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Post by tarus on Jun 21, 2011 12:59:49 GMT -5
Just acknowledging it, on a side note... for everything that I've said about rogues, yeah, wizards/sorcerers/clerics are FAR more powerful. Overpowered, in fact, really, but they're a matter for a different topic; my point wasn't that rogues are on the same level as they are, just that they weren't underpowered compared with classes like fighter and ranger. Yeah and here's why. This server has been designed around weapon buffs. Weapon buffs that you cannot get without a weapon buffer. If weapons were for sale that were +2 with elemental damage and you could get them for a reasonable amount (not the near or over 100,000 gold) then that would be a help- after all, a sword that's permanently enchanted for maybe 1d6 would still be weaker than a mage or cleric who can do 1d10. A caster's fire lasts a VERY long time when they get high enough for the 1d10 so it may as well be permanent. A 1d6 +2 weapon isn't worth 100,000 when a mage and cleric can do 1d10, +5, keen and make it last the whole entire dungeon (which equals permanent because standing in town doesn't require a weapon of that magnatude) So that 1d6 weapon you just bought can never be as powerful as a non-magical weapon you buy just for the days when you're in a party with a caster. After all, the elemental damage does not stack anymore with flame weapon- that was fixed a long time ago. I know extra damage weapons exist, but you have to be VERY high level and be in a very large party to acquire them. And even then it's like a spear or greatsword only. Personally? I'd rather play a spellcaster and buff my own weapons than buy any of the extremely overpriced elemental damage weapons this server has- most are only +1 which don't get you very far past the mid level dungeons. A +3 sword is actually FAR weaker than a +1 blade with elemental damage but a +1 blade is useless if it cant' hit most of the undead on the server.
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Post by sarahpharris on Jun 21, 2011 14:43:36 GMT -5
I actually play a dual class rogue/cleric here and have found that i am useful as a rogue even though majority of my skills aren't maxed. I don't really have any issues getting into a group as i say i am a Jill of trades, most will assume rogue or bard on that basis. As it is i cannot open a huge amount of locks or disable a lot of traps, being dual classed has it's disadvantages of course. Still if people don't really want a rogue in their party that is fine with me as there is plenty of other people on the server to hang with.
I have also played on many other servers where true sight was changed because of many reasons. Either way if true seeing was not changed i'd not worry about it, if people want to use a spell slot for paranoia sakes then so be it. But that also opens a new can of worms, we'll be seeing a lot more Psuedo-dragon familiars to get perma true seeing.
Also to note i do like the rogue class myself, it's my second favourite to play due to it's flexible play style.
Is there a lack of rogues?
Possibly there is, but i guess you'll find a lack of clerics when you need one..or fighters. It's all down to circumstance at the time. Anyway rogues are good, maybe not alignment wise...but useful in many ways.
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Post by tarus on Jun 21, 2011 15:05:58 GMT -5
If rogues are having trouble finding parties, it could be due to their RP. I played a PC who distrusted anyone who was always hiding. If they are always in disguise, i.e. always have a hood drawn over their face or wearing a shadowy hood or have a helmet on 24/7 so that no one could see their face then my mage wouldn't travel with them. He liked to know who he was going out with. He did travel with evil people. Knowingly. He just had to know them.
There was only one person he trusted at his back who never showed his face and that was a guy played by cloaked and hooded- but that was because they'd both been around for years. It took a long time before they'd adventure together.
So if you play a secretive loner rogue then you're only hurting yourself. Being alone can be fun, but you have to realize that doing so with a class that's meant to be in a group is going to net some problems.
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Post by Lady Frost on Jun 21, 2011 16:07:39 GMT -5
The first issue I see in this thread (not the reason it was created, but the arguments people are bringing up) is that half of the people are arguing points for PvE (Player vs Environment) and half are arguing points for PvP. The way that NWN is built it makes it very very hard to near impossible to balance skills, spells, abilities, items etc for BOTH PvE and PvP. In comparison, fair PvP is a very small part of the game. I mean actual characters battling characters in even fights. Its a tiny tiny part of the game. When PvP occurs, almost never do any these things we're arguing about matter. Most PvP fights are quick, one-sided, and no amount of "balancing" for the things being argued would really matter. And if they did happen to matter, the percentage of time they would, would be so small compared to the adventuring aspect of the game that it doesn't make a lot of sense to spend months trying to perfectly fine tune every single tiny thing so that both fair fought PvP and PvE are balanced. Things will never be even from every one's point of view. Never. Someone will always have an advantage over someone else. That's how it should be. However, as I said above. We need to focus on what over 90% of the game is, and that's adventuring. Not fairly fought PvP battles, which are closer to 1% with unfairly fought PvP being the rest.
To be on topic, my rogue is a lot of fun to play. I don't solo on her though, that's not what rogues are for and that's not what the server is built around anyhow. She's an int based rogue built around high appraise. Her dex isn't great and she probably has more int and appraise gear than battle and dex gear. She still holds her own in most fights and probably does more damage than everyone else in her travel groups. Rogues are great for so much more than just picking locks and getting up traps (as was well said in the OP). My thought on the issue is that rogues' skills shouldn't be required to finish a dungeon, but I do greatly support their skills (and other classes' skills) being useful for: more loot, easier passage, bypassing dangerous encounters, etc. I'd like to see more dialog boxes used that allow skill checks to influence the adventure. The best example I have is the captain that allows for a persuade or intimidate roll to influence the amount of gold he wants as payment. Dialog box rolls like that can be used for any skill in any dungeon and don't require you to have it to finish.
Edit: Grammer
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elysiumfields
Old School
Two Kit Determinator
Flavour text is tasty
Posts: 512
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Post by elysiumfields on Jun 21, 2011 16:56:30 GMT -5
Tiberius has almost as many rogue levels as he has fighter... that doesn't make him the rogue you guys have stereotyped, however. Tiberius has no set or disable traps*, no hide or move silently, and not a jot of pick pocket, either. He is bereft of the ability to use wands, staves or scrolls and he doesn't even try to open a chest until he's stared too long at it with his search free eyes. But he is a rogue and everyone who knows him knows this is true. I think it's great playing a rogue who has very few skills. it means he has to rely on others. Sure, Ti can and has beat the ever loving snot out of just about anything he has come across**, especially if he can flank, but it's more profitable fiscally and socially when he has his friends around him. We all solo from time to time and some solo better than others, but damn! I love it when a good sneak is by my side. *Well, unless you count his amazing trap finding feet. **May not be true, feel free to ignore the two healing kits and determination related White Dragon incident.
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Post by sarahpharris on Jun 21, 2011 17:11:54 GMT -5
Really you don't need a rogue, here are the reasons why.
1. If you spot a trap walk round it. 2. If you can't walk round it use a pocket badger to fire it off for you. 3. Step on it yourself. 4. Invest in disable trap, if it's over DC35 you need a rogue.
If you come across a locked door and can't bash it down.
1. Invest in some lock picking skills and equipment. 2. Don't go back there if you know you cannot open it. 3. Use knock which still works up to a certain DC.
I've played on a lot of servers where traps/locks/spells and a manner of many other things have been changed and still people do play the game. It would be nice to see breakable chests as it is possible to allow them to respawn after a given time and maybe some doors.
The spotting a rogue issue is only a PvP view or if your worried about being spied on, so really, true seeing should not matter a great deal.
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Post by probablyamage on Jun 21, 2011 19:02:15 GMT -5
I suspect undetectable spying is more of a concern than PvP (It's a rollplay server, and PvP is rare, secret meetings and the need for discretion is common), since most people don't have True Seeing up that often anyway. It's a little irksome and immersion breaking that a thorough magical search of an isolated room has to end with spammed area of effect spells to be -really- sure. Well, that and Greater Sanctuary being absolutely undetectable.
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Post by FORSETIS on Jun 21, 2011 20:32:31 GMT -5
I agree, and appreciate Favens post.
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Post by Munroe on Jun 22, 2011 3:00:50 GMT -5
It's a little irksome and immersion breaking that a thorough magical search of an isolated room has to end with spammed area of effect spells to be -really- sure. A shame the building can't collapse. That would keep the immersion going after the AoE spells decimate the room. (Well, some wouldn't, but some definitely would.)
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Post by probablyamage on Jun 22, 2011 6:55:43 GMT -5
It's a little irksome and immersion breaking that a thorough magical search of an isolated room has to end with spammed area of effect spells to be -really- sure. A shame the building can't collapse. That would keep the immersion going after the AoE spells decimate the room. (Well, some wouldn't, but some definitely would.) Confusion! There's actually a few that would do the trick and wouldn't cause any physical harm to the room.
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Post by tarus on Jun 22, 2011 13:58:38 GMT -5
It's a little irksome and immersion breaking that a thorough magical search of an isolated room has to end with spammed area of effect spells to be -really- sure. A shame the building can't collapse. That would keep the immersion going after the AoE spells decimate the room. (Well, some wouldn't, but some definitely would.) Damaging AoE's aren't something you would want to use to check for rogues. They have improved evasion, remember? Fireballs are useless as rogue detectors Fear for the win!
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Post by cloakedandhooded on Jun 22, 2011 16:52:34 GMT -5
A shame the building can't collapse. That would keep the immersion going after the AoE spells decimate the room. (Well, some wouldn't, but some definitely would.) Damaging AoE's aren't something you would want to use to check for rogues. They have improved evasion, remember? Fireballs are useless as rogue detectors Fear for the win! Shhhhh!
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Post by cloakedandhooded on Jun 22, 2011 17:23:49 GMT -5
If rogues are having trouble finding parties, it could be due to their RP. I played a PC who distrusted anyone who was always hiding. If they are always in disguise, i.e. always have a hood drawn over their face or wearing a shadowy hood or have a helmet on 24/7 so that no one could see their face then my mage wouldn't travel with them. He liked to know who he was going out with. He did travel with evil people. Knowingly. He just had to know them. There was only one person he trusted at his back who never showed his face and that was a guy played by cloaked and hooded- but that was because they'd both been around for years. It took a long time before they'd adventure together. So if you play a secretive loner rogue then you're only hurting yourself. Being alone can be fun, but you have to realize that doing so with a class that's meant to be in a group is going to net some problems. Why do I keep hittin' m'se'f? Oh, ya said hurtin'. Uh. Right, I shou' prolly stop hittin' m'se'f an'way 'ough. In seriousness, I haven't been around very much recently because I realized my character actually has almost no impact on anyone at all. He's a guy that your character probably doesn't know. You usually don't see him, even when he is around. So what's the point of being around? I mean I can eavesdrop on people, but chance is they're not saying anything interesting anyway. Most of the time they're not saying anything interesting, even if they think it's some big secret. In the cases where I have spied on someone and reported it to someone else, the person I spied on ends up becoming a better ally to the person I was spying for than my character is to either of them. So it's like "why even have me observe them if you're just going to ignore it anyway?" It's kind of a "nothing I do matters" situation. With the changes to the monster AI and my class mechanics coming so close together, I haven't fully adjusted to the fact that it's significantly harder to adventure alone now either, so I've been holding off on adventuring until I forget what it was like to adventure before it was harder, so I don't get as frustrated when I do adventure again. I like the change to True Seeing, but it doesn't benefit me really since any wizard that can cast True Seeing still has a Spot bonus when it is cast that is high enough to detect Joseph after a few rounds. The Spot roll is rolled constantly and only has to succeed once. Since he's not epic and doesn't own every single best possible stealth item in the module, his stealth score is only workable, not super-human. At level 18, it's very likely that he will be spotted by a level 11 wizard with even the new True Seeing cast. So I do like the change to True Seeing, but I'm not going to kid myself into thinking it actually gives rogues an advantage. The only sneaks it gives an advantage are rich epic sneaks. Most of those are actually rangers, I think. Oh, and halflings and gnomes, they get a racial bonus to hiding.
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Post by Lokarn on Jun 23, 2011 19:07:23 GMT -5
You know at one point I almost quit playing my rogue due to the fact that she wasn't ever needed. Oh wait, but she can sneak attack you say? Yea, well my cleric can implode x number of enemies up to 5 times a day, which really means per adventure, sometimes double that for the rest involved. My point I guess is I'm glad that "something" is being done to make them more valuable. I am sure most of the "problems" caused were accidents, and oversights. For the guy fearing the day where the fighter can open the lock with a wand... heh it's been that way for 6 years. I used to travel with 3 others all the time each of whom carried one of those basically free knock wands that could open any lock on the server save for no more than 10. seriously there were less than 10 locks on the entire server that those wands did not open. Sneaking past monsters to bypass a section of an adventure is also Taboo at best, against the server rules most likely. So really, all anyone has ever needed a rogue for in the past was to deal extra damage fast.... Problem with that is a wizard with haste can decimate a room of 20 npc's in less time than it takes you to sneak into the room. Rogues were neat if you liked them, but nothing special. Assassins were good if they bothered to learn how game mechanics increase the death attack dc. Although due to most monsters having a ridiculously high con so that they have ok hp made the skill fairly useless when you actually needed it. I got lucky on a roll once and paralyzed one of those dinosaurs once. My cleric just laughs as she stands there letting it try to hit her, which is not easy, let me tell you. To Cloaked and hooded, you just need to play for the right team is all. maybe good ol' Jo needs some convincin'. I personally like the change to true sight, but I think the search aspect should be lowered some. BTW if any caster is whining that TS GS (oops) can't be detected you forget that you can prolly cast it as well, and create a scroll for your pal to use so you both can party and sit in a room without being detected as well. Cheers ;D
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Post by probablyamage on Jun 25, 2011 5:06:14 GMT -5
Casters at the highest levels will always be the best. That isn't the point of the thread. No one has said that rogues are the best class ever, and leave everyone else in the dust. The point, I believe, was to illustrate that a well played rogue is very good and very versatile even without these changes, and that they weren't really necessary to make bringing a rogue along worthwhile. I say this as someone who has a rogue as one of two characters. When playing a rogue (especially solo) it's a class that takes a lot of finesse and patience, and punishes small mistakes hard. If you are careful and patient, rogues are one of the most devastating classes either alone or in a group. My rogue sometimes solos even very difficult areas like the Pirate Island, and has a remarkably easy time of it. I know of one rogue who used to semi-often solo the Underdark. Something I've never heard another individual claim to be able to pull off.
The True Sight and Greater Sanctuary discussions really don't belong here either. My main concern with Greater Sanctuary on the practical level is that it's going to make mage duels MUCH less entertaining. Less a game of chess with moves and counter moves and more a game of lets see who gets off the autowin spell first (or auto tie, since both will probably GS and just sit there). I suspect that after playing around with it a bit, it will be considered alongside Bigbys spells as simply unsporting, since there is no counter to it (at least Bigbys have spell mantles).
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Post by Lokarn on Jun 25, 2011 13:37:02 GMT -5
yea, we seem to be focusing on different aspects of play. I am trying to point out that how powerful your class is has nothing to do with the changes made.
The changes made were for role play reasons as far as I can tell. they didn't make rogues more powerful in any way mechanics wise. The damage was not increased, the saves were not increased. yadda yadda.
What was increased was the usefulness of their non-combat skills. every class on the server used to be able to quaff a TS potion anytime they wanted to be able to be sure there was no rogue hiding in the bushes. Now at the very least there is a chance that the bread and butter of a rogue can't be detected by such a simple counter. Mages have a good chance still to spot them plus it has been said many times more spot gear is comming which will even further the chances.
As for the locks it is a great boon to the RP of a rogue to have something that should have been their role all along be their role once more. It's fun to use the skill points you invested instead of watching all the other pcs with 0 skill in lock pick do your job.
Again my point has nothing to do about the power of the class, it's about the role play abilities of the class. This is not an action server, well it didn't used to be. So the merits of the "power" of a class is unimportant. Whether or not the classes "class skills" are ever used and role played is important.
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Post by Roseanna on Jun 25, 2011 15:55:13 GMT -5
...It's fun to use the skill points you invested instead of watching all the other pcs with 0 skill in lock pick do your job. Technically, a character must have at least 1 skill point in either lock pick or disable traps to use that ability at all. It will NOT work with no points invested, regardless of gear acquired. As far as myself, I enjoy having a rogue in the group. While my main character has some cross-class skill points invested in lock pick and disable traps, I'd much rather see a rogue take care of them. My character is not a rogue-type, but found it necessary (through RP) to learn how to handle the basics in the event my character comes across them. And it -has- helped in the long run, even with only a few points invested. But all of it is RP-related, and my character is more likely to just mark a trap rather than try to disable it. Why? Because those that like to collect the traps get all pissy when my character just disables them. LOL So I rarely bother disabling anymore. I have always found rogues to be a good flanker companion in dungeons. There's been times my character (who is a sword and shield semi-tank) has paired up with a rogue, and by the use of only wands and potions have taken out dungeons that others say is impossible without a high-level cleric or mage. I think that's because people assume that clerics and mages are a necessity to have in a party, when that is not always the case. While the travel through a dungeon in a pairing with a rogue may take me longer than with a mage or cleric, I welcome the RP opportunities it provides that are -much- different than most other groupings. So I say, bring out the rogues more often and have fun with them!
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Post by probablyamage on Jun 25, 2011 18:36:04 GMT -5
A small side note. If there is a rogue in party, the rest should be letting them handle the locks and traps regardless of items. The only exception is when there's ten or so traps in a small area, and manually picking them all is a hassle.
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Post by kaltorac on Jun 25, 2011 18:50:45 GMT -5
While soloing a rogue can be a major chore, two or more rogues in a party can be pretty nasty. Especially when they all work together. All targetting the same foe means someone is getting in those deadly sneak attacks. If two rogues fight side by side, they can both often ignore the foe assualting them and attack the one facing their partner(s) for more effective attacks too. With practice, two or more rogues together make awsome teams. Some of my best adventures here have come from adventuring with three to four rogue or multiclassed rogues all in the same groups.
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Post by tarus on Jun 25, 2011 19:34:40 GMT -5
This is very true. I used to flank with another rogue on my first server. We got really good at it.
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Post by Lokarn on Jun 25, 2011 20:50:06 GMT -5
... Rose... it doesn't take any skill points to use the Chime of opening. That's what I was referring to.
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Post by Roseanna on Jun 26, 2011 11:43:40 GMT -5
... Rose... it doesn't take any skill points to use the Chime of opening. That's what I was referring to. Ah, I missed that reference. Sorry about that.
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Post by FORSETIS on Jun 26, 2011 13:03:46 GMT -5
While soloing a rogue can be a major chore, two or more rogues in a party can be pretty nasty. Especially when they all work together. All targetting the same foe means someone is getting in those deadly sneak attacks. If two rogues fight side by side, they can both often ignore the foe assualting them and attack the one facing their partner(s) for more effective attacks too. With practice, two or more rogues together make awsome teams. Some of my best adventures here have come from adventuring with three to four rogue or multiclassed rogues all in the same groups. Butcher and Zachary Smith do exactly that. As an example, just him and I can do the Stoneland orcs with no aid from magic users. Just sharing, Ill shut up.
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Post by canuckkane on Jun 27, 2011 5:27:42 GMT -5
While soloing a rogue can be a major chore, two or more rogues in a party can be pretty nasty. Especially when they all work together. All targetting the same foe means someone is getting in those deadly sneak attacks. If two rogues fight side by side, they can both often ignore the foe assualting them and attack the one facing their partner(s) for more effective attacks too. With practice, two or more rogues together make awsome teams. Some of my best adventures here have come from adventuring with three to four rogue or multiclassed rogues all in the same groups. This is exactly how Vrulo's crits go from 70's and 80's to over 100 hps per with a one-handed weapon.
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Post by Vaertai on Jun 27, 2011 11:39:39 GMT -5
Suppose I'll add a response since everyone's doing it =p
The only thing I can say is that maybe it's just that I'm a solo type of person, but I never really found it terribly hard to solo with a rogue. In any game really. Sure it's nice to get the bonuses of traveling with a group, I'm just more of a lone wolf type and find ways to make it easier to solo I suppose..
My rogue is old and unplayed now but when I did play him, I got to level 7 in a week. All of which was spent by myself save for one time I went to the ruins with group and almost had to kill someone for the dagger that dropped at the end lol.
I'm not saying it isn't difficult at all, because it can be. It's just even without abusing the stealth system...(that's right, I'm one of the few, that I have seen not calling anyone out here, that will come out of stealth if I'm within.... say an 80 degree cone in someone's view, that is if there's no environmental obstacles that may block LoS =p) I never really have much trouble. Sure there were times I got surrounded and had a close call, but with weapon finesse and 2 dagger +1's at that level, I could take things down rather quickly even without sneak attacks.
In Closing: I am a firm believer in "If the class is in the game, they have to be useful." Rogues are always good to have around no matter what game you play and honestly no matter what game it is, there will always be complaints about classes. Rogues in particular. In all my years of playing MMOs, I don't think I have come across even one where their aren't people complaining about rogues. I don't mean to say that is the goal here, it's just my opinion and don't mean that to sound rude. Classes can never truly be balanced in a sense. My golden rule: No matter what class it is... They can kill you no matter what class you are.
(WoW for instance. People used to say a rogue can't kill a pally or a warrior especially if they are a tank. I said "NAY!" and challenged everyone I came across, might have took a duel or two but I did in fact beat them.)
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Post by Lokarn on Jun 27, 2011 18:46:47 GMT -5
off topic alert.
Heh, if your rogue beat a tank pally or warrior, they were bad. or you out geared them fairly well.
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Post by Vaertai on Jun 27, 2011 20:08:11 GMT -5
off topic alert. Heh, if your rogue beat a tank pally or warrior, they were bad. or you out geared them fairly well. Off topic but I had to respond lol. All I'll say is not really. Just know when to do what is all that it takes. I won't get in to a WoW discussion on why on a NWN forum lol plus i haven't played in.... well im not even sure now =p Moral of the story, in most cases it's the player not the class. But with NWN somethings are better left to certain classes.
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Post by verycoldbeer on Jun 27, 2011 22:48:01 GMT -5
Yes yes you (I mean a general you not a specific you) alll are da master's at playing da rogue we get it.. and all the others who has problems soloing are simpltons and can not match you leet skillz (this might not be how you mean to come across but I'm just pointing it out because it's starting to seem that way to me.. I actually never care if my game play skillz are sort of crappy; This isn't a PvP Server; I enjoy killing things don't get me worng but the RP is super fantastic here.) But I'll reiterate, I like that my rouge is more useful and that they can open locks and what have you.. *shrugs* and that they are super sneaky, but as stated before I think with listen and spot you get a d20 where move silently and hide are static, so better gear will give you all a much better chance to see the sneaky of the sneaky.
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Post by zDark Shadowz on Aug 17, 2011 2:28:46 GMT -5
My opinion of rogues. My Valin Stormblade is a 6Fighter/3rogue, and he makes an excellent tank, especially when flanked by more rogues. Cause if he's not drawing attacks, he thumps them good, and if he IS drawing attacks, he's doing his job. His evasion allows him to handle being upfront, surviving reflex-based spells and attacks while others can get around, and if he needs to heal himself he has the skills to not flatfoot himself when he uses his kits. He is the epitaph of a warrior battling with both strength and wit. He also uses a rapier (so you could almost call him a heavy-armored duelist). Had an adventuring party about a week ago where the front line all had some level of sneak attacks... A scythe, a rapier and some other sword I can't remember, probably a bastard or another rapier, all dishing out sneak attack damage as the goblins and worgs tried to charge at the archer/casters behind. Their guts flew everywhere. I'm fond of rogue in small amounts (attaching it to a melee class makes it seem like the more evasive style of a warrior rather than upfront brutal tactics), and on this server I was thankful that a minotaur maze filled with traps etc that I managed to complete solo back when I was level 6 (after invispotioning past the end boss and finding a bar of adamantine, yay) gave me an opportunity to ICly divert from Fighter to Rogue, allowing me to polish off my skills. Although my character is now weaker compared to more specialised characters when heading out solo, he's a lot more useful in a team now, and that suits me fine. Dropping a negative on my characters PR to apply a multiple in a team Many servers I've played on, such as food-dependant servers and a severe lack of food merchants (such as zombie-survival RP servers) practically forces you to take Search from either Rogue or Ranger, or suffer the rest of your life struggling just to keep up with the rogues/rangers sitting on a comfortable pile of food. Then getting accused for "powergaming" simply because you spend every waking minute trying to get food so you can roleplay, and thus never obtain any roleplay tokens to go higher. My rogue/ranger character there I hardly played got his roleplay token upgraded almost immediately, yet my warrior who constantly had to search and struggle to survive, in detriment to RP as he did not have the time to participate in any decent duration, ended up getting me banned. Making rogue abilties a must to go about a server ruins it for those who want to mix and match other classes. I'm glad that on this server, rogue abilities are not a pre-requisite for an easy life, but they are a fun way to go about the world of Cormyr. Rogues are skilled at getting what others don't want them to get, and it's fun to see them crack open and spill valuables for everyone to enjoy. Even if my opinion of valuables on this server is hoping to god that a simple +1 Tower shield will pop up in a chest somewhere.
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Post by kaltorac on Aug 17, 2011 13:23:01 GMT -5
and on this server I was thankful that a minotaur maze filled with traps etc that I managed to complete solo back when I was level 6 (after invispotioning past the end boss and finding a bar of adamantine, yay) gave me an opportunity to ICly divert from Fighter to Rogue, allowing me to polish off my skills. Just keep in mind that on this server that counts as 'ninja looting' and is potentially bannable. If you can't beat the boss you can't take the treasure it's guarding. Most "Boss" creatures are being reviewed and updated with new scripts so that a good portion of their loot is ONLY generated upon their deaths to prevent just such circumstances. Moving some of the "good stuff" directly to a creatures OnDeath event also means we can in some areas remove a few actual loot placeables as well. Fewer chests, barrels, bone piles, etc... that run scripts to reset constantly will do a good bit to reduce some more lag as we grow. *The DM Team and Builders have been discussing options to make true "ninja-looting" a very ... erm ... unhealthy choice. No details will be publicly shared at this time, just know that if/when caught ... "You were warned".**No areas will have reduced loot placeables until such time as a few designated testing areas prove the new treasure system is actually better.
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