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I see the rogue vs warriors debate is still somehow ongoing. It is strange to expect rogues, which possess several incredible advantages over warriors (traps, ambush, invisible, amnesia, a self invoke, stat attacks that don't leave you below 30% of your HP, etc) to have identical damage output in hunting to warriors. It is not how I would have designed game balance but the design has always been rogues excell at soloing bosses. This is especially true because of bladestorm. While mages can also solo bosses, rogues are far more effective at doing so. They also have several PVP advantages neither class has. I agree backflow was not a real solution to rogue issues, which was lack of party utility behond sleep trap spamming for warriors and mages. It is a flaw in how rogues were designed to be a class for soloing and pk, rather than group hunting. But this is not a problem oh san or any san mark is going to be able to address. It would require fundemental changes to the game mechanics of rogues and warriors. That has often been an unpopular subject in the past and I assume it would continue to be. The advantage for warriors is they excell at party hunting because of powerful attacks. The drawback is they are easier to kill than any other path and aside from a few subpath spells, no real utility aside from dealing damage. The advantage for rogues is they excell at soloing because of their traps and skills like amnesia, and they excell at pk above warriors due to invis, traps and attacks not consuming as much vita which means they are less vulnerable when attacking. That is how the two melee classes are balanced and until that core element changes, you can't legit complain about it as this was known from the beginning of playing the class. | |