Dolyem wrote: » As I said, its not about griefing.
Dolyem wrote: » If the main concern is allowing non-combatants who dont wish to engage to have the ability to flee, then provide a sort of non-combatant only feature that, when activated as a non-combatant, then does the CC immunity thing, while simultaneously locking in being a non-combatant for 5 minutes or something, preventing them from turning around and engaging after utilizing the advantage.
Fantmx wrote: » You will decide whether to attack and they will decide whether to attack back. I don't see how this is any different than everyone else. It I am walking along and charge you or sit in a bush camouflaged, they person being attacked will do whatever they plan to.
George_Black wrote: » Fantmx wrote: » You will decide whether to attack and they will decide whether to attack back. I don't see how this is any different than everyone else. It I am walking along and charge you or sit in a bush camouflaged, they person being attacked will do whatever they plan to. The whole advantage of rogues is frontload dmg leaving 0 chance for fightback. Fightback means turning purple from green. Killing a green means PK. Rogues are not build for combat survivability. I do not know how you cant connect certain simple dots in so many topics.
NiKr wrote: » Dolyem wrote: » As I said, its not about griefing. I am not talking about griefing. I am talking about PKing. Different things Dolyem wrote: » If the main concern is allowing non-combatants who dont wish to engage to have the ability to flee, then provide a sort of non-combatant only feature that, when activated as a non-combatant, then does the CC immunity thing, while simultaneously locking in being a non-combatant for 5 minutes or something, preventing them from turning around and engaging after utilizing the advantage. The system is built around protecting the greens from repeated forced deaths. The rogue is still at an advantage, if they want to kill their target quickly. They simply have higher stakes than in other games. And as I keep saying, in Ashes rogue seems to be more of a group class. Groups will have pvps that don't involve PKing. And in that pvp the rogue can do their thing. It's the same as tanks not being able to do shit, because they're meant to protect things and not destroy them (at least I fucking hope that's the case). There's gonna be a ton of ways for a rogue to make use of their specific abilities w/o suffering corruption. Also, if the ttk is high enough, the victim can still turn around, CC the rogue and engage pvp. I doubt people will do this, but the possibility will probably be there.
George_Black wrote: » The whole advantage of rogues is frontload dmg leaving 0 chance for fightback.
Noaani wrote: » George_Black wrote: » The whole advantage of rogues is frontload dmg leaving 0 chance for fightback. I don't understand how someone could want this to be a thing in a game like Ashes. Unless they plan on playing rogues. They should have a front heavy attack, for sure - but absolutely not to the point where there is 0 chance for fighting back.
Dolyem wrote: » Noaani wrote: » George_Black wrote: » The whole advantage of rogues is frontload dmg leaving 0 chance for fightback. I don't understand how someone could want this to be a thing in a game like Ashes. Unless they plan on playing rogues. They should have a front heavy attack, for sure - but absolutely not to the point where there is 0 chance for fighting back. I think they should definitely do high damage coming out of stealth, but I feel armor should play a significant role in whether or not a rogue can do substantial damage or not. That being said, I dont think one shot mechanics are good for any class to have.
CROW3 wrote: If the rogue is a sustained dps with some non-stealth burst windows, then ambushing a green may not have such an extreme set of assumptions. In this case, rogues may be able to fight as light-warriors (e.g. thugs and highwaymen) with a broader set of abilities to bleed or cc a target between burst windows.
Dolyem wrote: I even have ran this by several people as a scenario where they are being attacked, and almost every one of them said theyd likely disengage remaining a non-combatant, heal, and re-engage before the player lost their combat status and open up on them with full CCs.
Dolyem wrote: If you make entire class kits pointless/nullified when initializing engagements, that is a bad gameplay design that should be considered.
Dolyem wrote: » I even have ran this by several people as a scenario where they are being attacked, and almost every one of them said theyd likely disengage remaining a non-combatant, heal, and re-engage before the player lost their combat status and open up on them with full CCs.
Dolyem wrote: » This is also not about suffering corruption, rather it is more about a sort of terms of engagement issue being exploitable.
Dolyem wrote: » My suggestion above for players committing to non-combatant to acquire CC immunity addresses your concerns of protecting greens.
Dolyem wrote: » Long time no see everyone. Figured I may as well toss another topic out since its been so long. Its a simple idea. Seeing as traditionally rogues are all about openers and getting the jump on players in PvP, will this simply disincentivize players being attacked by rogues to fight back when Rogues get the jump on them, pushing said rogues to gain corruption or disengage? Would this pretty much nullify the classic rogue mechanic of stealth attacks in PvP? Will the potential loss of materials be enough to push back against a rogue doing this? I plan to test this in alpha 2 quite a bit but any feedback or suggestions to test are welcome. This is also just theory, seeing as we dont know anything about ashes rogues, its just speculation using what rogues have been in mmorpgs traditionally.
Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile.
Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons.
Depraved wrote: » Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons. so basically turn them into warriors?
Jhoren wrote: » Depraved wrote: » Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons. so basically turn them into warriors? No.
Dolyem wrote: » I think they should definitely do high damage coming out of stealth, but I feel armor should play a significant role in whether or not a rogue can do substantial damage or not. That being said, I dont think one shot mechanics are good for any class to have.
Laetitian wrote: » Dolyem wrote: I even have ran this by several people as a scenario where they are being attacked, and almost every one of them said theyd likely disengage remaining a non-combatant, heal, and re-engage before the player lost their combat status and open up on them with full CCs. So? Why can't the stealth-ranger just kill their target? Or, if disengages trump engages in the game, why can't the stealth-ranger do the same thing in return, until one of the two either gets an execution or stops trying? How is what you're saying any more profound than "When I come out of stealth, I want to win."?.
Laetitian wrote: » Dolyem wrote: If you make entire class kits pointless/nullified when initializing engagements, that is a bad gameplay design that should be considered. What is "nullified" about the ranger's class kit when he opens an attack, and how is it related to the flagging system (which is the topic of your thread, if you want to now make this not about Corruption, then you have to state what the problem mechanic *is* that you want changed. Is it other classes' access to mobility? Is it the damage potential of the stealth class? What's wrong with what it looks like so far?) I really feel like this topic is suffering because you're not willing to say openly that this really has nothing to do with stealth at all, you just don't like not being able to pick PvP and win fights without an uncomfortable consequence attached to it, whenever you personally deem it to be a justified fight. And like, you're talking to mostly enthusiastic PvPers in this thread so far, so if that's what you want to talk about, why not talk about that...
Depraved wrote: » people forget that the rogue could still lose a 1v1 after doing his initial attack and breaking stealth. the rogue isn't meant to be a direct tanky fighter like the warrior.