Muktar wrote:
When a battle is raging and someone is stunned, and the rogue has to take time to either get out of formation, change weapons to other weapons or scrolls, could mean a healing spell will get on that one guy and therefore will mean nothing.
I don't care about the other incidences, but I do want it fixed that if your group is in battle with the other group as long as the other conditions are met. You can circle stab anyone, and you can always circle stab stunned creatures.
^^This. The rogue class is sub par at group PK, IMHO. Even when circle doesn't "bug" out (as shown in my previous log snippets), you still have to deal with pets or guards positioned behind players before you can circle them.
Not a big deal by itself, but when a necromancer positions a wraith behind them and there are six to eight wraiths in the room - you're pretty much screwed. Your character would know which wraith to target, but as a player you're left guessing whether you should circle 1. 2. 3. 4., etc.
This class suffers from some serious quality of life and targeting issues. I'm all for a high skill cap, but when you're in the middle of a battle with 10+ pets/guards/characters and you get a message that something is blocking your circle/stab/hamstring - there should be a better method of determining what is blocking. Rather than having to randomly guess whether it is 1. or 6.wraith or 1. or 3.warhorse that is blocking.
This class could use a review of its mechanics.
Just sayin'.
I'm agree rogues have some glaring weaknesses but in that NPC behind a PC situation just petrify the NPC with a scroll, it's better than wasting 3-4 rounds on warhorses.