I find it very arrogant of you to think that because you posted this . . .
Chill out XD
Didn't know that part of the story, so Im sorry about the "arrogant" sounding comment of before >=P
But I did feel your comments were a bit... uuh... harsh?
So, well, if the OP asked for your opinion just as you said, and just as you said posted it with all honesty, yea, thats fine and you are in all liberty to post as you may.
But as I said, I did feel it a bit, harsh, just wanted to avoid a problem, thats all.
Let's make peace then >=D
Now allow me to respond as a proper debate:
thieves DO have ranged attacks; and Darkness Teleport can also be considered a ranged attack.
Additionally, most ranged classes have crappy armor and are very predictible.
Rogues and other thief classes have the compacity to be unpredictible, which is what makes them dangerous in combat.
Rogue ranged attacks:
Dagger Throw: 18/21/23/25%
- Range: 20m
- Cooldown: 8 seconds
- animation time: 0.5 second
- estimated traveling speed: 10m per second
Altho the skill can proc poison, crit, and proc «Combo Mastery», this is hardly a reliable DPS skill to count on for a kill due to 1) the unnecesary long cool down 2) the traveling speed of the projectile and 3) it has nothing else to offer, just a simple attack no better than a «Double Attack» without any extra effect. This skill works wonders in combination with «Dark Illusion» (which I suppose you confused with «Darkness Teleport»), or after a «Moonlight Dance» on a target that survived with a dime of HP. However, out of that, the cooldown trashes the skill, making it unworthy of more than 1 skill point to reach «Poison Weapon».
Meteor Assault: 17/20/23%
- Range: 4.5m aprox
- Cooldown: 3 seconds
- Animation time: 2 seconds
The skill takes about 1 second of idle animation before the character actually jumps and falls to do the splash damange animation, however the actual area affected is taken in account to the spot you casted the skill in instead of the place you landed at, making it hard to stimate where you are hitting. It is a good skill to use while chasing a target thats outside of «Double Attack» or other skills of similar range, but not yet too far away. Hardly to consider as a ranged skill... but it does have a longer range. And its an AoE for up to 3 targets. This, however, doesn't make it worthy of more than 1 point to reach «Smoke Bomb». And hardly anyone that frozes/snares you will stay less than 4.5 meters away.
Rolling Cutter: 10/11/13%
- Range: 4.5m confirmed
- Cooldown: 0 seconds
- Animation time: 1 second
This skill works exactly the same as «Meteor Assault». It is great to chase after a target if you can keep them in said range. The animation is not too long and can be spammed at a higher pace than «Meteor Assault» to strike up to 10 targets, making it an over all better skill than said counter part. However it is actually dangerous to use at Colosseum since it might bring about a ton of mob attention on you, but in any case is good to kite said mobs (at a 4.5m range). The worse part about this skill is that since it's cooldown is of 0 seconds, if you type the skill button more than once it will be queued for more than one time... so it's easy to cast one too many times.
Dark Illusion: 17/19/21/23/25%
- Range: 20m
- Cooldown: 3 seconds
- Animation time: 0.5 seconds
A lovely skill, gotta say. I won't deny its power, it says 25% at it's peak, but it's actually a 100% damange strike since its doubled twice by «Hide» and it's guaranteed Critical strike. In any case, this deadly Kill Steal only skill is very handicaped. For one, it can only be used while hidding, which is the main reason of this entire topic, and hidding in battle has oh so many things to take into account that we would derail from the main point (but it's not as easy as you might think). For the same reason as this skill it's cuadra-damange, missing one single level really hurts it's burst, and often this is the case for the Rogue build... keeping it at level 1, or level 3 at most. Only a full PvP Rogue will keep it at level 5.
Outside of those 4 skills, Rogues has no range utility. Neither a gap closer, nor one with a slow effect. They are very dangerous on melee range, keep them away, and thats it.
Any class is predictable, once you study their skills, you will see they dont have that many options to go for. The only difference is the moment each player decides to use each skill.
Freeze/Traps = Knock Down effect, except it doesnt stack wind damage.
DoT = Poison -- can be almost as devistating as Ranger DoTs if you're willing to invest the points into it.
Heal = Gangsters Paradise + Potion, and even if you don't have Gangster's Paradise, you should still be spamming potions for Unstoppable Doping.
Rogues have skills equivilent and/or better than their ranged counter parts. The only difference is that rogue is a melee class, so using these effectively requires strategy, which should be expected from anyone - regardless of class - if they intend to win.
Neither of these has a relation with the main topic, however I'll consider them into the debate:
Freeze/Traps != Knock Down, if anything Stun = Knock Down
We can knock down for up to 5 seconds, and depending of the situation, even 1 second knock down is enough, however consider the fact that building up those 5 combo points might take us ideally 5 seconds... are you willing to wait for us? Escaping a Rogue's range is easy enough.
Poison, as good as Rangers? Sorry but we outright lose, let alone the conditions difference for theirs and ours to take effect, duration and % conversion of damange is also lower. It's good to add up on our attack, but doubt it can be compared unless we are dealing with a level 5 «Poison Weapon» against a level 1 «Poison Arrow».
«Ganster Paradise» + Potion is one thing I can agree with, since I've battled Rogues on Assassin and when using it as a Rogue myself, its a good healing skill that patch us up to a 60% of our HP if we have 5 combo points, even tho its cooldown at best is of 40 seconds (33 with the 17% vigor in colo), doesn't reduce the damange from a nuke, is not instant effect, it's about 1k hp every 2 seconds, and will eat up our combo points which we had difficulty to build up with the obvious intention of attacking. But, if used while in fight at the right moment, or to run away and buy time, it really is an awesome skill.
It's «Unstable Dopping».
Rogues are a Thief class. They have skills like Dirty Plan and Unstoppable Doping (a skill that arguably promotes drug use), and you're concerned with honor?
Like I said, rethink your strategy. The fact that you're even allowing players to "kite you" is proof enough that you have a limitted understanding of how to play your characters. If you want a fair fight, duel people after the colo -- or suggest that colo gets changed to a more honorable system. Right now, the fact that it is a giant kill stealing contest pretty much throws any form of honorable competitive gameplay out the window.
In terms of kiting people, melee characters can do this too. There are a couple ways to do this, and it only requires strategy and creative thinking. Spread as much DoT Damage as possible. Run up to a target, DoT them, and then run to the next target. You may get followed, but you are still damaging them as they chase you. Run to a crowded side of the colosseum. If they chase you, they are in danger of becoming a target to the entire crowd, while still taking DoT damage the whole time. This whole time, you SHOULD be healing as you kite them, and if they haven't given up chasing you -- considering most would switch targets; chances are they aren't going to run away if you confront them.
Yet, thieves have no "Steal" skill.
There is nothing wrong with wanting a fair battle, even inside this dishonorable environment (I myself am on a constant search for such events).
Rogues can give such experiences if you battle them head on, however most of the battles I've been on are about poking me from the side, and if I turn around and respond alike and they start to lose... they just stun me, do a U turn, and start running... this, doesn't happen only with "thives", not to mention Rangeds...
The reason as of why I spoke of OP as part of the Assassin faction, is to refer the Assassin as his main char... you can play as many as you may like, I myself play Rogue and Assassin and even Monk sometimes, and I like to play them all, however Im more fond to the Rogue, hence my main. This person has declared that doesn't play Rogue, but Assassin, and Assassins can't be kited that easily >___>;; (if anything they could be the ones kiting no problem).
Yup, there are ways to kite people, but as Rogues I dont have this leisure and personally I don't feel the need to kite someone with my Assassin since I could down right kill him on the spot. Spreading DoT damange is something more popular with the rangeds since they can just tab-spam their DoT skill. If anything you could use «Dagger Throw» for a 30% chance every 8 seconds to poison someone with a punny DoT tic of about 100 damange, or strike anyone you pass by with «Double Attack» even if you aren't going to stay there to fight them.
Runing up to a target, and then run to the next one, that's the problem this topic wants to cover, there is no reliable way a Rogue can do this once the «Hide» is out of the count, and the «Hide» effect has oh so many handicaps.
Suggestions about changing the Colosseum ranking system has been issued (and I have my own rough ideas about what to propose), but this topic entitles another area.
Running to a crowded area to make them get in danger to be targeted D:?!
Well, thats sort of a good idea... if you have «Smoke Bomb» at hand... if not... it's like throwing the towel and saying "you will fall with me!", not like that'll work very well on rangeds... but still, not a bad idea.
They'll run, everyone runs.
6) Wind elixirs are more effective for mages and rangers because they can kite with their ranged skills. You can't kite with melee skills. This is an imbalance right here.
Wrong, at those speeds, if both used said item and there is no positional lag to get in the way, the melee has the upper hand since they will reach the ranged in a fraction of the time they spend casting, unless such skill, of course, be one that allows them to move while using.
Still, I persist on supporthing this idea.
«Dark Illusion» should allow some sort of gap closing effect outside of «Hide».
+ The OP proposed giving it a cooldown of 30 seconds when used outside of «Hide».
+ Said cooldown should be reset if the «Hide» effect is activated.
+ This side effect of «Dark Illusion» should be applied only to the Rogue side.
In response to that was raised the issue
- Rogues already got a fix and a buff on their end-game skills.
- This skill has the guarantee to be a critical hit.
Back at that can add the next:
* The skills fixed and buffed are neat, no one can argue that, but they don't really solve the Rogue chasing issue.
* Remove the guaranteed crit effect of this skill when outside of «Hide», making it no different to a «Double Attack».
At that araised another detail:
> It will be exactly like «Lightining Walk» from monks, but with 30 seconds cooldown instead of 20 (if maxing the Monk skill).
Then maybe the only thing I can propose is deal it like the bugs...
» Remove the attack effect and combo point add up, converting it in a simple teleport behind the target. All is lost, but you can chase right away.
PS. Hope this time it convinces you more than my simple .-. (which meant, "oh well").