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 Post subject: Re: Buffs for Rogues.
PostPosted: Tue Nov 12, 2013 8:06 pm 
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Dulrik wrote:
grep wrote:
Dulrik wrote:
I am not interested in what you expect to happen. Only what you have verified through multiple personal experiences.

Grep, I think your quote privileges need to be revoked. My quote has no relevance to this thread.



If I could explained how your call for verified experiential data in a thread with balance rhetoric being thrown around was relevant, would you reject the point?

It is difficult to reply to you without derailing the thread, so I'll highlight what I meant to earlier: while balance by buffs seems far more interesting than nerfs and tweaks, power creep can also damage the sustainability of a mechanic. It stands to reason that replies to OP's personal experiences should also be more substantial than arm-chair belittling of the idea, which is what I saw happening.

These suggestions look interesting. Maybe we can look at other mechanics for further inspiration, such as the WoW vanish ability or the D&D mislead spell? I suggest this because kip-up seems to have been a successful 4E import.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 5:53 am 
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SK Character: Caric
Group rogues want tumble, basically would put them as a key member in any group as they could be actively using their skills rather than being targeted and useless.

Rogue sneaking is a rare skill it is very very hard to pull off well but when done it is just awesome. To help the visible command needs to be able to used with components skills aka visible disguise, visible invis, visible hide, visible sneak. So you can slip out of hiding with out dropping a disguise. Id like to see 1 or 2 preset able disguises/polymorph descriptions that would turn off when the effect ends. To a similar effect I wouldnt mind rogues getting a hide skill move tied to hide. Hide disguise, hide look would both be interesting.

Rogues could use something to sneak around town guards auto detects of people, but I am not sure it that would be too OP given they are basically just looking for backstabs.

Word of recall is a problem all combat faces at the moment. The current solution Im thinking might work for each round of combat you are in a word of recall spell effect is lagged by 1.5 seconds once the spell is triggered. Each cast/potion would half the lag before its triggered, making it more useful to those who can cast the spell. This would mean the larger/longer the combat the harder it is to run using word of recall. With out making it completely useless, more a tactical move than a get out of jail free card.
For example you have been in 6 rounds of combat. Word of recall is cast you remain for another 9 seconds given that each combat round is about 3 seconds apart that would be 3 more rounds of combat. This may be too long but it could be balanced. If you cast it a second time then it would only take 4.5 seconds or 1 maybe 2 rounds. This change would likely make it easier to run from rogues as the quicker you get to running the better it works.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 8:11 am 
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SK Character: Theodoric
I was thinking about tumble last night. I agree that it would be a really great add for the rogue class. That said rogues do get shield block, unlike bards, so their defensive ability is much higher to begin with and tumble might make them too powerful defensively. Perhaps instead a controlled flee ability (a la retreat but for the rogue only)?


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 8:49 am 
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Rogues having shield block is like a paraplegic having legs.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 9:03 am 
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patrisaurus wrote:
Perhaps instead a controlled flee ability (a la retreat but for the rogue only)?


I've proposed this about a dozen times for the rogue class. Feign death. Removes the rogue from any groups/combat. All see "A sneaky male rogue is DEAD! You hear a sneaky male rogue's death cry". Rogue sees "You successfully feign death". Rogue can then walk away or re-engage, but will be without a group. Probably a master level ability.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 9:18 am 
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There are two mechanics which would render such an ability less neglected than siegecraft: first, if it somehow overcome the limitations Word of Recall comes with (a tall order), and if it somehow prevented you from being immediately re-engaged by guards once you move rooms.

Otherwise, the ability would never be smart to use when word of recall is accessible, will it?


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 9:28 am 
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You must not play much, eh?


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 9:29 am 
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Whenever I do, I usually have access to word of recall. What was your point? I kind of missed it.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 10:52 am 
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SK Character: Theodoric
Smurf, Grep is just pulling his typical fake-ignorance trolling in gameplay again. He/she is best ignored.

To clarify for the obvious-challenged: While I am sure people would continue to use word of recall, just as mercenaries often use word of recall instead of retreat, I am equally sure people would find use for an ability that allowed them to back out of a fight without returning to their portal stones at half mvs.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Nov 13, 2013 11:30 am 
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A rogue that can remove themselves from combat and then recite mirror images or go prepare a few rooms away (if caught with pants down) would be really neat. After the change was made that 2nd and 3rd row folks not engaged in combat couldn't simply walk away, this idea became a lot better.


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