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  • Balance rogues

    S1 is having a problem with rogues. I've seen a lot of posts in the updates and promotions thread saying people are leaving because of a lack of content, but I don't think that's the reason, I think the reason is griefers. Rogues are not properly balanced, so they're able to camp and kill other players and unbalance PvP and guild events without any repercussions.

    The easiest and quickest way to fix this is to add back TrueSight. This was an Eidelon beastmaster skill that allowed us to de-cloak hiding rogues within a 1000 radius. Just this one tweak will fix the problem with griefers and make the game more enjoyable for everyone else.

  • #2
    what you say about freaking balance????? LOOK AT BEASTMASTER LOL?...... they so Overpower than Rogue LOL

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    • #3
      Originally posted by iExiLeKiD View Post
      what you say about freaking balance????? LOOK AT BEASTMASTER LOL?...... they so Overpower than Rogue LOL
      The beastmaster class was made specifically to balance rogues, as I understand it: rangers and mages balance each other out, knights and priests balance each other out, beastmasters and rogues balance each other out. Rogues were added first and beastmasters were added much later when CS1 was developed. Beastmasters aren't overpowered, as far as I've seen; an individual beastmaster may be much stronger than an individual rogue because of elite levels and stuff. I don't participate in PvP combat, I just spend a lot of hours online and listen to the other players in private and world chats. The problem I'm addressing is that rogues cloak and camp at places like Kaymo Mountain to kill other players, and because of that those events are unbalanced and other players can only actually participate if they have the permission of the rogues, which leads to a lot of frustration. I believe this has also been happening in tamalan, sengolia and avernal realms plus the PvP part of IoB but I don't know firsthand, because as I said, I don't do PvP, I just watch the chatter.

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      • #4
        Originally posted by Bekira View Post
        The beastmaster class was made specifically to balance rogues, as I understand it: rangers and mages balance each other out, knights and priests balance each other out, beastmasters and rogues balance each other out. Rogues were added first and beastmasters were added much later when CS1 was developed. Beastmasters aren't overpowered, as far as I've seen; an individual beastmaster may be much stronger than an individual rogue because of elite levels and stuff. I don't participate in PvP combat, I just spend a lot of hours online and listen to the other players in private and world chats. The problem I'm addressing is that rogues cloak and camp at places like Kaymo Mountain to kill other players, and because of that those events are unbalanced and other players can only actually participate if they have the permission of the rogues, which leads to a lot of frustration. I believe this has also been happening in tamalan, sengolia and avernal realms plus the PvP part of IoB but I don't know firsthand, because as I said, I don't do PvP, I just watch the chatter.
        wean do priests and knights are made to balance each other? I have to question this, since priest is only viable as holy or hybrid, the blood main skilltree is useless and bugged, unlike knight that can use any of his skills tree.

        just check the main blood skill tree, the skills are very useless and weak in comparsion with the holy skill tree.

        let me explain the main flaws of the blood priests:

        Life drain, improved Life drain, and sacrifice only deal a flat amount of damage, it does not scale with health nor matk, and if you dont know "sacrifice" its the lvl 80 skill of blood priest main skill tree, so its very unlikely you'll take this in conparsion to the buffs of the holy main skill tree, life drain/improved life drain arent in the main skill tree of blood, they're just an useless obstacle to get some usefull skill to damage enemys and a waste of points, we need to put points on them to get the better skills, the improved versions of blood beam and both blood pact and improved blood pact. Now lets analise blood pact and improved blood pact, as I complained here some time ago, it have an damage cap limit for its effet of blood drain that is an DoT effect that deal damage based on the enemy health, but it have an "limit" of damage that it can do, unlike the beasmaster's familiars(thats what I complained at an topic here, the lack of DoT capped on max health damage limit). Again lets get back to the main blood skill tree, there is 2 other skills that I find out to be useless as well, Bloodfog Totem and Demon's Gasp, let me explain why.

        Bloodfog totem places an totem that spaws an mist that gives invisbility to any ally nerby the toten for 2 seconds (every 5 seconds on lvl 1 and only last 20 seconds with an 45 seconds cooldown), but this is kinda of useless because if the high cooldown and short duration time, lets go to the next skill, Demon's Gasp, thats what I call of a waste of space (like life drain and its improved version) you channel for 3 seconds to stun someone for 4 seconds(+1 second per lvl), well it takes a lot of time to cast and is pretty useless in comparsion to the mage thunder skill that stun(I dont remember the name) the mage skill have no cast time, but lets compare it with something that the priest already have but almost nobody seems to care, the Grace Heal skill of priests, I bet just inexperienced priests take that or someone with a huge cast speed, because that skill have the same cast time of Demon's gasp(yes, 3 seconds), in comparsion to light heal that can heal the same amout and a bit more with 3 heals in the same time you take to cast Grace and have 6 seconds cooldown, so after use it you need to way more 3 seconds(because 3 seconds you'll spend casting) to use it again spending 3 seconds casting, its pretty useless to dungeons because your party members wont will wait to your cooldown to be back to heal them, expecially in the hi-level dungeons, Circle of healing still ok for me with it's cast time of 1 second, but since I dont take Grace I dont use it.
        our world is like an sky, and we are like birds, just need to open our wings and dance in the blue ocean, open your wings and fly now.

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        • #5
          Git gud

          Everyone not leaving your server due to rogues, they are leaving because all of the duped items that completely ruin the game for a bunch of people.
          (S2)Levethix

          "Whatever the mind of man can conceive and believe, it can achieve." –Napoleon Hill

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          • #6
            use the power of ticket to banned to ♥♥♥♥..hope got perma ban for fare play... BM are Balance?... LOL they got Damage reduction..Non Stop Stun skill.. assisst pet via debuff or heal...high hp pool...this thread are made for those are rogue hater....

            if you noob ..ill tell you this every class can detect hidden rogue before they strike you...learn and study before u post something so urghhh...*salty*
            Last edited by MemoryLane; 11-16-2016, 04:19 AM. Reason: please watch your language

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            • #7
              priest personnal i would say in mid game got some use..but at the ends of game..they are only for bufff...since late game all DG can be solo already by all classes...

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              • #8
                If a class is reworked then at all events Priest, as a support class
                Maybe good to use but that was it but also already.
                For solo game (thinks) dungeon pve etc. absolutely useless, up to not to use it is simply missing reborn points if back had in cs1 gladly priest played because he went so easily from the hand.
                Only now in cs2 absolutely shudder to play

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                • #9
                  priest personnal i would say in mid game got some use..but at the ends of game..they are only for bufff...since late game all DG can be solo already by all classes...

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                  • #10
                    As I have said are only good as a support, but solo game in cs2 (pve) not to use
                    (Pvp) do not use (pvp) I do not play I not because I am opinion, if already in pve not to need to begin then need pvp first try not: P
                    Last edited by R29171655; 11-16-2016, 04:23 AM.

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                    • #11
                      Originally posted by Xalnaga View Post
                      wean do priests and knights are made to balance each other? I have to question this, since priest is only viable as holy or hybrid, the blood main skilltree is useless and bugged, unlike knight that can use any of his skills tree.

                      just check the main blood skill tree, the skills are very useless and weak in comparsion with the holy skill tree.

                      let me explain the main flaws of the blood priests:

                      Life drain, improved Life drain, and sacrifice only deal a flat amount of damage, it does not scale with health nor matk, and if you dont know "sacrifice" its the lvl 80 skill of blood priest main skill tree, so its very unlikely you'll take this in conparsion to the buffs of the holy main skill tree, life drain/improved life drain arent in the main skill tree of blood, they're just an useless obstacle to get some usefull skill to damage enemys and a waste of points, we need to put points on them to get the better skills, the improved versions of blood beam and both blood pact and improved blood pact. Now lets analise blood pact and improved blood pact, as I complained here some time ago, it have an damage cap limit for its effet of blood drain that is an DoT effect that deal damage based on the enemy health, but it have an "limit" of damage that it can do, unlike the beasmaster's familiars(thats what I complained at an topic here, the lack of DoT capped on max health damage limit). Again lets get back to the main blood skill tree, there is 2 other skills that I find out to be useless as well, Bloodfog Totem and Demon's Gasp, let me explain why.

                      Bloodfog totem places an totem that spaws an mist that gives invisbility to any ally nerby the toten for 2 seconds (every 5 seconds on lvl 1 and only last 20 seconds with an 45 seconds cooldown), but this is kinda of useless because if the high cooldown and short duration time, lets go to the next skill, Demon's Gasp, thats what I call of a waste of space (like life drain and its improved version) you channel for 3 seconds to stun someone for 4 seconds(+1 second per lvl), well it takes a lot of time to cast and is pretty useless in comparsion to the mage thunder skill that stun(I dont remember the name) the mage skill have no cast time, but lets compare it with something that the priest already have but almost nobody seems to care, the Grace Heal skill of priests, I bet just inexperienced priests take that or someone with a huge cast speed, because that skill have the same cast time of Demon's gasp(yes, 3 seconds), in comparsion to light heal that can heal the same amout and a bit more with 3 heals in the same time you take to cast Grace and have 6 seconds cooldown, so after use it you need to way more 3 seconds(because 3 seconds you'll spend casting) to use it again spending 3 seconds casting, its pretty useless to dungeons because your party members wont will wait to your cooldown to be back to heal them, expecially in the hi-level dungeons, Circle of healing still ok for me with it's cast time of 1 second, but since I dont take Grace I dont use it.

                      Basically, the knight does major damage and the priest does major heal. So, if you've got a knight attacking you and a priest of the knight's same level defending you, in theory at least it balances. I agree about priests being pretty useless alone, but this is a game that I have seen a lot of people play with their real life friends, family, or significant others, which is kind of how the priest is meant to be played.

                      Comment


                      • #12
                        Beastmasters are actually pretty overpowered if played right - but the same can be said about most of the other classes. Albeit this does depend on the individual talents and skills of the person controlling said characters. Take me, I am an expert in everything Rogue and I can normally take any of the other classes down pretty easily; Beastmasters included.... put me on a Ranger and I'm dead almost instantly.

                        In the end, it isn't what skills the characters have its based on the individual talents and skills on the player controlling the character. (obviously this is based on the theory that both characters have cashed... but it also works in the same theory that both haven't cashed)

                        No individual class is more OP than the other.

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