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  1. #11

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    Quote Originally Posted by wiglin View Post
    See now your talking about stuff that doesn't fit the world. I just made a simple example of what would give rogues more incentive to stay pure. Turbine has already made up rules. I just mentioned something that would fit into the game mechanics. As it stand a pure rogue is not needed. They can do traps, but so can a 1rogue/anything else, and still being more useful to the party.

    The party doesn't need your critical strike, learn to build a character and slippery mind (if it gets implemented) would only be useful on a 1, skill mastery +1 what a joke.

    These abilities are hardly worth staying pure.

    What I suggested was not far fetched. It lets rogues focus their enhancements and feats in combat without gimping the trapsmithing ability.

    This is an mmo base on dnd. Dnd it is not.
    Disagree, luv, and agree. You're focusing on the class as a trapmonkey; it is not that in D&D, and not in DDO.

    *Crippling* Strike is handy; this is a debuff, and as anyone who's played MMOs knows, properly applied debuffs and buffs beat healing in the endgame. Should extend to constructs/eles/undead/raid bosses for a cost in enhancements/feats, but regardless, it's quite handy. DDO just doesn't have the feedback mechanism so that folks can *see* what it is actually doing.

    +1 though...yah, that's a bit little. Call it +3 and it becomes a must have; +1 is kinda...just there.

    All that said, dropping the search time or disable time a bit would be kinda nice....DDO is a very action game, can't see anyone complaining about that really. No need to redo the skills, just cut the time a little. Look at the response to diplomacy when the animation was cut, for instance.
    Last edited by SableShadow; 10-21-2007 at 08:58 PM.
    Brenna, Tzanna, and Tzinna Wavekin
    The Dancing Rogues of Argonnessen
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