Armgnawer wrote:I'd say you got exactly what you deserved. That carp doesn't belong on the forums. Just so you know, chances are good that a player actually reported your post (there's a button for that). As you pointed out, developers have better things to do all day than peruse the forums for the naughty bits.
Incidentally...I played DAoC for a few years before getting bored and gravitating towards other shiny MMO's. Mythic does a good job, but if you think Warhammer's gonna be free from the nerfbat, you should save yourself the aggravation and stick with single-player games. An MMO is always evolving, and occasional class adjustments are part of that.
Out of curiosity, what rogue nerfs are you talking about? I'm looking at the PTR notes right now, and 90% of the current changes look awesome, or at least fair. It's true that they've gotten less attention than many other classes, but honestly...having levelled one to 60 (pre-BC, admittedly), they were already very good.
I knowingly and freely violated the terms of use, I don't need to be told what I do or do not deserve.
The european Community Managers are about as close to the Developers as I am. They are paid to keep the forums in order, and to liaise with the user-base.
I don't doubt that Warhammer Online is going see buffs and nerfs, just the same as every other MMO out there.
I just expect to be able to play something where the developers personal preferences don't heavily effect game-balance. I'd like to pay my money to someone who is more professional than that.
Poison duration is a buff, although it makes little difference, except saving me a few gold every few weeks.
The Blade Flurry fix is a fix, not really any kind of buff.
Blind was crap to begin with. While it is an improvement, it's also something Rogues have need desperately for a long time, since there are several classes that can just cleanse the poison off of our target, countering our 3 minute cooldown that has a reagent cost. (and you have to farm the reagent)
Cheat Death is actually pretty good now, but Sub is such a completely gimp spec nobody in their right mind bothers with it except for ganking.
Cold blood was a fix.
Dirty Deeds, Sub, gimp spec. Getting an opponent to below 35% health with a Sub Spec is about as likely as running an undead character from Deathknell all the way to Booty Bay without dying.
Fleet Footed is a buff, which once again is something rogues have been desperate for.
Kick I believe is a fix.
Precision is a buff, although the effect is minimal, since we rarely use ranged weapons. If we could apply crippling poison to thrown weapons it would be worth it.
Remorseless Attacks is a fix.
Riposte is a nerf.
Deadly Throw is a buff.
Ruthelessness is a huge nerf. The <20% chance to get off 3 DTs was one of the few good anti-kiting measures we had available to us.
Sap is a fix.
Shadowstep is about as gimp as it gets. While this might work against standing targets, it won't help against being kited because it doesn't remove snares or roots. As such, it won't allow the user to actually hit anything after they catch up.
Stealth being removed by an incorrect button press would be a huge nerf if it wasn't possible to fix.
Although it certainly looks like an effort to rob us of our precious openers.
Also, in 2.2 they introduced a Haste Rating nerf, which was not mentioned in the patch notes. This has rendered significant amounts of melee DPS equipment worthless in the face of stuff that grants AP or hit.
Even after that, they have not rebalanced any itemisation to fix that nerf, and they have apparently packed Zul'Aman with haste crap.
Stealth now breaks completely at random, for no reason.
As a Hordie, you can vanish in Orgrimmar, even if you're the only one in the city, and immediately lose stealth and vanish with nothing else in the combat log.
To my knowledge this was unheard of prior to TBC.
Resilience rating and insane HP scaling annihilated burst damage, leaving rogues with insufficent stuns and CC to be able to perform a worthwhile stunlock. (TBC was the death of Sub)
Vanish is frequently broken by auto-attacks, spells and abilities cast after Vanish, and pets that don't untarget the rogue when they should. (I'm talking about pets that will follow you halfway across WSG after you Blind them then CloS>Vanish>sprint)
Strangely enough, comparable abilities, like a paladin's Bubble, a mage's Iceblock, or a hunter's Feign Death are never affected by what Blizzard calls "lag" in the same way that Vanish is.
Additionally, most clothies now have some kind of self-buff that will give them more armour, with recent PvP gear, than a rogue wearing leather.
Warriors can now 2-3 shot a comparably geared rogue, with the right spec and weapon. Rogues don't have it this easy against any other class.
I could go on, but you get the point.
Senor Hugo wrote:HJ, you're an awesome guy. But I kind of have to laugh at you for that. Especially since:
Worldofraids.com wrote:2.3: The rumor about melee distance nerf isnt true (Source)
There was no change to normal melee range. This has been verified internally and independently by players on the PTR. I'm sure if you search you can find some threads with excellent screenshots.
There is a bug involving abilities with 8 yard minimum range, and it is being looked at.
The Source
Yeah, having looked further into it, I found this same information.
I don't see what is so difficult to just drop into a thread and copy+paste a link. If they were in there to ban me (or the thread was brought to their attention either way) anyway it could hardly kill them, could it?