View Poll Results: What do you think of the proposals?

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47. You may not vote on this poll
  • Survival Proposal - YES!

    44 93.62%
  • Survival Proposal - NO! I'll suggest an alternative.

    2 4.26%
  • Damage Proposal - YES!

    17 36.17%
  • Damage Proposal - NO! I'll suggest an alternative.

    12 25.53%
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  Click here to go to the first Dev post in this thread.   Thread: Poll - Increased Survival / Increased Damage for "Razor Shield" w L80 Perks

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    Yeah the class is performing terribly. There's absolutely nothing special or fun about the class to farm with. I've been trying to get it buffed for a while now and these changes Cinco and the dev team are about implement are a good start. It would be terrible if they stop at the shielding only. The poll literally says 2 implementations, a shield and damage buff.

    There are amazing suggestions in this entire thread to buff the damage as well. Making RS deal significantly higher damage will work either with the bleed/AOE increase or damage/AOE increase.

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    Quote Originally Posted by Lazzer View Post
    @Cinco is it possible to leave the movement speed of 15% as it is in the Rogue kit by implementing it to Whirling Razors which currently increases dodge by 20%. Rogues will never be needing that extra dodge whatsoever having a invulnerability period of 3 seconds right?

    Then perhaps we can implement the Shielding and Damage increase in this way:

    For the shielding : Spinning Freedom can have 2 splits (Banking Blades) and (Blade Barrier).
    Blade Barrier being the 2-3 sec invulnerability.

    To implement the AOE increase and damage increase we can change Bleeding Cuts to "Charged Razor Shield surrounds you with a larger radius of Whirling Knives"

    Then for the Bleeding Cuts 2 splits (Sharpened Barbs) and (Furious Rage).

    Sharpened Barbs as a 100% bleed instead of 50% (DOT damage similar to Fire Ball Time Shift)
    Furious Rage as a damage increase on the blades with a good amount of damage on contact with targets.


    Or leave Sharpened Blades as it is with 50% and change Blunted Barbs to Furious Rage. However imo, 100% bleed will be a extremely nice touch to the clear, as we can run around carrying a DOT similiar to a Fireball in theory.
    This is doable and probably the better ones I've seen. Currently the 50% bleed and the insignificant damage should be removed. Having the choice between 100% bleed (fast tic damage) or very high damage with large AOE to choose from on the skill tree sounds like a great start to Rogue clear.

    As @capeo mentioned it only makes logical sense if the class deals A TON of damage. I mean why else play Rogue to farm lol? It has nothing to offer, we all know this, check indigo LB. 200k+ a minute easily on that map.

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    Quote Originally Posted by thering View Post
    As I could understand, this topic caused by some complains about rogue's 'cleaning speed', so I don't see how 2-3seconds of immortality would help it, damage of razor is a joke also, you can increase razor damage by 1000% and will change nothing.

    I'll bring some suggestions/thoughts/complains what would improve rogue's cleaning speed and survivable on rogue:

    1) cleaning speed (mobs): only 2 things which matter for it: 1) HOW FAST rogue can activate core procs (weapon, armor, artifact, if its about 86 arcanes) and 2) what rogue will do after procs got activated.

    -What can be improved in razor shield about activating procs faster: make bigger area of this skill, make it hit faster, it can deal 1 damage per tick, but make it damaging enemies for example 4 times (or more) per second and in bigger area, chance to bleed currently 25% (50 with perk), can be improved to 50/100%.
    (What could be improved in other skills: some perk of normal shadow piercer multiple damage could deal like 10 hits instead current 5, and with increased speed ofc... Just compare count of hits to other classes before getting proc of weapon: warrior axe mastery 1 point = fast 10 hits on single target + warrior's windmill is like 5 hits on cast (if 5 enemies around) and repeating it for several times. Mage just use uncharged fireball and get all procs easily, but mage has also other skills to get procs... Rogue lacking hits to activate procs fast...charging noxious bolt which hits just 1 enemy on impact and then some slow dot isn't best thing to do)
    In general, I think it would be nice to get current procs activated by any 1st hit with 100% chance on all classes (if they arent on cooldown) instead talking about what rogue lacking etc..., atleast 81 arc weapons (bcs still no new weapon), 86 arc helm/armor/artifact. Kraken daggers require 15 hits to get guaranteed proc, so using normal piercer (6 hits) + charged shadow storm shot not even guarantees to get daggers proc cuz sss not always has a lot targers to hit (talking about 5 mobs in start of indigo map as example), 2 other classes easily get proc of weapon on those mobs. Trying using charged nox bolt which won't even hit few targets on impact is waste time x2 (charging + waiting when poison starts damage)

    -What classes do on mobs part after core procs got activated:
    Mage kraken staff grants like 500% stacking dmg, multiplied by arcane armor by x3, so its minimum 1500% damage he get on rusk gun attacks, which are affected by %haste. mage can even run with aquaris staff.
    Warrior class - no need describe I hope?...
    Rogue? Has Rusk bow with 3 targets only in front of rogue, bows attacks are not affected by %haste, so this bow isn't useful at all, just for damage stat, and it push enemies? lol... also kraken daggers proc grants only 100-150% stacking damage (compare it to 500% from krak staff...), rogue has only shadow shorm shot to use after procs activated, but its so long cooldown (compared to mage's fireball) and normal piercer to kill some single mobs or to get closer to mob and kill by kraken dagg/new arti proc, everything else useless, its all about daggers + arti proc.

    I would also suggest to bring something like rusk daggers which will PULL enemies in big area like rusk sword doing by regular attacks and without cooldown. (Warriors might get op rusk aegis which will PUSH 3 enemies away and without affected by %haste, just to feel their current 'balance' )

    2) Talk about survival abilities on rogue:
    Razor mastery 10% STACKING damage reduce?
    Reality of this mastery: pet with 25% stacking damage reduce in HB + any buff like star beast set proc (60% stacking dmg reduce) or mephisto (50% stacking dmg reduce), or kraken daggers (50% stacking dmg reduce), and there a lot more sources of it, already putting %damage reduce over cap (70%), so 10% stacking dmg reduce from razor gives only 1,1% in fact (instead 10%)... and for this we spend 10 points?
    Make it 50% NON STACKING damage reduce on 10/10 razor mastery, warrior has 60/40% non stacking damage reduce on juggernaut with few points, mage has similar on shield (for those who are clueless about stacking/nonstacking %dmgReduce, try learn more and make some math, before you put comments like 'nonstacking dmg reduce is useless' etc). So it would be good to have on rogue too... but again, it has nothing to do with cleaning speed in my opinion. If rogue dies before procs got activated, I'm so sorry about it lol.

    If anyone cares about pvp and balancing classes for pvp there: remove all procs, adjust damage of skills, done. If you don't agree with it for some reason, i'll bring few facts: 1) ATM pvp is more "active" at lvls below 76 (where procs aren't crazy; look all 81 gears are cheap but there 0 pvp, guess why) 2) pvp was more active in general before 81 expansion, think about it too. Also, I'm not suggesting removing awakes and pets from pvp, so it would be still based on player's invests. For those who 'care' about sts money from pvp - they already aren't getting it. And if awakes will still work in pvp, it would bring sts some money; also arcane gears has much better stats still; I'm not suggesting another honor pvp.
    Announced by sts 2-3 seconds of immortality on razor in pvp case will only make rogue survive 5 seconds instead 3 (2-3sec + 2 seconds of glowstik aa) then result same, it will be helpful against mages sure, against warriors not much, also playing rogue vs rogue would become so bad for me, immortality on razor in rog vs rog will be more like game who has better ping... Well, I didn't pvp since 81 expansion (kraken amulet...), just few duels against sb chainsword (trying all possbible setups on rogue), was enough to understand that pvp is not good for rogues at all atm.

    Also, in my opinion (if sts really want improve rogue), it would be more wise to ask actual good rogues who proved their skill/knowledge on this class (for example some timed runners, I mean normal timed runners, not pinata LBs like orrick lol; or ask some temple top10-20 rogues, or some chosen by other factors good rogues, and hope that factor will not be 'who bought more plat'). There's no point ask some clueless random warriors about rogue/razor, warriors who only coming here with hate about rogues and can't even learn their own class. There's also no point asking some cheap or new rogues about their survivable, which are complaining about dying while running with low armor/hp ms sets at endgame maps ("op" ms nox set, "op" holley set, "op" zaarus set or even lower and then "we need immortality").

    Somebody mentioned current 'balance' and brought up cursed woods - giants as example. I finished it on 3 classes without elemental sets (before new arcanes got released):
    mobs part was similar for all classes (warrior ofc a bit better cuz has pull).
    boss part:
    -on warrior I finished it with 3k str + krakens + sb set + 'nerfed' neptaris.
    -on mage I finished it having 3.3k int (krakens + sb set + rusk gun).
    -on rogue I had to get 4k dex (rusk bow + krakens + sb set, same items as mage, just better jewels/awakes) but with 3.8k dex I couldn't do it (rogue is my main class for many years).
    Rogue was the most uncomfortable and slowest class to do that boss because: warrior can pull boss by axe to avoid debuffing explodes, mage has ranged skill + attacks (lightning, curse, rusk gun attacks), rogue had to follow boss (rogues damage deals is aimed + piercer, all other skills not damaging, rogue is not range class at all, as somebody mentioned haha), so had to control where boss goes by running away if boss goes to corners, couldn't fight there because boss will stack explosions there and rip.
    If we would talk about including here elemental sets - it would only disadvantage rogue even more, since those sets are dealing same damage on all classes and affected only by %damage %bd (%ed not working in woods) and %crit dmg. So, rogue has the lowest %damage from weapons procs (don't tell to proc pisces lol, is impossible), means lowest damage from elemental set procs. Still want to talk about balance?




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    Quote Originally Posted by Cinco View Post
    Thanks for the excellent feedback!

    Sounds like we are all happy with the survival proposal but not the damage proposal.

    So I think the smart thing would be to move forward (internally) with the survival stuff so we can have something ready soon.

    Great points about the damage proposal have been raised such as: Razor Shield would need to do massive damage for anyone to notice, cranking up Razor Shield damage would have a ripple effect through other Rogue skills (potentially affecting skills that nobody wants to alter), the vast majority of damage output is coming from procs that will be unaffected by any of the skill changes, replacing the +15% ms would be very unpopular, other mechanics of Razor Shield may be more appropriate to revise (i.e. the bleed chance, bleed amount), so on and so forth. We will hold on the damage stuff for now.


    Poll continues for a couple days but I think we've got the gist at this point.

    Feel free to continue sharing your thoughts on this and I'll keep reading and reviewing.


    Best wishes!
    Could you please keep a mind on rogue ultimates also?
    Compared to other 2 classes rogue has worst ultimates. Heal and invulnerability one is useless (compared to Warr immortal ulti,even to heal or mage shield) .
    Also, arrow ulti is really bad,takes too much time,if u dont spamm it fast enough after gears proc, all 3 arrows wont even hit the target while procs are active. Please consider its total damage stayin same, and making it just 1 arrow. Thank you

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    Quote Originally Posted by Stefal View Post
    Could you please keep a mind on rogue ultimates also?
    Compared to other 2 classes rogue has worst ultimates. Heal and invulnerability one is useless (compared to Warr immortal ulti,even to heal or mage shield) .
    Also, arrow ulti is really bad,takes too much time,if u dont spamm it fast enough after gears proc, all 3 arrows wont even hit the target while procs are active. Please consider its total damage stayin same, and making it just 1 arrow. Thank you
    This is asking for too much mate, if you followed the Original Post it's focus is mainly on clear and survivability. Indigo mainly. Ultimates never load in the current meta in Indigo when running with end game parties. Map is completed in 25 seconds or less. Ultimate doesn't have time to load even to the half mark usually. Since one Warrior or Mage can full clear right and left in a single proc with one guy pulling left and 2 for boss or one for l3.

    Lets try for now to focus on the clear and survivability aspect while keeping the 15ms%. There are some suggestions above. Please let us know if you like it or would want to tweak it in some way making Rogue decent in maps.

    https://www.spacetimestudios.com/sho...r-Rogue-Skills

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    Quote Originally Posted by Lazzer View Post
    This is asking for too much mate, if you followed the Original Post it's focus is mainly on clear and survivability. Indigo mainly. Ultimates never load in the current meta in Indigo when running with end game parties. Map is completed in 25 seconds or less. Ultimate doesn't have time to load even to the half mark usually. Since one Warrior or Mage can full clear right and left in a single proc with one guy pulling left and 2 for boss or one for l3.

    Lets try for now to focus on the clear and survivability aspect while keeping the 15ms%. There are some suggestions above. Please let us know if you like it or would want to tweak it in some way making Rogue decent in maps.

    https://www.spacetimestudios.com/sho...r-Rogue-Skills
    Seeing your comments on many forums posts dont see your opinion relevant. You are the one always writing off topic. Nothing in what i said is pushing it. If you think about it, im tottaly right. 2 seconds invulnerability wont change rogue game play (or help it alot). You will die anyways if your procs arent up (cooldowns way more then 2 sec) , wont help you on poison map either ( try it with inv/heal ulti) ,wont help you in any aspect except in pvp. Your char will stay glass (fake) cannon.
    Thank you so much

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    Quote Originally Posted by Stefal View Post
    Seeing your comments on many forums posts dont see your opinion relevant. You are the one always writing off topic. Nothing in what i said is pushing it. If you think about it, im tottaly right. 2 seconds invulnerability wont change rogue game play (or help it alot). You will die anyways if your procs arent up (cooldowns way more then 2 sec) , wont help you on poison map either ( try it with inv/heal ulti) ,wont help you in any aspect except in pvp. Your char will stay glass (fake) cannon.
    Thank you so much
    It will


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    Quote Originally Posted by Stefal View Post
    Seeing your comments on many forums posts dont see your opinion relevant. You are the one always writing off topic. Nothing in what i said is pushing it. If you think about it, im tottaly right. 2 seconds invulnerability wont change rogue game play (or help it alot). You will die anyways if your procs arent up (cooldowns way more then 2 sec) , wont help you on poison map either ( try it with inv/heal ulti) ,wont help you in any aspect except in pvp. Your char will stay glass (fake) cannon.
    Thank you so much
    Buddy, the comments myself and many others have made on multiple threads speaking out on the clear, got us here to where the devs are helping Rogues. Show some appreciation to the community. And stop being such a negative, cynical person. I literally gave you the link to the OP. Take 2 minutes and read. Pointless comments like yours just add to irrelevance the devs have to read. No idea why your tone needs to be this opposing and rude.

    And btw, it will help with the clear. I run Lb Indigo all the time, hence why i suggested the implementations. Not sure what poison map you speak of where it won't help. Also who uses Ultimates in indigo parties?? Either you've never run Indigo with good parties or you are just mad for some reason having a bad day.

    Take care buddy. No hard feelings, but I had to say it as it is.

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    Quote Originally Posted by Lazzer View Post
    Buddy, the comments myself and many others have made on multiple threads speaking out on the clear, got us here to where the devs are helping Rogues. Show some appreciation to the community. And stop being such a negative, cynical person. I literally gave you the link to the OP. Take 2 minutes and read. Pointless comments like yours just add to irrelevance the devs have to read. No idea why your tone needs to be this opposing and rude.

    And btw, it will help with the clear. I run Lb Indigo all the time, hence why i suggested the implementations. Not sure what poison map you speak of where it won't help. Also who uses Ultimates in indigo parties?? Either you've never run Indigo with good parties or you are just mad for some reason having a bad day.

    Take care buddy. No hard feelings, but I had to say it as it is.
    No, nothing like that made them help rogues, they are just lutting down fires, as rogue is almost dead class. People eithrr quit game,or rogue. Them losing plat buyers made them help rogue. You dont use ultimate in any map,thats my point, because ultimate(made to be strongest skill) skills on rogue r ***.
    If u run lb indigo so much, why dont u use invulnerability ulti ( since its 25 sec map and you donr use arrow anyway ) you are pushing something that will seal the deal with "devs helping rogues" and wont change a thing for rogue.

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    Quote Originally Posted by Stefal View Post
    No, nothing like that made them help rogues, they are just lutting down fires, as rogue is almost dead class. People eithrr quit game,or rogue. Them losing plat buyers made them help rogue. You dont use ultimate in any map,thats my point, because ultimate(made to be strongest skill) skills on rogue r ***.
    If u run lb indigo so much, why dont u use invulnerability ulti ( since its 25 sec map and you donr use arrow anyway ) you are pushing something that will seal the deal with "devs helping rogues" and wont change a thing for rogue.
    No one uses ULTIMATE is my point. Not Mage Not Warr Not Rogue. The ult wont load in time because of how quick the map is over and how little there is left to clear. 2 party members literally don't do anything other than boss, with blood arti proc since you can clean full maps in one proc as Mage and Warr.

    I'm also trying to tell you that this is not the place to suggest Ultimate implementations man. Simple as that. Cinco asked for Feedback on the damage and survivability on RS for map clearing. Not ultimate usage. Our ult is lacking yes. Agreed. How do we make changes? Simple. Open a new thread and raise the issue. I don't mind helping you out with that, I main Rogue too buddy.

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    +1 for the survival proposal. I might come back to play

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    This has been an interesting post to read. The invulnerability won't fix rogues but it's something.

    For me is two things:

    (1) Wonky procs- if we do not proc we cannot sweep. I swear blood arti procs after I clear then bam proc. This has got to be looked at. If we could get a better guarantee on our procs this would go way further in fixing rogues than the invulnerability.

    (2) Weaps- StS handed over extremely OP weapons to mages and wars and so season after season they dominate. This altered the entire game. What do we have? Yeah silence here.....

    I do appreciate StS taking steps to boost the rogues back to viability in the game. So TYTY!

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    Quote Originally Posted by iheartu View Post
    +1 for the survival proposal. I might come back to play
    You can +1 on both, survival and damage. No issues with it. It's part of the initial changes which was meant to be implemented.

    Or do you feel like right now only survivability matters the most? Please share your thoughts, it helps.

    Cuz right now the people who have voted "No" have not suggested an alternative or explanation as to why they chose this. Which is very problematic since we have no clue why a Rogue player would not want more damage in some way to assist with the bad clearing in the current meta in addition to the shielding.

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    Quote Originally Posted by Candylicks View Post
    This has been an interesting post to read. The invulnerability won't fix rogues but it's something.

    For me is two things:

    (1) Wonky procs- if we do not proc we cannot sweep. I swear blood arti procs after I clear then bam proc. This has got to be looked at. If we could get a better guarantee on our procs this would go way further in fixing rogues than the invulnerability.

    (2) Weaps- StS handed over extremely OP weapons to mages and wars and so season after season they dominate. This altered the entire game. What do we have? Yeah silence here.....

    I do appreciate StS taking steps to boost the rogues back to viability in the game. So TYTY!
    Yeah OP weapons scaling with haste% (RUSK) while Rogues were forced to look at the sky hoping Cinco sees their tears. All good though, I totally get devs point if they don't want to add haste to bows. Lets look at alternatives instead to make the clear OP like Mage and Warr.

    The clear can be so much better imo if RS scales up in AOE/ damage/bleed as a choice on the skill tree. I hope they implement it. The sooner the better. This thread has already caused a player to come back to AL @iheartu.

    @Cinco you're getting more traffic towards AL cuz of this brilliant poll. Please try and help implement both the suggestions you intended to include. This probably won't fix all the issues with clearing maps but is indeed a BRILLIANT start.

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    Quote Originally Posted by Candylicks View Post
    This has been an interesting post to read. The invulnerability won't fix rogues but it's something.

    For me is two things:

    (1) Wonky procs- if we do not proc we cannot sweep. I swear blood arti procs after I clear then bam proc. This has got to be looked at. If we could get a better guarantee on our procs this would go way further in fixing rogues than the invulnerability.

    (2) Weaps- StS handed over extremely OP weapons to mages and wars and so season after season they dominate. This altered the entire game. What do we have? Yeah silence here.....

    I do appreciate StS taking steps to boost the rogues back to viability in the game. So TYTY!
    I felt the same with the artifact, it tends to be stubborn to proc. What i try now is always SSS and Shadow Piercer with Final Flurry. Those additional hits help alot without you knowing. When using both of those usually all the procs activate to your favor. Sadly not always though.

    If they made Noxious Bolt to hit multiple enemies without requiring charge like a fire ball it would very very helpful too. That way we can use Nox as well to proc stuff.

    I have a good feeling gear released from now will take into consideration Rogue class as well before going live. Since literally every one so far agrees on a Rogue buff xD.

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    Quote Originally Posted by Candylicks View Post
    This has been an interesting post to read. The invulnerability won't fix rogues but it's something.

    For me is two things:

    (1) Wonky procs- if we do not proc we cannot sweep. I swear blood arti procs after I clear then bam proc. This has got to be looked at. If we could get a better guarantee on our procs this would go way further in fixing rogues than the invulnerability.

    (2) Weaps- StS handed over extremely OP weapons to mages and wars and so season after season they dominate. This altered the entire game. What do we have? Yeah silence here.....

    I do appreciate StS taking steps to boost the rogues back to viability in the game. So TYTY!
    Plus if u removed ults and skills from clasess we end up with the same character just diff looks a alien man and a women after lvl 76 every class equipment have the same proc and abilitys which makes no sense shouldnt proc reflect what that class main advantage is like tanking and aggro mob clearing and control and fast attacks/boss killing


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    Quote Originally Posted by Lazzer View Post
    @Cinco is it possible to leave the movement speed of 15% as it is in the Rogue kit by implementing it to Whirling Razors which currently increases dodge by 20%. Rogues will never be needing that extra dodge whatsoever having a invulnerability period of 3 seconds right?

    Then perhaps we can implement the Shielding and Damage increase in this way:

    For the shielding : Spinning Freedom can have 2 splits (Banking Blades) and (Blade Barrier).
    Blade Barrier being the 2-3 sec invulnerability.

    To implement the AOE increase and damage increase we can change Bleeding Cuts to "Charged Razor Shield surrounds you with a larger radius of Whirling Knives"

    Then for the Bleeding Cuts 2 splits (Sharpened Barbs) and (Furious Rage).

    Sharpened Barbs as a 100% bleed instead of 50% (DOT damage similar to Fire Ball Time Shift)
    Furious Rage as a damage increase on the blades with a good amount of damage on contact with targets.


    Or leave Sharpened Blades as it is with 50% and change Blunted Barbs to Furious Rage. However imo, 100% bleed will be a extremely nice touch to the clear, as we can run around carrying a DOT similiar to a Fireball in theory.
    @Cinco Any chance this can work? Please let us know what you think about it as well. No one seems to have a alternate suggestion as of right now. Also I can't think of what might be a potential issue with these implementations for Rogues. So please help us understand any potential issues if there are any.

    Please forgive my constant responses. Poll ends tomorrow if I'm not mistaken, so I'm trying my best here to provide and gain feedback.

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    I don't play rogue nor pvp but since the shield animation doesn't look like actual shield in comparison to warrior, mage, glowstick/nekro AA, etc. Plus to add uniqueness for one class despite everyone doing the same damage (elemental sets) but with rogue totally lacking defensive traits and not at all meant to tank damage, wouldn't it be a little more role accurate that they should have concealing effects? keep the 3 seconds invulnerability (2 if not charged) as main skill branch but also add alongside perk options to go under 2 seconds invisibility. Under this state enemies won't get aggro-ed or when casted halfway in the middle of mob swarms they will just stop attacking the caster. Arrow damage from indigo skeletons hurts a lot but the "push" from spider disrupts the flow the most (getting pushed into mushroom edge) leading to a constant death if not neutralized quickly or simply just dish out very high damage from the beginning and not let those land (hence also suggesting a damage buff). Whereas invisibility will delay the spider's push effect because it often happens in a red area after their few basic attacks (correct me if i'm wrong).

    But not sure how the flying blades damaging part implement with this to make the most sense out of it. Likewise taken into event scenario (e.g temple) or portal zones (e.g hedourah), just my naife 1 cent.
    Last edited by DxxZz; 01-12-2025 at 02:15 AM. Reason: Lacking details

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    The trend is clear: if we extrapolate the current voting pattern over the next month or two, both the Survivability Proposal and Damage Proposal are likely to gain support for implementation. @Cinco and the dev team, please consider this. Thank you so much for engaging with the AL community!

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    Quote Originally Posted by DxxZz View Post
    I don't play rogue nor pvp but since the shield animation doesn't look like actual shield in comparison to warrior, mage, glowstick/nekro AA, etc. Plus to add uniqueness for one class despite everyone doing the same damage (elemental sets) but with rogue totally lacking defensive traits and not at all meant to tank damage, wouldn't it be a little more role accurate that they should have concealing effects? keep the 3 seconds invulnerability (2 if not charged) as main skill branch but also add alongside perk options to go under 2 seconds invisibility. Under this state enemies won't get aggro-ed or when casted halfway in the middle of mob swarms they will just stop attacking the caster. Arrow damage from indigo skeletons hurts a lot but the "push" from spider disrupts the flow the most (getting pushed into mushroom edge) leading to a constant death if not neutralized quickly or simply just dish out very high damage from the beginning and not let those land (hence also suggesting a damage buff). Whereas invisibility will delay the spider's push effect because it often happens in a red area after their few basic attacks (correct me if i'm wrong).

    But not sure how the flying blades damaging part implement with this to make the most sense out of it. Likewise taken into event scenario (e.g temple) or portal zones (e.g hedourah), just my naife 1 cent.
    The invisibility sounds awsome mobs and boss stop focusing on you and u cant take direct dmg but you can take indirect dmg like splash dmg like if warrior was targeted by a bomb and u were to close to it you both take dmg sounds cool tbh


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