Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Jan 15, 2014 10:33 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
The availability of detect invis/hidden potions, and other items should be looked into. Invis and hide are probably up there with the worst abilities in the game simply because it's so easy to get permanent or near permanent detections. Stealth isn't even a factor in Shattered Kingdoms.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Wed Jan 15, 2014 11:58 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I don't disagree, but I couldn't say when anything like that would change.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Thu Jan 16, 2014 10:37 pm 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
Detection is a big part of cost of playing. If you dont have detection you can not effectively engage in PK from either side. Invis/hidden is OP if detection is hard to get or UP if its easy to get. However would you rather half the classes in the game have an OP ability and the other half suffer rather than most being on a level playing field. Although I can see a much stronger argument for detect hidden to be lesser than detect invis. I think removing the availability of either of them will cause a major balance issue. Also I think the way the who list works it would be hurt by less players being visible for longer.

I still hold that rogues with tumble would make them better with out making them OP, I mean they already have the ability to flee and run back most likely making them not targeted. Also the changes to the visible command would greatly improve sneaking around as you could sneak well disguise and appear from the shadows with out announcing it. Rogues can still wreck a group however it is normally because the person being attacked made a mistake that lets a rogue win rather than the rogue doing something right.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Fri Jan 17, 2014 4:09 am 
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Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
Scouts get camo...

...Rogues could really get some things to bump up their stealthiness.
People have been commenting how some really little things cause them to fall out of hiding. Perhaps some of those things (looking at other people) could be tweaked. Perhaps there could be a master level skill called stealth that in cities works like camo for scouts in the wild. I think there should be a check after every x ticks to see if they stay stealthy and additionally another check to see if that person notices that their butt is hanging out (oooops) so they can try and blend in again.


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 Post subject: Re: Buffs for Rogues.
PostPosted: Fri Jan 17, 2014 7:40 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Rogues need a skill called crip walk. Where they walk like a cripple and no one thinks, "hey that guy looks dangerous".

+7 swag


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 Post subject: Re: Buffs for Rogues.
PostPosted: Fri Jan 17, 2014 11:55 am 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
archaicsmurf wrote:
Rogues need a skill called crip walk. Where they walk like a cripple and no one thinks, "hey that guy looks dangerous".

+7 swag

I thought rogues already had that. I like to think I use that to my advantage every now and then.


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