Originally posted by: PaulNEPats
Originally posted by: drebo
Originally posted by: Malladine
Originally posted by: Scrimmy
On the other hand, though, they do have a tendency to drop mighty quick. They're also one of my first targets in PvP when I'm protecting squishies because a) they're a serious threat who can drop a healer in no time flat and b) if you can stick on them, they'll die fast. I'm guessing you just mean the not attacking part of the detaunt not working, but the -50% damage definitely does and I've seen it save some witch elves quite a few times. Of course, you need a healer around for it to really make much difference so it's definitely not reliable.
Hopefully they'll get some of those survivability issues sorted out, as WEs and WHs do seem to drop even faster than the ranged casters because the BWs and Sorcs have so much CC.
I don't know, I think they did a decent job of making a "glass sword" class, if you get my meaning. Perhaps making it easier to escape would be good but any more and you risk turning them into something like WoW's rogue. ugh.
I think Mythic did a better job with stealth in this game than they did in DAoC. In DAoC, the stealth classes could do absolutely massive damage from stealth, to the point where they could 1-2 shot just about anyone...and then they could vanish immediately. It made for some pretty lame ass RvR.
Here, they made them more reliant on a group. They're a high damage specialty class. They have the potential for huge damage, but lack in defenses. That's how they should be. Glass cannon.
The only thing that I find hugely imbalancing in RvR is the root abilities. They don't break on damage. They need to. They're hugely unfair to melee classes otherwise. I don't have a problem with CC, but it needs to be done in such a way that it's not completely overpowering. CC should be a "get me away so I have a chance" ability, not an "IWIN" ability.
Update 09/23/2008
-Fixed a bug where root spells did not have a chance to break if incoming damage was defended against or absorbed.
-Fixed a bug where root spells would not properly break on damage after the 1.5s 'Guaranteed Root' time expired.
-Continuous damage effects such as damage over time will still only have a chance to break on initial application of the spell, not subsequent tics of damage.
Yeah that 'fix' made Whirling Pin for SW 100% useless. There is no guaranteed root time with it, and since everyone seems to be faster than me / can stick directly next to me no matter what, I die a LOT more now.