+ Reply to Thread
Page 26 of 26 FirstFirst ... 16 22 23 24 25 26
Results 376 to 390 of 390

  Click here to go to the first Rift Team post in this thread.   Thread: PTS 1.2 Patch Notes - 4/22/11 - In Progress

  1. #376
    Rift Disciple
    Join Date
    Apr 2011
    Posts
    113

    Default

    To put the response about rogues less offensively.. a T2 melee rogue parses at around 550-600 damage a T2 Ranged Rogue parses at around 600-650. A T2 Melee warrior parses at around 700-750.

    Something about this seems wrong. Melee rogues should at -least- do as much damage as warriors, if not more. Even if Trion does not believe warrior dps is where it should, be they should at least be capable of recognizing the disparity between low risk (ranged) and high risk (melee) combat as it is currently. Melee rogues need some love.

    PS - these numbers assume single target dps (since rarely anything else matters during boss fights)

  2. #377
    Champion of Telara Zikkar's Avatar
    Join Date
    May 2010
    Location
    Plant City, Fl
    Posts
    1,359

    Default

    Quote Originally Posted by Indasoth View Post
    Where is this rogue "superbuff"?

    Did they post updated patch notes or something?
    there is a new patch some time this week. I am hoping the supposed "buff" to rogues is in it this time.

    -Soon A developer term that is never as "soon" as you want it to be.

  3. #378
    Soulwalker Narissa's Avatar
    Join Date
    Mar 2011
    Posts
    9

    Default

    Quote Originally Posted by CdrRogdan View Post
    Have you actually tried tanking as a cleric or are you simply distressed that they can heal themselves in pvp? In a boss fight you can rarely do anything other than attack and reapply your sheild buff since heailng draws insignificant ammounts of threat. Clerics cap out at 20% parry, have no dodge to speak of, and have very poor block to compensate, which they can only raise by stacking strength (which reduces overall threat generation). Of course the biggest issue is they have very close to zero magic damage mitigation and get tossed around like little kittens versus caster mobs.

    There are a lot of reasons why cleric tanks need some adjustments. Just because they are OP in pvp doesn't justify ignoring their failure in pve as viable tanks. I'd be happy if they removed the self heals in favor of additional damage mitigation abilities.
    Dead on.

    /Agree with you completely

    Pay more attention to what I write next time Lord Krighton & Indasoth and please play a Cleric TANK before commenting.
    Narissa - Cleric
    Officer of Sanctuary
    If you love something.. Let it go.. If it comes back to you.. Its yours.. If it doesnt.. It never was

  4. #379
    Plane Touched Odinn's Avatar
    Join Date
    Jul 2010
    Posts
    213

    Default

    Quote Originally Posted by Amary View Post
    WARDROBE SLOTS
    * You can only equip armor in wardrobe slots of the appropriate type for your calling - Plate for Warriors, Leather for Rogues, etc.:
    Please don't tell me this is for pvp purposes. Already a warrior can run around in leather, a cleric in cloth. With multiple wardrobe slots it just seems ridiculous to limit the gear to your calling even more than the armor you can actually equip. /boggle

  5. #380
    Plane Touched TheGrump's Avatar
    Join Date
    Feb 2011
    Posts
    263

    Default Separate PvP and PvE Versions of Skills/Abilities

    I've commented once in the Additions #3 thread and I don't think I'll comment there again, I don't have much that I can say that hasn't already been said. However, I do want to reassert what myself and some others have said in respect to PvP and PvE: there needs to be PvP and PvE versions of abilities. This is something that is going to take work and ambitious work at that, something Trion should only be too happy to jump at and tackle. For some reason this is a solution that gets shouted down or ignored despite how sensible it is, that it is easier in the long run to change the functionality for skills/abilities in PvE and PvP situations so that all Souls really are viable. This would also prevent incredibly different, Catch 22 balancing of game dynamics because a few skills or a particular dynamic are causing a problem.

    I don't know why its something that seems taboo to legitimately discuss or attempt, but I do know from experience in Guild Wars that it is an absolutely outstanding idea and forces PvP players and PvE players to really think differently. A build you use for PvE may be nonsensical for PvP and vice-versa, yet there are skills that are legitimately used to incapacitate the enemy that should function differently against a player (e.g. status effects or debuffs that function as CC). This is an idea that stood the test of time in Guild Wars and can work here, the issue of World PvP and that not being present in Guild Wars is a red herring: the game will recognise the mechanics in question, there is no need to worry.


  6. #381
    Champion Nordain's Avatar
    Join Date
    Jan 2011
    Posts
    581

    Default

    Wtb changes to WF power-up?

    With AP/SP scaling differently, it seems like a flat % damage power-up would make more sense.

    Thoughts?
    Last edited by Nordain; 05-05-2011 at 06:33 PM.

    My Livestream
    Mercenary @Mind Trick

    Wait, what?

  7. #382
    Soulwalker Huskyboy's Avatar
    Join Date
    Dec 2010
    Location
    Texas
    Posts
    1

    Default

    6 second cooldown on backstab? Iiiiiiinteresting. Seems like assassin will be a less useful pve spec now.

  8. #383
    Soulwalker
    Join Date
    Mar 2011
    Posts
    13

    Lightbulb Missing one improvement...

    What about Predictable Movements for Paragons? I'm finding that move to be very useless: when you use your own moves, it just wastes a charge.

  9. #384
    Soulwalker
    Join Date
    May 2011
    Posts
    1

    Default

    And what´s aboud the guild bank?... They told us it will came soon, bunt nothing happens. We have now 20 players how quit the game because the missing guild stuff like guildbank (which is standart in a normal MMO) etc.

    Trion, WE WANT a GUILDBANK, now!! The game needs a Guildbank.

  10. #385
    Rift Disciple
    Join Date
    Jan 2011
    Posts
    141

    Default

    DID I MISS THE WARDEN CHAGES ANYWHERE?

    looks like that souls i so imba it needs no changes

  11. #386
    Ascendant Gray's Avatar
    Join Date
    Nov 2010
    Posts
    1,873

    Default

    Quote Originally Posted by Bhaalos View Post
    And what´s aboud the guild bank?... They told us it will came soon, bunt nothing happens.
    "soon" does not always imply "next patch".

  12. #387
    Prophet of Telara TyrLith's Avatar
    Join Date
    Dec 2010
    Posts
    1,198

    Default

    Quote Originally Posted by Bhaalos View Post
    And what´s aboud the guild bank?... They told us it will came soon, bunt nothing happens. We have now 20 players how quit the game because the missing guild stuff like guildbank (which is standart in a normal MMO) etc.

    Trion, WE WANT a GUILDBANK, now!! The game needs a Guildbank.
    who cares about such trivial additions when trion has game breaking stuff to solve first..
    thx

  13. #388
    Soulwalker
    Join Date
    Dec 2010
    Posts
    14

    Default

    Tbh a guild bank is quite important now, allot of players if not most of the original players (playing from release) are at 50 now and are lvling mutilple alts, I know there has been masses of mats vendored because averyone has run out of bank/bag space.

    I would very much like to see a guild back put in place asap.

    But other than that, gj Trion.

  14. #389
    Soulwalker
    Join Date
    Jan 2011
    Posts
    10

    Default HUGE mistake...

    * All levels of crafting Rifts give a chance for an additional plaque from the bonus stages, even below your character level.*

    You guys have to know this is a huge mistake. You'll have lazy level 50's closing rifts in Silverwood before the low level players can even get to them on their slow mounts. There's enough of a problem with this already because someone thought it was awesome to put necessary epic level 50 quests in Silverwood. Whose idea was that?

    This is going to really hurt alts and new players if you let the 50s storm the zone because they can get plaques in the low zones as easy as they can in Stillmoor or Shimmersand.

    Bad idea.
    If you ain't dyin, you ain't tryin!! That makes me an over-achiever in Warfronts.

  15. #390
    Soulwalker
    Join Date
    Jun 2011
    Posts
    1

    Lightbulb Looking at the target

    I noticed my char does not look at the target anymore.
    i really liked that.
    made it so personal and looked awesome.
    now they are all gazing in front of them like ghosts.
    like in WoW...! >_<

    please get that back! <3 :s

+ Reply to Thread
Page 26 of 26 FirstFirst ... 16 22 23 24 25 26

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts