DaRougaroux wrote: » Valento92 wrote: » Whiskiz wrote: » Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics. Erm, how can you class invisibility as a great defence when you lose it after combat starts? Unless you have a major cd, single time use, combat stealth? Well dude, you're a bit ahead in development. Folks are discussing class designs, they could be implemented in a plethora of ways. GW2 thief is OP, FF ninja is underpowered, I guess Intrepid could base themselves off of countless games to avoid this mechanics from being OP while still being fair and fun. GW2: Theif was greatly OP. WoW: Rogues, LoL OP. Rift: Once again, LoL OP ESO: Nightblades, OP I mean can we bring some friggin sanity to stealth classes, that's all I'm saying. Can we end the ridiculous cycle?
Valento92 wrote: » Whiskiz wrote: » Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics. Erm, how can you class invisibility as a great defence when you lose it after combat starts? Unless you have a major cd, single time use, combat stealth? Well dude, you're a bit ahead in development. Folks are discussing class designs, they could be implemented in a plethora of ways. GW2 thief is OP, FF ninja is underpowered, I guess Intrepid could base themselves off of countless games to avoid this mechanics from being OP while still being fair and fun.
Whiskiz wrote: » Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics. Erm, how can you class invisibility as a great defence when you lose it after combat starts? Unless you have a major cd, single time use, combat stealth?
Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics.
Caeryl wrote: » DaRougaroux wrote: » Valento92 wrote: » Whiskiz wrote: » Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics. Erm, how can you class invisibility as a great defence when you lose it after combat starts? Unless you have a major cd, single time use, combat stealth? Well dude, you're a bit ahead in development. Folks are discussing class designs, they could be implemented in a plethora of ways. GW2 thief is OP, FF ninja is underpowered, I guess Intrepid could base themselves off of countless games to avoid this mechanics from being OP while still being fair and fun. GW2: Theif was greatly OP. WoW: Rogues, LoL OP. Rift: Once again, LoL OP ESO: Nightblades, OP I mean can we bring some friggin sanity to stealth classes, that's all I'm saying. Can we end the ridiculous cycle? Sounds like you just have zero inclination to actually use stealth counters or account for surviving burst.
Nagash wrote: » When in doubt. AOE
Nagash wrote: » Caeryl wrote: » DaRougaroux wrote: » Valento92 wrote: » Whiskiz wrote: » Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics. Erm, how can you class invisibility as a great defence when you lose it after combat starts? Unless you have a major cd, single time use, combat stealth? Well dude, you're a bit ahead in development. Folks are discussing class designs, they could be implemented in a plethora of ways. GW2 thief is OP, FF ninja is underpowered, I guess Intrepid could base themselves off of countless games to avoid this mechanics from being OP while still being fair and fun. GW2: Theif was greatly OP. WoW: Rogues, LoL OP. Rift: Once again, LoL OP ESO: Nightblades, OP I mean can we bring some friggin sanity to stealth classes, that's all I'm saying. Can we end the ridiculous cycle? Sounds like you just have zero inclination to actually use stealth counters or account for surviving burst. Like I said just use AOE. you are bound to hit something sooner or later
Gbolt wrote: » OP, if all points would be removed for rogue class as you say, then such class would be light armor wearing squishy melee wet noodle damage dealer, that is easy to see and kill. And keep in mind, this game will have hard counters, meaning for example that heavy armor wearing classes (like tanks, fighters) would be good counter to light armor classes, where robe armor classes (casters) would be counter to heavy armor classes and then light armor counters robe armor. So overall, some classes will be very good to kill some other specific classes, but also get killed easily by other type of classes. And as Steve mentioned, balancing is intended to be done in group play, not in 1v1.
DaRougaroux wrote: » Caeryl wrote: » DaRougaroux wrote: » Valento92 wrote: » Whiskiz wrote: » Valento92 wrote: » I share the concern. Being able to be invisible, agile, have defensive maneuvers is expected, but it should have very low hp because being invisible is the greatest defense one could have, and only weak/medium-powered heal-over-time skills if any. Rogue should also be quite proficient at poisoning; it's part of the archetype characteristics. Erm, how can you class invisibility as a great defence when you lose it after combat starts? Unless you have a major cd, single time use, combat stealth? Well dude, you're a bit ahead in development. Folks are discussing class designs, they could be implemented in a plethora of ways. GW2 thief is OP, FF ninja is underpowered, I guess Intrepid could base themselves off of countless games to avoid this mechanics from being OP while still being fair and fun. GW2: Theif was greatly OP. WoW: Rogues, LoL OP. Rift: Once again, LoL OP ESO: Nightblades, OP I mean can we bring some friggin sanity to stealth classes, that's all I'm saying. Can we end the ridiculous cycle? Sounds like you just have zero inclination to actually use stealth counters or account for surviving burst. Hmmmm. Your Avatar, check. Your irrational rebutle for defending broken mechanics, check. Yep, Rogue here. Anyone got a flare?
OnibakaEX wrote: » Flawed original thread post, but if we back off with the personal attacks, there might be an interesting game design exercise here. I'm gonna try and hijack it towards that.How would you build a stealth melee character, so that it feels fulfilling to play, while having exploitable flaws? I'm gonna give it a go.What should an Assassin's role in a trinity-based PVP system be? I see them as back-line infiltrators. They should be able to sneak to the juicy targets(mages/buffers) and ideally take one(or two) out. Then have a fair escape mechanism that makes their exit the hectic part of the engagement. Once out of danger - rinse and repeat.As direct 1vs1 interactions between players of similar equipment and level go: An Assassin should not be able to win against Tank & Fighter classes. Should be able to take care of Mage when the Mage is caught off guard, but escape or die if detected at mid/long range. Should kill Buffers when they're caught off guard, but be disabled at mid/long range. Essentially failing the attempt and having to back off and reset before trying again. Archers should destroy it at range... not certain what the proper close range interaction should be, based on armor I guess it should not be able to explode them, so they're not ideal target.What skills would I put on an Assassin(and on his opposition) to ensure this interaction? - Counterable infiltration skill - ideally Stealth, as it gives so much to the encounter. And by Stealth I don't mean "increased speed translucency" as both aspects of that are just WRONG on every level. I mean full-on invisibility with a decrease in speed, as the character is putting an effort in not being detected rather than usain-bolting towards the enemy's squishy bits. And I said "counterable" because having "detection" abilities on other classes is essential to the game of hide and seek that I want out of it. I'm thinking a combination of passive short range AOE around tanks + active target AOE on buffers, giving them another thing to do in an engagement. As far as cooldown goes, you can make it 3 seconds for all I care, as long as activation is possible on a meaningful distance away from any enemy. - Escape mechanism - ideally something along the lines of a displacement/short distance teleportation with automatic deselect for enemy tab skills. After that you just hoof it towards your mates or stealth if you think the enemy won't find you with detection. At that point the name of the game is cat and mouse as the enemy forces decide to chase or regroup... or have to deal with the rest of your guys. - As far as the attack skills I think you can flavor him however you like - burst dmg, poison, bleed, whatever fits what you're going for. Heck, for the sake of teamplay you might put some Mark-equivalent that grants archers extra range/dmg against target. And that's it really... The goal with creating a burst damage character should be to enable that play you'll be telling your friends about for weeks, while not mentioning the 20+ other times where you made an error died or ran away. I don't know... Does that sound fun.. or fair for that matter? I have this whole idea of how an organized military engagement in a trinity-based system should go and that colors my perspective of it. With lines of tanks and fighters etching towards the line of engagement while bombarded by mages and healed by buffers. Rogues tip-toeing through the chaos to get kills in the backline, while rangers try to flank so that they don't have to shoot through the shield wall.Anyways, I'd appreciate feedback from the perspective of the roles you play.
DaRougaroux wrote: » See I get that to a point, you're right, he did say that, BUT, if you make one class able to be the best 1v1 class in the game, it WILL affect grp play, its inevitable. You will have more people playing that one particular class, just to have an edge. That's the flaw behind that kind of a design.