Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Rogue stun effect when landing attack from stealth
Settite
Member
Thoughts on the title? Seems reasonable enough that if you land an attack on an unsuspecting enemy/ player they may b cc for short while, maybe nothing over 1sec unless you can burn mana to break a stun similar to eso. With a kill time of 30-1min it seems like it'd help them out. Iv no doubt rogues will b pretty squishy but we've not seen anything on them yet so just theorizing.
0
Comments
Then do that zoom-out effect where you see the entire earth, then the solar system, then the entire Milky Way Galaxy, etc.
I play Rogue a lot.
This is borderline unsportsmanlike to me and reduces the skill factor.
Rogues should have so many other ways to get advantage when surprising the enemy without entirely crippling their ability to respond, that I think this would be the height of laziness.
That was funny. What makes you think that? Imagine walking down the street at night and you just get hit in the side of your head with a 2x4. I imagine I'd b a bit stunned. Though that's real life so I suppose it's not the best 1 to 1. I may be a bit bias since I'm coming from eso and that was the norm. Though in smite the ttk was lower than 30-60secs so I'd imagine all it would do in this game is help a bit with burst damage. Is there an alternative you'd prefer or are you in favor of no bonuses when attacking from stealth? Sorry for the ramble.
I don't think it'd b that annoying since there will b ways build in to detect invisible players.
The problem with CC is that it's too 'wide ranging' a bonus for this situation, I think.
I go for a strike from stealth and succeed while you are fighting a mob and things are complex? Now I don't have to kill you, the mob might.
I go for this on a Healer at the right moment in a similar situation? Someone else might fall or be at such disadvantage that it doesn't matter.
But ALSO if I realize that you don't take enough damage, that you have better gear than I thought, or so on, now I have 1 sec of CC to run away, I don't have to keep attacking.
If I just wanted to steal some item you were looting or a resource node, now I can do that too.
If I'm with my group, against a single target, any synergies can immediately be piled on whether I keep attacking or not because I know my opponent can't move. The Ranger, Tank, and whoever else, all just train their ranged abilities on the enemy knowing that the moment I hit them, they have a whole second to 'confirm that hit' and do their own stuff.
Even in a complex fight with lesser group communication, this is a big bonus.
I think that Rogues should generally have benefits 'in close combat' and 'against characters who don't have all their buffs up'. I also personally prefer that the effect of the attack from stealth is more damage (I'd even say positional damage) not CC, but I'd accept 'Silence'.
Since any class can use any weapon in this game, a lot of options open up for ranged methods of doing this already, multiplying all the things I consider to be problems.
I can definitely see how some don't consider those things to be problems, or even important aspects of Rogue gameplay. I just don't like them when hard CC (can't perform most actions AND either can't move or drastic movement reduction at the same time) gets involved.
Since Rogues are often also the 'positional damage' class, Hard CC would often lead to them being even more able to set up damage this way, sure, but that absolute freedom of an entirely unmoving opponent doesn't sit well with me, and in Ashes, it's quite likely that even 1 second, in combat, is a long time.
A fair assessment. Considering that there won't be ways to break out of cc but there will be diminishing returns I can understand where your coming from. I'd say my view on it may change depending on what the damage values and cc options for a rogue look like in the alpha. A fair concession I believe would be if you caught someone entirely off guard, i.e they haven't used any abilities within the last 30 or so secs and they aren't involved in combat. Tbh though I do like the idea of more damage instead. Either way would be satisfactory. Ty for engaging with me on this. I thought it would be good to get the opinion of another on this matter.