First of all the 20 seconds is from what I hear other more geared rogue players boast about. My own rogue has 41 seconds a far cry from the 90 seconds you stated.
You still use broken vigor rates to justify your point. That's the difference to my approach. I already suggested to lower vigor rates in order to fix triple pets, perma-stuns, perma-Ymir and skill-to-skill balance. For example:
With 70% vigor:
Double Strike: 250%; 1.5sec animation time;
Cross Impact: 700%; 1.5sec animation time; 2.4s cooldown
Shadow Strike: 581%; 1.5sec animation time; 3.0s cooldown
Shadow Expl: 1,070%; 1.5sec animation time; 3.0s cooldown
So vigor renders Double Strike obsolete. A player can iterate between Cross Impact & Shadow Strike instead. Furthermore, vigor increased the DPS output by approx. 67% (you wouldn't understand the calculation anyways). And this makes vigor superior to any other item stat choice (except for PvP-centric options maybe). The same way, a 75% vigor rates enables Shadow Armor to be up the whole time, rendering the Assassin immune to damage half of the time. And it allows makes it possible to create a 5sec stun every 5sec (via Lightning Walk).
I'm pointing out the fact that rogue class already has probably the best get away tool of all the classes, second only to shadow armor. Your argument is completely invalid because in the situation where a boss to use an aoe, why wouldn't the assassin or rogue not just use their current get away tools?
Simply imagine a more reasonable vigor rate, like 25%. Now, the cooldown of Smoke Bomb would be >67sec. And what would you do now, if PvE bosses like Eddga (or like most of the LotS bosses) create a self-centric AoE every 20~60sec? You would have no choice but to soak the damage! And due to the fact that Rogues rarely increase their defensive capabilities, there's a high chance the rogue gets killed. And that's what happened alot during LotS era in CoA, AoD or the PvE arena.
Sure, you can now fix every single aspect EXCEPT vigor, but that's the least effective solution and hardly doable because vigor rates differ greatly between ML1 & ML40.
You are talking about robbing one class and buffing another needlessly. Where are you leaving rangers who are a "ranged" class who would be unable to create range between themselves and their attackers? Have you forgot that several classes have gap closers? Acrobat is used to once again create that gap.
That's IMO s distorted chain of arguments. Rangers (as well as Wizards, Sorcerers, Priests, Soulmakers & Crecentias) start with an inherent range advantage. Cap closers are the fix to this range advantage, negating it from time to time. Acrobatic is then a negation of the "fix". In the end, what would be left is the inherent range advantage (as you've said: "To create the gap again"). And due to the fact that Ranger can use Impact Arrow to slow melee attackers and have many skills that can be activated while moving. the inherent range advantage turn into the impossibility for a melee class to fight back. Maybe that's your idea of balance, but it's not mine.
Wizards are the only other ranged class that has a "gap opener" (teleport). But that's because they neither have heals, nor the armor value of a Ranger, nor any stealth, nor a Wind Walk equivalent and most of their skills have a casting time.
My ranger is only ML7 currently, but wind walk has nearly 3 times the cool down.
And that's exaclty the point. The primary defensive options are the slows (Freezing Trap & Impact Arrow), and maybe the root (Anklesnare). The movement speed bonus just ought to be the more powerful, yet rarely available alternative, mainly used to avoid AoEs or against targets that are immune to slows
Rogues and assassins don't need gap, they are melee fighters who are supposed to be up close and the two skills they have, smoke bomb and shadow armor are designed to allow protection in close proximity and as a tool to create distance and get away so they can strike again.
Of course they are in need for a gap or "gap opener", as this would be their main tool against ganks (multiple targets focussing their fire on them). Other melee classes like Wariors, Knights, Monks and Beastmasters have higher defense rates, higher hitpoint totals and more defensive skills (and were once commonly equipped with defensive gear). Crecentias - the hybrid class between melee & ranged - can use a variety of CC-effects instead.
Just remember the time where you couldn't run to a corner to reactivate hide in the Colloseum... or simply imagine a Rogue being hit by a DoT. Now, would a Smoke Bomb help you in these situations?
A possible combo for rogue if acrobat were in it's skill tree, starting in hide Dirty Plan->Moonlight Dance->Smoke Bomb->Acrobat, do you not see the issues there?
Assuming a normal vigor rate, the rogue wouldn't be able to do that more than once every 100sec. Not that threatining. And that excluding the fact that Dirty Plan shouldn't work in stealth mode either.
I'll let you do the math since you love it so much, wouldn't acrobat only go as low as 10 seconds cool down just like shadow armor?
Math is a hard... Acrobat has a stating cooldown of 20sec, Shadow Armor one of 40sec. Assuming a 75% vigor rate that lowers the latter down to 10sec, Acrobatic would go down to 5sec (just like all the other gap closers would). Assuming more appropriate vigor rate however, Acrobatic wouldn't drop below 15sec.
Next you've proposed no changes to rangers to supplement their loss, claiming they have all the skills necessary, I also disagree with that.
Nope, there's a difference between the number of options and their effectiveness. If you would have read my replies more carefully, I already wrote that - although I don't see the necessity to increase the number of options - the effectiveness might still have to be reconsidered.
But hey, I bet rogues were the king of Coloseum during LotS and rangers only dared to visit it, after they've maxed Acrobatic. And CoA, AoD or ChD groups would have rather invited a third rogue than a single ranger. Or maybe that's al long gone and there isn't a single person who would rather revert the game to this LotS state than to keep on going with the current state. Maybe the 75% vigor rate has fixed the game, or maybe lowering the cooldown of Smoke Bomb from 120 -> 90sec and adding a 3~5sec damage reduction has already sloved it all. Or maybe, I just got my math and don't know the class, right? - So why am I not terrified that you don't like the idea, fluke?
Edited by Greven79, 09 February 2016 - 10:19 AM.