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Upcoming Skill Changes(Pt. 5); Rogue, Shadow Runner, and Assassin


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#1 ShazamO

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Posted 04 June 2014 - 09:59 AM

Rogue.png

Shadow_Runner.pngAssassin.png

 

Alteris mentioned in previous Live-Streams that the Development team wanted to make significant changes to the classes of Requiem Online, mainly in the Skill department. There have been discussions already regarding most of the classes and we want YOUR feedback! This is the 4th Thread created regarding about the upcoming changes. You can find the previous ones here...

 

Protector/Commander Discussion

Templar: Tempest/Radiant Discussion

Warrior: Berserker/Warlord Discussion

Shaman: Forsaker/Mystic Discussion

 

With your feedback, we would really prefer if you added reasoning behind your suggestion. Mainly in the "Math" of it. You would need to detail why this skill needs a 5 second stun or why it would deal x2 Critical Damage and so forth. The more details, the better!


EX::

Shadow_Runner_Trap_of_Silence.gifTrap of Silence :: At Max Level, the Effective Range should be 20 m and the while the success rate is reduced to 50%.

 

Currently, we are going over the Rogue, Shadow Runner, and Assassin Class. If you need any/more detail on these classes, please click on the links provided.

 

Your feedback/suggestions WILL help shape the future of these classes Temperions so please provide your feedback today! Please provide feedback for only the Rogue, Shadow Runner, and Assassin Class for now. We will be going over other classes in the near future. Keep in mind that you can reference other classes comparatively but the main focus will be on the  Rogue, Shadow Runner, and Assassin Class.

 

Skill Information

Spoiler


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#2 Cleffy

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Posted 04 June 2014 - 10:08 AM

GET RID OF STUNS!

 

lol the class that relies the most on stuns. I think they should be replaced with the individual effects a stun creates that last around 5 seconds and they must add them up in order to lock down their target similar to how control decks work in trading card games. The effects of a stun to me are, lock movement, lock normal attacks, lock skill attacks, and lock item usage. This can reasonably be combined with armor reduction and physical attack reduction skills. This creates a bit more strategy than wham, now you die while I stun lock you in the first half second.

I think the branching of purely the dehabilitation skills should Rogue -> Single Target Melee Range, Shadow Hunter -> Single Target Long Range, Assassin -> Multi-target Melee Range. In order to facilitate their method of combat, they should have 4 avoidance skills with 2 second cooldowns. Naturally these are Non-target Dash, Retreat, Roll Left, Roll Right.

I also think a skill that lets the rogue only be engaged by one target would be a good idea, but would be difficult to implement without exploitation.

 

I feel the two best ways to deal with this class is either treating them like a control deck in a tcg, or treating them as an interruption class that stops the current attack of the target they hit.


Edited by Cleffy, 04 June 2014 - 10:16 AM.

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#3 CG6HU3HM2

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Posted 04 June 2014 - 10:48 AM

18s stun +stun lock+debuff+(+30 mallwhore got 2k+ CAD)……wtf OP
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#4 zombi3

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Posted 04 June 2014 - 11:12 AM

give dna for stealth, dna will increase speed of stealth, per each dna, only slightly.

make doppleganger more useful, as it's a skill not even low levels use. proposed change: Players Level * skill max level / skill level, and this will apply to stats, HP & MP as well.

 

give back the reverse taunt for pve, assassins are not meant to be tanks, give back reward for pain as well. Make Sword Aura Of Darkness 1 Second Cooldown.
 

give shadow runner a restealth skill, that will allow them to stealth in combat mode,(poison will knock them out), the stealth skill will give them -50% move speed and only last 10 seconds, with 1 minute cooldown.

 

 

make sniping affect skill range as well.

Fighting Will is useless at the moment.

Joint Strike & Blinding Attack are similar change one of them.

Lightning Speed & Breaking Pieces are a bit weak give them stronger damage or less cooldown.


Edited by zombi3, 04 June 2014 - 11:26 AM.

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#5 Unbound

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Posted 04 June 2014 - 11:22 AM

KruxenaAssassin01.png

 

Assassins always get their targets with their swift advances and quick movements. They can use various weapons, and are particularly skilled at using poison that can speedily inflict lethal damage. An Assassin's arrogance occasionally gives enemies an opening to attack him from a distance.

Assassins usually use dual weapons for short range combat and crossbows for long range combat. They are skilled at striking their enemies first, and pursuing them to finish them off. Their hiding skills can also be used to cause great damage to distracted enemies.
 

 

Assassins are by design and will remain what they are meant to be... killers.

 

 

 

My suggestion for Skill Changes to the class;

 

 

Rogue_Quick_Attack.gif  Quick Attack - Reduce duration to 30 seconds. 20 second cooldown. Remove DNA.

 

Rogue_Fortitude.gif  Fortitude - Reduce duration to 30 seconds. seconds. 20 second cooldown.

 

Assassin_Brutal_Scud.gif Brutal Scud - 5-6 second Stun.  15 second cooldown.

 

Rogue_Home_Thrust.gif Home Thrust - 2 Second Stun - 5.5 second cooldown

 

Rogue_Sword_Aura_of_Darkness.gif Sword Aura of Darkness -

Current Description; Slash an enemy twice to inflict damage.

New; Slash an enemy twice to inflict damage and interupt their current action.
 

- I would like to introduce the function of interruption. As the name suggest, it will interrupt a skill in cast and make it cooldown.

 

 

Rogue_Raid.gif Raid -   This is currently useless, and far from doing " large amounts of damage "

Current Description; Attack an enemy from behind to inflict large amounts of damage.

New; Attack an enemy from behind to inflict large amounts of damage. Damage +50%. Target must be under 50% or this skill misses.
 

Alternative ; Attack an enemy from behind to inflict large amounts of damage. Inflict + 35% damage if target is under 50% HP, + 70% damage if under 25% HP. If Target is above 50% HP, this skill misses.

 

 

Rogue_Excessive_Bleeding.gif Excessive Bleeding -


Current Description; Perform a spinning attack with your weapon to inflict damage and continuous damage.

New; Perform an attack with your weapon to inflict damage, and decreased healing efficiency.

Mod; Reduced benefit from heal effects. 3% - 30%

Heals have an extremely powerful effect on the battlefield, a skill like this is necessary to call spikes on high-HP and key targets down. Note: HoT not affected.

 

 

 Rogue_Lightning_Speed.gif Lightning Speed -

Current Description; Swing a Short Range Weapon in a wide horizontal arc to strike multiple enemies.


New; Swing a Short Range Weapon in wide horizontal arc to disorient your target from casting spells briefly.


Mod; Damage, 2 second hush, suggest 10 second cooldown

 

Rogue_Breaking_Pieces.gif Breaking Pieces -


Current description; Perform a spinning slash with a sword to strike multiple enemies.


New;  Perform a spinning slash to blind your target from succeeding melee attacks briefly.

Mod; damage, 2 second attack disable, suggest 10 second cooldown

 

 

 

" [Assassins] are particularly skilled at using poison that can speedily inflict lethal damage. " I believe this is not the case, I suggest the following.


Rogue_Infection.gif Infection -   6 second - > 4 second cooldown

Half Duration, Double DoT damage potential

Assassin_Spinning_Edge.gif Spinning Edge - 19.2 seconds -> 9 seconds
Half duration, double DoT damage potential

Start with low DoT and increase exponentially towards 10.

 

 

 

Rogue_Blinding_Attack_2.gif Blinding Attack - 

 

currently;   15 sec + 25 second DNA   

 

New; 10 second + 10 second DNA


Assassin_Stealing_Weapon.gif Stealing Weapon - 

 

Current; Remove the target's weapon attack power for a duration.

 

New; remove  4-40% Physical / Magic damage. Effect on possession beast damage.

Duration; new; 10 + 10 seconds. Suggest 25 second cooldown.

 

 

 

 

The changes are meant to reduce reliance on stuns and add emphasis on the strategic abilities of skills while heavily reducing overpowered durations of buffs and debuffs to balance out this class.

 

 

 

 

Updated.


Edited by Unbound, 08 June 2014 - 06:29 PM.

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#6 Viole

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Posted 04 June 2014 - 01:55 PM

I actually really like Threat's suggestions, it's better than dash/retreat going back to putting someone in combat.

In their current state Stealing Weapon/Blinding Attack are pretty much cruise control to win in 1v1. The duration and complete deletion of weapon attack makes anything useless, but it's also invaluable against OP PBs as a counter-play tool. At least with those changes it won't be face-roll to 1v1, but you'll still be a top-tier class at it.

 

For SRs I would suggest that they get a reliable slow of some kind, it doesn't make sense that all crossbow skills such as Paralyzed Nerves, Piercing Arrow, and Deadly Strike have a casting speed of 1 second.

 

Paralyzed Nerves is insanely good with it's reduction to attack speed against AA classes, that combined with Curse of Darkness and a slow (preferrably some kind of buff to Joint Strike that would make you invest 10 DNA to it's full potential) would bring SR to a fighting chance. Other than that, trap of silence is very good, especially when combined with Ambush + Home Thrust. I think the problem is most SRs don't use the class to it's full potential anymore, and the one's that did attempt that quit a long time ago.

 

The problem with balancing sins/SRs is people feel that a certain class (mainly casters) shouldn't lose 1v1, that's not the case. Sins will always have a fear of Defiler's for the most part, the problem is not many live through a sin due to their item mall choices, and the other problem is that once a sin is caught out on a BG it's pretty much scud->die or run->get chased anyway and die. They're a class that pretty much has to do what they excel at and that's picking people off.


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#7 Jabrody

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Posted 04 June 2014 - 02:16 PM

Shadow runners, I would suggest one or more of the following skills be given the ability to affect more than one target.

Deadly Strike, Curse of Darkness, Paralyzed Nerves, and/or Piercing Arrow.

 

Transforming some of these skills to become multi-target would make them more appealing to AA players who generally just shoot Explosive Arrow and then proceed to slap on Sniping and go perch somewhere.


Edited by Jabrody, 04 June 2014 - 02:17 PM.

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#8 AngelicPretty

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Posted 04 June 2014 - 02:43 PM

I always think rogue based toons as he games 1v1 melee specialists (elem supposedly the caster alternative).

I currently think they do that job well and dont really need much touching.

 

Only thing i would say is either remove the dna or extend the Cool down of dash and retreat.

 

SR who play style is EA  run away is so meep. 


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#9 W1lliam

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Posted 04 June 2014 - 02:59 PM

Hi guys,

 

I like what has been written so far. I'm going to add my 2 cents.

Suggestions concerning sins. For guys who might be stu... Absent minded, all that follows is based on the fact opponents have equal stuff.

 

- Reduce SCUD stun duration by 1-2 sec ;

 

- Reduce homethrust range by 1m ; Increase cooldown time  ;

 

- Put some decent timers on blinding attack + DNA, aka nothing that lasts more than 20 sec ; (max is currently at 30 sec ? Correct me if I'm wrong)

 

- Same thing for stealing weapon : skill + DNA shouldn't be lasting for more than 20 sec ; (max is currently at 55 sec if I'm right)

 

- Remove stun/fear immunity for sins in stealth ;

Before everyone rages I give my point of view : I have nothing against stealthy sins I can't see scuding me in battle and paralyzing me forever, that's the game. Thing that pisses me off is to be stunned forever by a level 65 sin that I've seen for the last 10 minutes while I can't do anything against him since I don't have any ranged attack without stun (yeah I play a big bartuk with a sword). Sins strong point is invisibility, it gives them a huge tactical advantage but being visible while in stealth shouldn't give any kind of bonus except the possibility to use scud/ambush and running speed.

 

 

 

The last thing I'd say concerns PK and it is slightly off topic but still related to sins' attributes. Please keep in mind that I am not generalising this to ALL sins of the game.

 

Considering the fact a sin is invisible and invincible in 1v1 this is the class that currently attracts a certain "kind" of persons.

A kind that has no clue about what to do in real pvp conditions because they don't join battles (or just afk), who loves thrash talking, killing afk people, vendors, lowbies relogging 20 times not to be targeted by people having them in their list and just keeping in stealth mode to avoid the consequences of that.

 

Don't get me wrong, it's not an anti-pk text that I'm writing here. Even if I don't like PK in general it can be fun when it lasts for a couple of hours or two or three days and it's cool when everyone says "ok, that was nice, back to work now, have a nice days folks".

Sadly, things are rarely like that and the very attributes of the sin class makes that all the people carrying their ego/drama/epeen problem to this game are playing sins because... Hey sins are 1v1 machines AND stealthy so noone can retaliate. What could you ask with that ?

Playing a sin is not PKing, it's farming.

And I find that a little bit stupid. So, how about removing the ability to be stealthy in town, eh ? To see how arrogant these kids are when consequences can happen. :-p

 

(Completely off topic now, if you feel like starting a xxxth debate on wether PK is good or not or just telling me to go to nova, I'm not talking about the PK system in general, I just want to point out here that the nature of the assassin class favours antisocial and douchey behaviours and since gravity does not intend to punish them... Maybe they can do something about the class itself so these players can get "punished" by the community)

 

Thank you for the time you've spent reading.

 

Have a good night.

 

Will


Edited by W1lliam, 05 June 2014 - 03:44 AM.

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#10 Unbound

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Posted 04 June 2014 - 03:03 PM

Hi guys,

 

I like what has been written so far. I'm going to add my 2 cents.

Suggestions concerning sins. For guys who might be stu... Absent minded, all that follows is based on the fact opponents have equal stuff.

 

- Reduce SCUD stun duration by 1-2 sec ;

 

Oh the irony.... thats where I stopped reading. You again... :heh:


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#11 W1lliam

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Posted 04 June 2014 - 03:15 PM

Oh the irony.... thats where I stopped reading. You again... :heh:

 

Hi Unbound,

 

Thank you very much for your extended contribution.

Your ability to provide a plethora of arguments, examples or experiences to counter any of my proposition or make me change my mind has been fully appreciated to its entire value.

We are glad to have you here to calmly and factually discuss about this particular topic, share experiences and make the discussion progress thanks to your unrivaled debating skills.

 

Have a good night.

 

Will


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#12 sleepyTown

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Posted 04 June 2014 - 03:38 PM

1. Reduce stealing weapon duration..insanely too long..

2. increase cooldown of sins stuns or decrease duration..insanely too long stuns...

 thats all..


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#13 Unbound

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Posted 04 June 2014 - 04:12 PM

Hi Unbound,

 

Thank you very much for your extended contribution.

Your ability to provide a plethora of arguments, examples or experiences to counter any of my proposition or make me change my mind has been fully appreciated to its entire value.

We are glad to have you here to calmly and factually discuss about this particular topic, share experiences and make the discussion progress thanks to your unrivaled debating skills.

 

Have a good night.

 

Will

 

 

 

You come in here crying about your personal inconveniences against a class.  You obviously don't like Sins so you're just wanting to talk trash about this class you never played hoping it will get nerfed, so im calling you out. Go see the average kill / death ratio of Assassins on battlefields and go tell those people their class should be even worse. You have no knowledge of this game or this class.

 

" - Reduce homethrust range by 1m "

 

 

You serious ? I have to be like standing on top of someone's head to HT them, you want...... closer ?! What ?? Man.... go play a Sin, then come back and make suggestions.


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#14 Nerthu

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Posted 04 June 2014 - 10:23 PM

for me sins arebtn that bad in balance.

 

i just think they should lower a bit the stunduration or let them sometimes miss. its not really a chalange if a sin come in sthealt and just hold you in stunlock till death.


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#15 likha

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Posted 04 June 2014 - 10:30 PM

Hi guys,

.....

- Put some decent timers on shadow binding + DNA, aka nothing that lasts more than 20 sec ; (max is currently at 30 sec ? Correct me if I'm wrong)

....

 

Have a good night.

 

Will

 

Shadow binding is in the Soul hunter skill Tree (magic version of the Rogue).

 

and i do not agree with most of the points said up there ... Sins are supposed to be a 1 vs 1 kill machine ... that's why they are called Assassins ... stealthed against 1 target = win (most of the time)... a successful scud should mean a successful kill if no 3rd party intervenes.

un-stealthed for whatever reason (i,e, hit by AOE) means instant death (again most of the time). 

 

if anything needs to be changed, is u should give sins more power on there skills and more powerful dots.their dots are laughable, 

 

Also Dopple Ganger is just stupid .... u can remove that thing altogether or make it mirror a certain % of the owner's stats. (this is also true for Dominator pets)

 

i think Sins/SRs should Also get a skill like breaking armor or something like that .

 

Home Thust is a 4m melee skill ... it has the same range as all the melee skills/stuns. 

 

as for the PKers... there r characters that can detect stealthed Sins/SRs i believe once i read a thread made by a Sin QQing about being killed by a ranger while afk at the bank in alban or something like that ... 


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#16 Howako

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Posted 05 June 2014 - 02:05 AM

Shadow binding is in the Soul hunter skill Tree (magic version of the Rogue).

 

and i do not agree with most of the points said up there ... Sins are supposed to be a 1 vs 1 kill machine ... that's why they are called Assassins ... stealthed against 1 target = win (most of the time)... a successful scud should mean a successful kill if no 3rd party intervenes.

un-stealthed for whatever reason (i,e, hit by AOE) means instant death (again most of the time). 

 

if anything needs to be changed, is u should give sins more power on there skills and more powerful dots.their dots are laughable, 

 

Also Dopple Ganger is just stupid .... u can remove that thing altogether or make it mirror a certain % of the owner's stats. (this is also true for Dominator pets)

 

i think Sins/SRs should Also get a skill like breaking armor or something like that .

 

Home Thust is a 4m melee skill ... it has the same range as all the melee skills/stuns. 

 

as for the PKers... there r characters that can detect stealthed Sins/SRs i believe once i read a thread made by a Sin QQing about being killed by a ranger while afk at the bank in alban or something like that ... 

 

Just wanted to say.. U wanna talk laughable dots, my Templar classes have 2 dots.. one ticks for 3 other for 4 so I think sin dots are just fine as they are.

 

I also don't think they need any breaking armor skill.. stealing weapon and soccer kick are effective enough to make shorter the kill while target is in stun lock til death.

 

And LOL at the poor sin that went afk and pk'd, good lil Elf!  :waddle:

 

I dont play my sin anymore so my opinion doesnt really count. But they are assassins their job is to kill so I think the class is pretty balanced to do just that. No brain involved to kill with this class if caught alone, boils down to the better their gear the faster you die.  I'm afraid if you nerf this class then they are next to quit and there wont be a pk server left after that lol.  


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#17 W1lliam

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Posted 05 June 2014 - 03:44 AM

Shadow binding is in the Soul hunter skill Tree (magic version of the Rogue).

 

...

 

Hi Likha,

 

I was talking in fact of Blinding Attack, the slow and not the SH root, apologies.

Thank you for making me notice, I've edited my post.

 

Have a good day !


Edited by W1lliam, 05 June 2014 - 03:45 AM.

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#18 Unbound

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Posted 05 June 2014 - 04:10 AM

Nerf the Assassin Shadow Binding !! Wait... that's Assassin skill, right ?  :heh:

 

 

Go troll another game man  :ani_shy:


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#19 zombi3

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Posted 05 June 2014 - 05:48 AM

move joint strike to shadow runner skill tree, and allow for it to be used with bow, as it's not a super effective slow skill it wont really be a big game changer.

 

and i think the shadow runner's other skills are fine as single target just some of them shouldnt have cast time.

 

fix peircing arrow the defense down effect is canceled by Defense Down from weapon. where as with warlord this is not the case for shout of ferocious tiger.

 

and yes plz shorten duration of Blinding attack to be honest with DNA it's ridiculously long.. the skill should last 30 seconds max not 40...

Explosive Hacking should  always land critical hit, as it's assassins strongest skill, (i think the same for berzerker's Lethal Deadly Blow or whatever it's called.) it should always result in crit.

 

and as already stated for dopple ganger skill(and defilers clone also.) DoppleGanger's Level/Stat's = Players Level & stats / skillmaxlevel * skill level, this would make theseskills more useful at higher levels


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#20 Sandyman

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Posted 05 June 2014 - 06:35 AM

Rogue.png

 

 

 

Rogue_Fighting_Will.gif

 

Fighting Will

 

old:

Temporarily increase your Attack Success Rate.

 

new:

disguise (transform) into the Selected Enemy for 30 Sec  (DNA + max 90 Sec)

(this self buff get cancels if you receive or deal any DMG / Stealth mode required)

 

 

Rogue_Raid.gif

 

Raid

 

old:

Attack an enemy from behind to inflict large amounts of damage.

 

new:

have a Chance of 60 % to successful Steal 10%  of Lant  from your Target (Stealth Mode required)

if this Skill fails Stealth Mode is canceled 

 

 

Rogue_Home_Thrust.gif

 

Home Thrust

 

old:

 

Stun Duration 

 

1 sec , 2 sec, 3 sec.

 

 

new:

 

Stun Duration

 

1 sec, 2 sec, 3, sec , 4 sec , 5 sec

 

(make this Claws only to give the different Types of Weapons a meaning)

4+5 Sec Stun is lvl 60+ and 70+

 

 

 

Assassin.png

 

 

 

Assassin_Brutal_Scud.gif

 

Brutal Scud

 

old:

Dash into the target to inflict damage and stun it. This skill can only be used while hiding.

 

new:

Dash into the target to Stun the Enemy for 1 Sec. This skill can only be used while hiding.

i see the Skill as a great Way to interrupt other Player from Casting Skills or as a Way to counter Enemy Stuns  in combination with Home Trust.

Everything else like Stun Duration and DMG is not needed to be effective and tactic more interesting into my Eyes. 

(make this Dual Swords only)

 

old:

 

Skill Downtime: 17.4 sec

 

new:

 

Skill Downtime: 7.0 sec
 

 

 

old:

Range 15.0 m 20.0 m 25.0 m 30.0 m

 

new:

Range 25.0 m 30.0 m 35.0 m 40.0 m

 

 

 

Shadow_Runner.png

 

 

 

Rogue_Curse_of_Darkness.gif

 

Curse of Darkness

 

old:

Duration 15 sec 18 sec 20 sec 23 sec 25 sec 28 sec 30 sec 33 sec 35 sec 38 sec

 

new:

Duration 45 sec 48 sec 52 sec 57sec 63 sec 70 sec 78 sec 87 sec 96sec 120 sec

 

this Skill have to force the Enemy into Short Range Combat and not only for 38 Secs!

 

 

Rogue_Instant_Accel.gif

 

Instant Accel

 

old:

Increase your accuracy rate for a certain period

 

new:

Increase attack speed for 30 Sec , Skill Downtime: 120 sec.

Attack Speed -0.1 sec -0.2 sec -0.3 sec -0.4 sec -0.5 sec -0.6 sec -0.7 sec -0.8 sec -0.9 sec -1.0 sec

 

i hate that slow Attack Speed nonsense!

 

 

Shadow_Runner_Sniping.gif

 

Sniping

 

old:

Range Increase 2.0 m 4.0 m 6.0 m 8.0 m 10.0 m

 

new:

 

Range Increase 4.0 m 8.0 m 12.0 m 16.0 m 20.0 m

 

20m make this more worth skilling!

 

 

 

Shadow_Runner_Chaos_Sniping.gif

 

Chaos Sniping

 

old:

Increase Casting Time of surrounding enemies. (PvP Only)

 

new:

Surround Friendly Targets into a Stealth Cloud as long they don`t move or use Skill they stay invisible for the Enemy

(Stealth Detection cancels skill)


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#21 explicid17

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Posted 05 June 2014 - 06:46 AM

Rogue_Curse_of_Darkness.gif

 

Curse of Darkness

 

old:

Duration 15 sec 18 sec 20 sec 23 sec 25 sec 28 sec 30 sec 33 sec 35 sec 38 sec

 

new:

Duration 45 sec 48 sec 52 sec 57sec 63 sec 70 sec 78 sec 87 sec 96sec 120 sec

 

this Skill have to force the Enemy into Short Range Combat and not only for 38 Secs!

no way lol, have you ever been hushed for 38 seconds? you can go to the bathroom, grab something to eat and come back and your still not able to attack


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#22 Sandyman

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Posted 05 June 2014 - 06:56 AM

i don`t see why you call it a hush.

 

-

Decrease the target's Long Range Attack Range by obstructing its field of vision.

-

 

you can still Attack as a Long Range User mby use some Dash or Escaping to get closer.


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#23 Nerthu

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Posted 05 June 2014 - 07:22 AM


 

 

Rogue_Raid.gif

 

Raid

 

old:

Attack an enemy from behind to inflict large amounts of damage.

 

new:

have a Chance of 60 % to successful Steal 10%  of Lant  from your Target (Stealth Mode required)

if this Skill fails Stealth Mode is canceled 

 

loool with this every one make a sin to farm lant on pvp.
 


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#24 explicid17

explicid17

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Posted 05 June 2014 - 07:47 AM

i don`t see why you call it a hush.

 

-

Decrease the target's Long Range Attack Range by obstructing its field of vision.

-

 

you can still Attack as a Long Range User mby use some Dash or Escaping to get closer.

 

-30m, you cant shoot as a hunter or shadow runner?


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#25 Sandyman

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Posted 05 June 2014 - 07:59 AM

Ranger got Range Extension and Shadow Runner Sniping

 

if your a Hunter and have like 30m you can shoot but have to come as close as Possible (kiss Range^^ 1m)

 

it won`t disable your ability to use AA with your Launcher.

 

But better would be a Weapon Change to knuckles at that Point i guess.

 

 

So you could say its only very effective against Hunters...-.- (or Assassin if he wants to pewpew)

 

as a Second Job User your should always be more Powerful than a first job i think^^

 

Ranger and SR can add Range 

 

well my idea behind it was to force Rangers and SR into Weapon change.

 

But they don`t even really have to if they smart enough.

 

You Guys don`t mix this Skill up with Trap of Silence?!

 

thats a Real Hush...but only for Casters >_>

 

 

 

 


Edited by Sandyman, 05 June 2014 - 08:19 AM.

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