Closed Thread
Page 3 of 27 FirstFirst 1 2 3 4 5 6 7 13 ... LastLast
Results 31 to 45 of 392
Like Tree87Likes

  Click here to go to the first Rift Team post in this thread.   Thread: The (un)official rogue 1.8 anticipation/feedback thread

  1. #31
    Plane Touched Cerium's Avatar
    Join Date
    Oct 2011
    Posts
    258

    Default

    Quote Originally Posted by Gunzip View Post
    I'm amazed as to how much free time you guys have to actually theory craft and breakdown possible changes, keep up the good work, TRION should hire a few of you guys as interns
    why ... then they'd stop posting .... ZING!
    Quote Originally Posted by BrianMorin View Post
    The more people play Rift and subscribe, the more time and money we have to continue to evolve the game....
    http://rift.sig.magelo.com/2057041.png
    "Cerium, glowers at you dubiously -- looks like he would wipe the floor with you!"

  2. #32
    Telaran
    Join Date
    Jan 2011
    Posts
    85

    Default

    Traps - in pve they will almost always be useless no matter how they are revamped. Traps are a pvp tool. To make them effective, they need to a 3/3 ability or 5/5 ability: Increase the number of traps that can be active by 1/2/3/4/5. This would allow for a total of 4 to 6 traps being able to be placed to protect a flag, or safe retreating path for the saboteur.

  3. #33
    Rift Disciple
    Join Date
    Feb 2011
    Posts
    116

    Default

    1: ember charge; does 50 fire damage + 50 fire damage for every charge on the target when detonate is triggered, 6 second cooldown

    2: armor debuff charge; does 50 damage, makes you next detonate ignore 15% of targets armor, 6 second cooldown

    3: bleeding charge; does 50 damage over time for every charge on the target when detonate is triggered 6 second cooldown.

    4: AOE charge; does 50 damage and causes your detonate to effect up to 5 targets within 10 yards of your target, 6 second cooldown

    5: blast charge; does 50 damage

    BOOM!

    6: Detonate: does 200 damage and explodes all of your charges; also resets all of your charge cooldowns



    All traps can be thrown 30 yards

    detonated charges can now proc poisons/enchants for 50% of the normal damage of the poison/enchant proc

    new skill, Explosive Retreat: you drop a big ol' bomb on the ground and blast yourself 20 yards back, and any enemies in range of the bomb are blasted into the air, 1 minute cooldown.

  4. #34
    Ascendant Gunzip's Avatar
    Join Date
    Jan 2011
    Location
    New York
    Posts
    1,436

    Default

    Its funny sometimes when I read these suggestion thread, and think to myself. Are most of you aware if 95% of what's taken and implemented from these suggestions would require massive amounts of code rewriting and bug testing, in reality, these coders at TRION realistically would make the least amount of code change to accomplish a greater effect than tie up man power resource that essentially rebuilds the class from the ground up.

    This is why I could not see myself suggesting sweeping suggestions, as it's not realistic from a man power, and business perspective, and would end up being nothing more than patch work to address issues brought up by the paying subscribers. I'm not gonna get my hopes up and just be satisfied with what actually works rather than fill myself with unrealistic expectations on huge changes by the employees of TRION.
    - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
    http://static.rifthead.com/rifthead/...s/3-Gunzip.png

  5. #35
    Plane Walker Enaki's Avatar
    Join Date
    Jul 2010
    Posts
    490

    Default

    Quote Originally Posted by Gunzip View Post
    Its funny sometimes when I read these suggestion thread, and think to myself. Are most of you aware if 95% of what's taken and implemented from these suggestions would require massive amounts of code rewriting and bug testing, in reality, these coders at TRION realistically would make the least amount of code change to accomplish a greater effect than tie up man power resource that essentially rebuilds the class from the ground up.

    This is why I could not see myself suggesting sweeping suggestions, as it's not realistic from a man power, and business perspective, and would end up being nothing more than patch work to address issues brought up by the paying subscribers. I'm not gonna get my hopes up and just be satisfied with what actually works rather than fill myself with unrealistic expectations on huge changes by the employees of TRION.
    Speaking for myself, yes I do. Unfortunately Sab has so many issues (insufficient damage, poor scaling, useless charges, mind numbing rotation, little reason to cast bombs, almost no reason to use traps, little synergy for other souls to sub Sab and required souls for "main" Sab to sub with) that I think it's going to take a lot to get it back on the right track. Just increasing the damage would leave a good number of people disappointed and still requesting Quality of Life fixes. That's why I was glad to see that it was being slated for 1.8 as opposed to hot fixed in like the Justicar changes. I'd rather see them take their time on this one.

    Then there's always the point of view that even if they don't take a full suite of change suggestion (either due to resource requirements or the idea just not working out as hoped), you might have one idea, or two if you're lucky, that might get worked in and help the long term goal.
    Telarans on class balance: Rock is overpowered. Paper is fine. - Scissors

  6. #36
    Ascendant Gunzip's Avatar
    Join Date
    Jan 2011
    Location
    New York
    Posts
    1,436

    Default

    Quote Originally Posted by Enaki View Post
    Speaking for myself, yes I do. Unfortunately Sab has so many issues (insufficient damage, poor scaling, useless charges, mind numbing rotation, little reason to cast bombs, almost no reason to use traps, little synergy for other souls to sub Sab and required souls for "main" Sab to sub with) that I think it's going to take a lot to get it back on the right track. Just increasing the damage would leave a good number of people disappointed and still requesting Quality of Life fixes. That's why I was glad to see that it was being slated for 1.8 as opposed to hot fixed in like the Justicar changes. I'd rather see them take their time on this one.

    Then there's always the point of view that even if they don't take a full suite of change suggestion (either due to resource requirements or the idea just not working out as hoped), you might have one idea, or two if y

    ou're lucky, that might get worked in and help the long term goal.

    I'm certain the changes slated for patch 1.8 will not be far sweeping, but rather numerical changes plugged in that will boost existing abilities to raise its raw performance, don't expect a full code rewrite on this particular soul. We have marksman & blood stalker as our competitive melee/range setups. I'm quite certain the developers are pleased we have at least two viable options required for raiding. And let's not forget we have even more options for pvp, so this quest to fix every single soul in the rogue calling is nothing more than wishful thinking and being totally disconnected from reality.

    But don't let me dissuade the everyday theory crafters, I realize it's a facet of this genre that is widely enjoyed by the community.
    - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
    http://static.rifthead.com/rifthead/...s/3-Gunzip.png

  7. #37
    Ascendant
    Join Date
    Feb 2011
    Posts
    1,842

    Default

    Quote Originally Posted by Gunzip View Post
    Its funny sometimes when I read these suggestion thread, and think to myself. Are most of you aware if 95% of what's taken and implemented from these suggestions would require massive amounts of code rewriting and bug testing, in reality, these coders at TRION realistically would make the least amount of code change to accomplish a greater effect than tie up man power resource that essentially rebuilds the class from the ground up.

    This is why I could not see myself suggesting sweeping suggestions, as it's not realistic from a man power, and business perspective, and would end up being nothing more than patch work to address issues brought up by the paying subscribers. I'm not gonna get my hopes up and just be satisfied with what actually works rather than fill myself with unrealistic expectations on huge changes by the employees of TRION.
    After Ailion said no overhaul I stopped posting suggestions. Sab is really broken and honestly I'm not sure what would take more time: An overhaul or "fixing" Sab. Fixing Sab requires fixing everything about the soul. From charges, to bombs, to traps. There is nothing that the Sab has right now that is good short of incriminate. Hell, the crystal is even bad for Sab.

    So my suggestions can only be:

    Make ALL charges AoE, make traps go on the target and have them spring 1 second later. Raise damage for all charges, and really... Just going to have to edit some charges. Caltrops, ember, concussion.

    Also, have 1 charge refresh the "stack" for charges (1 spike refreshes a previous 5 charge spike bleed).

    Other than those suggestions to just "raise damage", I can't see how they could possibly fix Sabs so I'm just going to wait and see.

    And no, I don't expect to be amazed at all.

  8. #38
    Telaran
    Join Date
    Feb 2011
    Posts
    87

    Default

    I'd like to see bard healing from Cadence and Coda of Restoration increased from 5 party/raid members to 10, similar to the cleric's DoL and chrolo's Lifegiving Veil.
    Last edited by Juxtaposed; 02-09-2012 at 09:45 PM.

  9. #39
    Plane Touched terran698's Avatar
    Join Date
    Jul 2011
    Posts
    200

    Default

    Quote Originally Posted by Thrakazog View Post
    I am seriously hoping that the tanking aspect gets something more than a casual glance. I am currently a mid HK rogue tank and I can tell you that being constantly 3rd string really sucks due to the simple fact that there is nothing that we do overly well. We mitigate less and a war tank VK can easily tank the magic based fights as well as we do.

    AOE threat, while we can hit more mobs is pitiful when compared to comparably geared war and clr tanks. I simply cannot pull mobs off of them without taunting.

    The ideas for fixes have been covered ad nauseam so I will not go into those here, just a sincere hope that the red headed stepchild of Rift gets some long-needed attention.
    agreed, i recently hit 50 with my rogue and during invasions i cant hold threat off dps classes without taunting. i would like to see +threat modified by endurance (like surge, sinister intent, and agressive guardian that warriors have) added to the improved guardian phase talent.

  10. #40
    Plane Touched Cerium's Avatar
    Join Date
    Oct 2011
    Posts
    258

    Default

    Quote Originally Posted by Juxtaposed View Post
    I'd like to see bard healing from Cadence and Coda of Restoration increased from 5 party/raid members to 10, similar to the cleric's DoL and chrolo's Lifegiving Veil.
    You could use this basic idea (which everyone wants) by removing the Bardic Inspiration talent that extends motifs and just make them 30 seconds, moving deafening music (which increases Coda dmg) to the first row of the tree and then replacing it's spot with a skill like:

    Bardic Medicine(5ranks) - Bardic Medicine Increases the number of raid/party members your Cadence and Coda of Restoration can heal by 1/2/3/4/5.

    This removes a skill that should just be built into the skills and replaces it with something that can allow more synergy for varying bard builds by alowing a non 51 bard to choose if they want the added healing, or something else.
    Quote Originally Posted by BrianMorin View Post
    The more people play Rift and subscribe, the more time and money we have to continue to evolve the game....
    http://rift.sig.magelo.com/2057041.png
    "Cerium, glowers at you dubiously -- looks like he would wipe the floor with you!"

  11. #41
    Shadowlander
    Join Date
    Sep 2011
    Posts
    48

    Default

    Riftstalker

    Guardian Phase: ****increases Health by 0,6% per point spend in the Riftstalker Tree**** (instead of Endurance, better scaling...would need to tune the modificator tho, seems a bit over the top)

    Planar Switch: The Riftstalker bends the reality, pulling an enemy through the planes to his position. 30 seconds CD. 30m range.

    Track Air Creatures: ...lol....seriously, no idea about that

    Rift Prison (Mirror): Imprisons the Riftstalker himself within the planes. Rendering him helpless. Duration 3 seconds. Reflects all incoming damage. Cooldown 2 minutes. Only works in Guardian Phase. Stalker Phase triggers the original effect.


    Physical Wellness:
    Increases the maximum health of party and raid members by 1000+10% of the Riftstalkers HP. Lasts 10 seconds (better timing for spike damage). Cooldown reduced to 60 Seconds.


    Anihilate: Finisher. The Riftstalker deals a mighty blow with both plane attuned weapons. This hit binds the target partially to another plane, causing reduced movement speed. (or some sort of that descirption). Effect in Guardian Phase: Increases the Riftstalkers deflect by

    +0,04% per point spend in Riftstalker / CP. 51 Pt RS finishing with 10 CP would mean +10% deflect.

    The original effect in stalker phase remains.




    -> Once the Riftstalker switches Phases every effect requiring a specific phase wears off. <- (denying PvP abuse)
    Asurah - - Primal Legion - Brutwacht PvE

    GP 4/4 / ÜH 4/4 / RotP 4/4 / / / GSB 5/5 / RoS 4/4 / HK 9/10

    ZOMG, Rogue, Kill! ... Wait, No, they got buff!

  12. #42
    Shadowlander
    Join Date
    Sep 2011
    Posts
    48

    Default

    Quote Originally Posted by crackeN999 View Post
    Riftstalker
    +0,04% per point spend in Riftstalker / CP. 51 Pt RS finishing with 10 CP would mean +10% deflect.
    10 CP eh....damn. Of course 5 CP.

    I think those changes would make the Riftstalker more viable and scale pretty well.
    Asurah - - Primal Legion - Brutwacht PvE

    GP 4/4 / ÜH 4/4 / RotP 4/4 / / / GSB 5/5 / RoS 4/4 / HK 9/10

    ZOMG, Rogue, Kill! ... Wait, No, they got buff!

  13. #43
    Ascendant Ianto Jones's Avatar
    Join Date
    Feb 2011
    Posts
    2,567

    Default

    Quote Originally Posted by crackeN999 View Post
    10 CP eh....damn. Of course 5 CP.

    I think those changes would make the Riftstalker more viable and scale pretty well.
    Riftstalker is already viable and scaling better than any other tank.

    edit: to clarify, I mean in terms of mitigation -- for HP and threat RS scales the worst
    Last edited by Ianto Jones; 02-10-2012 at 03:24 AM.
    Quote Originally Posted by NotTrev View Post
    I know you love to rain on the Mages' parades [Trunks]...

  14. #44
    Shadowlander
    Join Date
    Sep 2011
    Posts
    48

    Default

    Quote Originally Posted by Ianto Jones View Post
    Riftstalker is already viable and scaling better than any other tank.

    edit: to clarify, I mean in terms of mitigation -- for HP and threat RS scales the worst

    Exactly what im trying to point out.


    The Anihilate was just a quick idea.

    I always feel like wasting CP when im hitting Anihilate just because there is nothing else to do.

    Mitigation-wise the RS is already in a pretty good spot. Still a bit too RNG duo to the fact that:

    Warriors have a 21.77% lead on Block Chance & 11.94% Block Amount on Rogues
    Rogues have 6.56% more Doge/Parry than warriors do
    Warriors have between 3,000 more health that rogues do with Dext Heavy gear.
    but in the best condition since release.
    Asurah - - Primal Legion - Brutwacht PvE

    GP 4/4 / ÜH 4/4 / RotP 4/4 / / / GSB 5/5 / RoS 4/4 / HK 9/10

    ZOMG, Rogue, Kill! ... Wait, No, they got buff!

  15. #45
    Ascendant
    Join Date
    Jan 2011
    Posts
    2,468

    Default

    Quote Originally Posted by terran698 View Post
    agreed, i recently hit 50 with my rogue and during invasions i cant hold threat off dps classes without taunting. i would like to see +threat modified by endurance (like surge, sinister intent, and agressive guardian that warriors have) added to the improved guardian phase talent.
    then you are doing it wrong. PV + RD + SB + TS will only lose threat to another tanks taunt or a justicar's super OP DoL threat. If you aren't using PV then you are doing it wrong.

Closed Thread
Page 3 of 27 FirstFirst 1 2 3 4 5 6 7 13 ... LastLast

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