be a solution or will it topple balance? If so how? Is the limit of a team of 5 creating this issue - will making the team capacity number 6 instead of 5 solve it?
* In response, avoid comments like Mages cried before, Rogues cry now. Please post only if you have a middleground where nobody has to cry.
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