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Thread: Adjustments to Rogue Sabs.

  1. #1
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    Default Adjustments to Rogue Sabs.

    Previos threads keep getting closed due to rude comments. Please if you post keep it on topic.

    We believe rogue sabs need to be adjusted due to the combination of high damage, CC, and the fact the class is AOE. Based on warfront results and player experience we propose the following changes:

    1). Reduce AOE damage by ~20% or disable the rogue sab synergy crystal.
    2). Tone down the AOE and increae immunity. C
    3). Tone down landmines.

    The game does not need a AOE spamming high damage class with AOE stuns. Warfronts and pvp has been negatively impacted. There have been multiple discussions on the topic related to the fact rogue sab damage is over the top due to being able to wear pve gear, the results of warfronts with a class getting top damage and killing blows while requiring limited heals and support, and finally the negative impact a class as grossly overpowered as rogue sabs has on coordinated and team based pvp. Why Assisi target and plan when you have one guy carpet bombing and stunning 10 people. It reduces skill in pvp.

    Keeps posts on topic. Thank you. We feel rift pvp was doing fine but cannot be excellent without an adjustment to rogue sabs.

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    Ascendant Hartzekar's Avatar
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    Landmines? The things that do 500 damage on a crit tick if you run into them?
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    Shield of Telara Kanabull's Avatar
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    The adjustments that need to be made are:

    Remove the DR system
    Increase the HP of sabs
    Increase the Damage of sabs
    Give the sab tree some teleports and def. CD's.
    Remove the CD on Carpet Bombing

    That would be a start, we can go in much greater detail.
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    Quote Originally Posted by Hartzekar View Post
    Landmines? The things that do 500 damage on a crit tick if you run into them?
    They also disable and disorient the other player. Is there a limit on how many can be thrown down? It seems they are instant as well.

  5. #5
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    Quote Originally Posted by Majorin View Post
    Previos threads keep getting closed due to rude comments. Please if you post keep it on topic.

    I believe rogue sabs need to be adjusted due to the combination of high damage, CC, and the fact the class is AOE. Based on warfront results and player experience which I have not disclosed Ipropose the following changes:

    1). Reduce AOE damage by ~20% or disable the rogue sab synergy crystal.
    2). Tone down the AOE and increae immunity. C
    3). Tone down landmines.

    The game does not need a AOE spamming high damage class with AOE stuns. Warfronts and pvp has been negatively impacted. There have been multiple discussions on the topic related to the fact rogue sab damage is over the top due to being able to wear pve gear, the results of warfronts with a class getting top damage and killing blows while requiring limited heals and support, and finally the negative impact a class as grossly overpowered as rogue sabs has on coordinated and team based pvp. Why Assisi target and plan when you have one guy carpet bombing and stunning 10 people. It reduces skill in pvp.

    Keeps posts on topic. Thank you. I feel rift pvp was doing fine but cannot be excellent without an adjustment to rogue sabs.
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    Ascendant Credo's Avatar
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    Trap damage needs to either scale better or just be doubled.
    Even free cost too much now

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    Shield of Telara Kanabull's Avatar
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    Quote Originally Posted by Majorin View Post
    They also disable and disorient the other player. Is there a limit on how many can be thrown down? It seems they are instant as well.
    You can only have 4 out at a time, it has a CD. And people that can see can avoid them.
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    Ascendant Violacea's Avatar
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    Quote Originally Posted by Kanabull View Post
    You can only have 4 out at a time, it has a CD. And people that can see can avoid them.

    You can only see friendly mines/traps, not enemy mines/traps.
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    Quote Originally Posted by Kanabull View Post
    You can only have 4 out at a time, it has a CD. And people that can see can avoid them.
    Also, cast time. Somehow I'm less than shocked that some individuals have missed the cast bar.

    Just don't nerf my OP Tempest Mirror.

    And remember, sticky and silence bombs are indeed subject to DR.

  10. #10
    Shield of Telara Kanabull's Avatar
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    Quote Originally Posted by bitnine View Post
    Also, cast time. Somehow I'm less than shocked that some individuals have missed the cast bar.

    Just don't nerf my OP Tempest Mirror.

    And remember, sticky and silence bombs are indeed subject to DR.
    O yea, it does have a cast time...forgot about that...

    And lets not forget you can only have one "trap" out at a time too...even though we have 5 of them.
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  11. #11
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    Quote Originally Posted by Majorin View Post
    We
    Don't say we, you do not speak for anyone except yourself.
    Quote Originally Posted by Majorin View Post
    believe rogue sabs need to be adjusted due to the combination of high damage, CC, and the fact the class is AOE.
    I replaced this with rb/champ and it is pretty accurate.

    Quote Originally Posted by Majorin View Post
    1). Reduce AOE damage by ~20% or disable the rogue sab synergy crystal.
    Nerf Riftblade by 20% across the board.
    Quote Originally Posted by Majorin View Post
    2). Tone down the AOE
    You just said it above.
    Quote Originally Posted by Majorin View Post
    and increase immunity.
    What, the strict DR of 2 CC types every 15 seconds isn't enough?
    How about we just remove CC entirely.
    Quote Originally Posted by Majorin View Post
    3). Tone down landmines.
    Use your eyes.

  12. #12
    Ascendant Violacea's Avatar
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    3 people still talking like you can see enemy land mines. People must really not know how to play this game. It's not like someone pointed out you can't in the thread.

    Just continue on discussing Sabs, the people doing it are very knowledgeable of the Sab soul and ability mechanics. Screw being correct about information, lets just throw some stuff out and debate it.

    /quit board. I just can't right all the misinformation around these boards.

    On top of not being able to see land mines you guys would also know mines are unique in that they have no DR to their effect. Just throwing it out there.
    Last edited by Violacea; 06-21-2012 at 03:03 PM.
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    Quote Originally Posted by Violacea View Post
    /quit board. I just can't right all the misinformation around these boards.
    It's been tempting.
    Last edited by spaceboots; 06-21-2012 at 03:13 PM.

  14. #14
    Shield of Telara Kanabull's Avatar
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    Quote Originally Posted by Violacea View Post
    3 people still talking like you can see enemy land mines. People must really not know how to play this game. It's not like someone pointed out you can't in the thread.

    Just continue on discussing Sabs, the people doing it are very knowledgeable of the Sab soul and ability mechanics. Screw being correct about information, lets just throw some stuff out and debate it.

    /quit board. I just can't right all the misinformation around these boards.

    On top of not being able to see land mines you guys would also know mines are unique in that they have no DR to their effect. Just throwing it out there.
    As i play a sab, and dont usually try and chase them down. I didnt know that the enemy couldnt see them.

    And they should not have a DR for them, they already have enough restrictions.

    But if they do add a DR, then the CD should be removed and you should be able to put more than one set down at a time...that sounds good to me!
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    Shield of Telara Kanabull's Avatar
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    Quote Originally Posted by Violacea View Post
    /quit board. I just can't right all the misinformation around these boards.
    I'm sure you would be missed, and people would cry over your absence
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