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  1. #121
    Senior Member Online status: Laivindur is offline Reputation: Laivindur the Neutral
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 Self or AoE Heals
    2 Survival
    3 Tanking Skills

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Range skills, they could be upgraded to something more usefull for wardens such as Force taunt in a high lvl range skill
    2 Wages of Fear they could use a bit more dmg at positional damage from 2.0 to 2.5


    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    I think Wardens are ok with their Gambits since they do all we need, Stun Immunity, Mitigations and Block/Parry/Evade are good from the gambits.
    An Instant Defiant challenge would be very helpfull a fellow warden to get agroo as the fight starts or a member steal agro and be able to get it back instanty.

    Ishka-Kwi,Ai-Durug-nul!

  2. #122
    Grand Member Online status: Regero is offline Reputation: Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated Regero the Undefeated
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    Re: Official Class Update and Feedback

    Class: Warden

    Name 3 things about your class you feel could be improved.
    1 Mitigation and incoming damage reduction.
    2 A viable and defined secondary role.
    3 Shield cosmetics. Minor I know, but it seems more and more Warden shields look like the belong on mini's.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Critical Strike There used to be a point to this skill (exploits aside) in that you could use it immediately, allowing you to get a little extra boost to your DPS from time to time. Now though it's more difficult to get off, and does very little. It just doesn't feel very critical.
    2 Impressive Flourish, Maddening Strike, Shields Up, etc. All outdated gambits which serve no purpose and/or are completely replaced by 75.
    3 Adroit Maneuver Parses have shown that this skill is actually detrimental to any purpose you are attempting to fulfill. It lowers DPS in a DPS rotations, and is just a waste of power when tanking. The only time it is vaguely useful is with the maxed out legacy for it, even then it doesn't add anything; it just stops being detrimental to use.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Some ability to resist Finesse or debuff it on enemies. In raids, especially on tier 2, Finesse is an absolute killer and it effects Wardens proportionally more than other classes. We rely far too heavily on BPE to have it get so significantly debuffed when we need it the most.

    Beyond that I think we mostly have all the tools we need, they just need their values adjusted here and there.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?[/QUOTE]

    The Mitigation disparity, by far.

    Ghost Bear see problem. Nice peoples looking at Horse mouth. Ghost bear look at Horse belly. Horse make good snack!

  3. #123
    Member Online status: Vongs666 is offline Reputation: Vongs666 the Neutral
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    Re: Official Class Update and Feedback

    Class:Hunter

    Name 3 things about your class you feel could be improved.


    2. Strength of Earth a waste of time way it is set up now. Go back to way it used to be.


    3. Induction skills on the move with a decrease in range and damage.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Camp fire a waste to even drop unless being used for a cook. Need OCMR and OCPR scaled up.

    2. Strength of Earth need either redone or taken out.

    3. Blue trait line nice to use but hard in raids unless u have a pocket LM to keep you full. Maybe redo the power cost when traited Blue line.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. With some of these new raid that are a DPS give either a bigger treat dump, or lower the CD on Beneath care

    2. Give us a non induction or short induction large scale heal with a moderate CD.

    3. A melee skill that will actually hit the intended target instead of being resisted or evaded 95% of the time.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? 1. Survivability in the moors. Sure, can do mass dps but when against a creep with 2-3x your morale and our armor and mig. stop almost nothing it would be nice to even the field a little for solo players.

  4. #124
    Senior Member Online status: Exebius is offline Reputation: Exebius has disabled reputation
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    Re: Official Class Update and Feedback

    Class: Burglar

    skill:
    Enrage: make this skill cause the mob to attack other mobs for a few seconds. (this is what i originnaly thought the skill did when I started playing).

    Requested skill:

    Bow use. i've seen many posts requesting this over time; and I to feel this would be nice to have. Don't need anything fancy; just the same "let fly" skill currently available to champs and guardians. Whether to roleplay or to offer a small aid from a distance, it would be a nice bonus.

    Exethius 85 Warden - Exevis 85 Lore-Master - Exebius 85 Burglar

  5. #125
    Senior Member Online status: Gillrain is offline Reputation: Gillrain the Wary Gillrain the Wary
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    Re: Official Class Update and Feedback

    Name 3 things about your class you feel could be improved.
    1 DPS in OP we need some Love
    2- Attack Duration in OP
    3 Power Cost in Op need more

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1:Challenge to The DArnkess 10 mintues cd ? way to much its like chellenge and gaurdian ward ... Cd needed to be readuced and it should activate PLedge and warrior heart without sharing cds thts would be true chellenge the darnkess...
    2:Parry stance no1 is running in this anymore
    3:

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1
    2
    3

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

  6. #126
    Grand Member Online status: Lurkerinthemist is offline Reputation: Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads
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    Re: Official Class Update and Feedback

    Quote Originally Posted by Sapience View Post
    DE
    FR


    Class:
    Captain
    Name 3 things about your class you feel could be improved.
    1. Add an offensive focus
    2. Rework banners/heralds
    3. Remove some of the LI dependencies

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Parry buff. I can't think of the last time I gave this to anyone. Maybe it should add b/p/e and not just parry.
    2. Banner of War/Herald of War. I don't even use these soloing, because the archer is more fun as a solo partner.
    3. Fighting Withdrawal - I really can't think of any time I've used this intentionally. I've hit it accidentally a few times though.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    Essentially, I think captains should have responsibility for leading their troops (buffs), and protecting their troops (offtanking and healing) but a strong captain skilled in the art of war (dps traited) should strike terror in the hearts of the enemies.
    1. Change banner of war/herald of war to be a debuff to the opposing side - similar to WL banner effects
    2. Add a tiering up effect for DPS skills - a captain enraged should be a captain to be feared.
    3. A shout that applies a debuff, possibly a fear.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    My offensive focused captain sounds like fun, but for ongoing playability I'd have to say: Remove some of the LI dependencies by consolidating or removing the legacies. Examples: remove tactics off the LIs and increase the effects of the skills. Roll dev blow crit and PA crit into a single legacy.
    Clarrow PeopleEater - R11 BA
    Clarysta
    - Lvl 75 Captain - Forever AFK
    Twitter - @clarystainsun

  7. #127
    Senior Member Online status: JeauxLOTR is offline Reputation: JeauxLOTR the Wary JeauxLOTR the Wary JeauxLOTR the Wary JeauxLOTR the Wary JeauxLOTR the Wary
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    Re: Official Class Update and Feedback

    Class: Rune Keeper

    Name 3 things about your class you feel could be improved.

    1 Survivability
    2 Instacast Group Heal / Heal-on-the-move
    3 Rework Legendary/Racial Traits (2 of both Dwarf & Elf are useless to RK)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 EfTA. Heal needs to start at induction channel, it is too slow for spike damage output
    2 Nothing Truly Ends should be InCombat Rez
    3 Do Not Fall to " X " should last longer, bubble or give bigger Buff

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Self-Bubble skill at any attunement
    2 Dread Removal
    3 Some form of Group Buffs

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Survivability

  8. #128
    Poster of Note Online status: DATmadild is offline Reputation: DATmadild the Wary DATmadild the Wary DATmadild the Wary
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    Re: Official Class Update and Feedback

    1. Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1 Symphony of the Hopeful Heart. I think it nees to be Lower induction would be nice. I like the buff but I also don't think it warrents a legendary slot. Should be an earned skill at a certain level.

    2 Buffs are Buffs. Let me use them without hitting a mob. make it available after heals as well.
    3 Heralded Resolve - Most of the time I use this it's in a battle where the mob we are fighting is one I don't want to go hit with my Heralds strike in fear of being killed .. This power buff

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Heals in General . I thinkn our heals should be a bit more effective. Spamm healing is boaring and I feel buffing the group when I can is hard because I have to spam heal like a robot.
    2 Improved Gift of the Hammerhand. This bubble should last a bit longer and currently cannot be used in Raid... Let me use it for any one in my raid not just my group.
    3 Song of the dead if somthing at higher levels really dont come into play.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Power regen skill. I am thing somthing that requares mele so you risk aggro (fair trade off), Not like the return of morale of heralds strike but somthing from ranged. This would require a Legendary slotted I would think
    2 I would also like to see an addition of a Mele skill ranged or not. I find myslef standing there waiting for my AOE skills to cool down
    3 Ability to Start a FM (long cooldown)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Buffs... When healing in a raid/group I enjoy buffing the group but find all I do seems to fall short.


    QuasiMoeDough Rank 7 Reaver / Bigesthulagoober Rank 7 BA/ Scoobydie Rank 7 Warg / DEADHEALZ Rank 1 Defiler / Silkskinner Rank 2 Weaver
    Saeldonnarain 75 Minnie / Bighulagoober 75 Hunter / Amnoahdad 57 RK / Littlelebeau 25 Burg

    Gigady, Gigady!!!

  9. #129
    Senior Member Online status: mad_ox1 is offline Reputation: mad_ox1 the Wary mad_ox1 the Wary mad_ox1 the Wary
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    Re: Official Class Update and Feedback

    Class:
    Captain

    Name 3 things about your class you feel could be improved.
    1 Power use when not in HoH and/or when using shield brother rather than blade or song brother
    2 BoE debuff/DS power restore
    3 Tanking viability

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Strength of Will (Shield Brother) requiring a legacy to be worthwhile while the Sword and Song versions do not is rather inconsistent
    2 The BoE debuff/DS power restore is weak at best. Perhads increased crit chance rather than the chance to apply the light dmg. The power restore needs to be completely reworked so that it is worthwhile.
    3 Fighting withdrawal needs to do something else, I almost never want less aggro, only more. Perhaps +inc heal, -threat gen, or +crit to fellows/raid w/in 10 or 25m or something along those lines. A buff of some kind in keeping w/ our class basis.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 A second ~spammable~ heal. Something to get off on a non-tanking fellow, so you can still maintain your WoC spam on the tank. Thinking similar HoT to WoC w/ maybe half the initial heal. 5-10 sec CD.
    2 Captain/medium/warden shield use. When equipped turns DS or SS into a shield attack. Light shields just don't cut it. Even w/ the new light shield outputs, there isn't really much that fits the bill all that well for a Captain. Not really fan of block w/ a 2-hander, but it is better than nothing.
    3 Improved SotD, not limited to fellowship member, +inc heals buff on target, possibly a shorter CD

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Power usage is troublesome if you are not using blade or song brother, especially in DPS or Tank spec.

  10. #130
    Grand Member Online status: Lurkerinthemist is offline Reputation: Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads Lurkerinthemist the Watcher of Roads
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    Re: Official Class Update and Feedback

    Quote Originally Posted by Sapience View Post
    Class:
    Black Arrow - it's in pretty good shape so I'm just going to list a couple of things.

    Name 3 things about your class you feel could be improved.
    1. Debuffage
    2. AoE Damage
    3.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. The AoE skill - I never use it so I have no idea what it's called. It does limited damage and since so much of the time we're playing in the freep npcs, the damage does not outweigh the danger of aggroing the npcs.
    2. Puncture Target. This could be really cool, if it punctured the target. I'd love to have it be a way to pop those minnie bubbles.
    3.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Add a fear/silence skill or trait Puncture Target to be Silence Target :-)
    2. Increase the bleed on the Snare
    3. Add a self heal other than the Uruk Heal.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Debuff - preferably in the form of a silence effect.
    Clarrow PeopleEater - R11 BA
    Clarysta
    - Lvl 75 Captain - Forever AFK
    Twitter - @clarystainsun

  11. #131
    Junior Member Online status: SickmanX is offline Reputation: SickmanX the Neutral
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    Thumbs up Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.
    1 Better Morale and Power restoration.
    2 Better Mitigations.
    3 Tactical Debuffs.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Dust in the eyes, useless on some bosses, maybe could have a defense debuff to.
    2 Riddle in non Mischief trait line. Maybe a little less Cooldown.
    3 All that dont have tactical dmg debuff.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Tactical Dmg Debuff.
    2 Ranged Dmg Skill or a New Second Weapon, maybe a Slingshot.
    3 Silence Debuff.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Tactical Dmg Debuff

  12. #132
    Member Online status: Brianmagno is offline Reputation: Brianmagno the Neutral
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    Re: Official Class Update and Feedback

    Name 3 things about your class you feel could be improved.
    1.Survivability
    2.Healing
    3.Frost Debuffs

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1.Flurry of Words, could has increased duration and dot.
    2.Rune of Restoration, gives 50 icmr; minstrel´s tale of heroism gives 75 fate, almost 130 icmr.
    3.Chilling retoric, usefull for PvP only.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1.Armour or mitigation or evade skill (any attunement)
    2.Improved epic for the ages
    3. DPS skill with healing component for fellow

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Healing

  13. #133
    Just Got Here Online status: caduswadoh is offline Reputation: caduswadoh the Neutral
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    Re: Official Class Update and Feedback

    Class:

    Name 3 things about your class you feel could be improved.
    1 Tactical Mitigation- Burgs get 1 or 2 shotted too frequently by tactical damage.
    2 Finesse- Not much good eq with finesse, and only a handful of resistance reduction in traits, some of which are limited to 1 skill. Frequently 1 resisted debuff can make or break a fight.
    3 Access to escape clause outside of group play.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Confound - In solo, against 3 -5 mobs, by the time it actually triggers I already have to use other survival methods. Or in a group, either the mobs are daze immune, or they die faster than the timeout, or the group hits them out of the daze. Only find it useful as a retreat skill or a charge through area skill.
    2 Mischeif Trait Line- The benefits do not seem to make up for the deficits. Only time I use mischief is when working on skill deeds for clever retort or confound. Or when I am in a group without a tank for the riddle reduced cooldown.
    3 Burgle - can only be triggered in stealth, only when a monster is not fighting, and only works against a small group of monsters. Would like to see it have the option of applying debuff gamble even if it can't steal from a monster.
    (Totally disagree with the previous Burg comments about gamble's being underpowered(especially with gambler's strike), or dust in the eyes being underpowered (when traited and paired with best startling twist).)

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. An interrupt debuff- Misch or Gambler. Something that applies a %chance to interrupt for the next 30 seconds. In solo it would allow for reasonable assurance against induction abilities to improve offense, or in group it would allow a burg to better interrupt a single or multiple targets or allow a burg to be a backup/support interrupter without having to significantly invest in an LI.
    2. A debuff that consumes an enemy corruption to apply. Similar to mischievous glee, consume an enemy corruption to restore power or morale with a significant cooldown, could even be random like clever retort. Would have improve corruption removal of burg for raid purposes, and give a little more survivability which is needed if close enough to remove corruptions from raid boss. In solo, it would give burgs a bit more survivability, but still sparse enough not to overpower them.
    3. Some kind of passive miss chance for area effect tactical skills, or even a smaller hitbox. I feel that trying to avoid flame is wasted effort. You get within 10 feet, you get set on fire.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Tactical Mitigation

  14. #134
    Junior Member Online status: Labre is offline Reputation: Labre the Neutral
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    Smile Re: Official Class Update and Feedback

    Class:

    Name 3 things about your class you feel could be improved.
    1 redo our epic conclusion to the way it was before (more powerful)
    2 Buffs (nuff said)
    3 healing

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. prelude to hope is mostly useless in duoing or anything but full fellows
    2 chilling rhetoric i never use it isn't even on my quick-slot bar
    3 my winter debuff move i never use again not even on my quickslot bar it has nice buff but its easier to do the 9 attunment move that buts it to t3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 a damage rune stone for fighting attunment that buffs up our dps moves
    2 ceaseless argument will help alot if it is more powerful
    3 prelude of hope for bigger heals or better H.O.E (healing over time)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    i would probably say the epic conclusion redoing i miss how it used to be.

  15. #135
    Junior Member Online status: lotrojim is offline Reputation: lotrojim the Neutral
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    Re: Official Class Update and Feedback

    Class: Rune-Keeper

    Name 3 things about your class you feel could be improved (IN PRIORITY ORDER).

    1 Attunement: Currently this is too restrictive and makes the RK very inflexible in play style. I would change skills to be usable at ALL attunements but with a "effectiveness" penalty. Each "pip" of attunment would add/remove +1%/-4% effectiveness from the associated skill group. So full "red" attunement would be +10% for damage skills, and -40% for healing skills. Full "green" attunement would be +10% healing skills, and -40% for damage skills. This makes a swing of 50% in effectiveness from the extremes of attunement. I think this is a nice system and gives the RK versatility with making the class overpowered. The Traits for RK were modified previously to make it impractical for an RK to be very good at both DPS and Healing. This proposal doesn't break that goal.

    2 Crowd Control: There is very little CC for the RK -- just shocking touch and a lucky stun on the lightning shocking words skill. Since we're compared to minstrels all the time it would be nice to have something else to improve survivability. Minstrels have song of distraction, song of the dead, fear, and piercing cry stun (conditional/traited).

    3 Utility: Again we have very little to help keep us alive when soloing in DPS. My proposal to Attunement resolves a bit of this by allowing healing deep into the "red" attunement (although at greatly reduced effectiveness). It would be nice to modify some skills to give us a bit more survivability. Maybe the "bubble" skill should be a neutral attunement like the "do not fall" skills. This fits with the theme as "do not fall to..." prevents damage and that's exactly what the bubble does (it doesn't heal).


    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.

    1 Epic for the Ages -- too slow to be useful and doesn't compare with mending verse and writ of health

    2 Do Not Fall This Day -- This is a nice skill but it's proactive and must be used in advance of death (a bit of a gamble). If the RK times it right then great, but if not the skill is gone and we feel horribly inept. Change it to be a 1-minute duration (instead of infinite during active combat). In addition, give it back to the RK if it's not consumed during the 1-minute duration (in other words if the ally didn't fall, give us back the ability). If the skill is consumed (i.e. ally died) then put it on the same c/d that it is currently.

    3 Our Fates Entwined -- this is a great skill but the upkeep is too severe. This is an energy killer for the RK and puts us at a disadvantage over a minstrel (who gets the same effect with their personal bubble without the power drain and with the bonus of a bubble). Remove the power drain. We can't keep it up forever anyway because the first skill that takes us off of max "green" attunement removes the effect. If attunement is changed (see proposal above) then put this skill on a duration instead of a toggle.


    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1. More group buffs similar to "Do not fall..." but with different bonuses.
    2. In-combat rez skill or the changes to "Do not Fall this day" as I described above.


    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    My proposal on Attunement at the very top!!!

  16. #136
    Junior Member Online status: elegosstt is offline Reputation: elegosstt the Neutral
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    Re: Official Class Update and Feedback

    I think the Hunter needs something that can compete with it's mirrors, Blackarrow's, skill of Skirmisher Stance, maybe not quite as good, but something that allows a couple skills to have no induction time, so the Blackarrow can't run behind and continue to shoot while you're stuck in a two second induction time...

  17. #137
    Grand Member Online status: Saelyth is offline Reputation: Saelyth has disabled reputation
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    Re: Official Class Update and Feedback

    As usual, i remind you english is not my native language, sorry for the typos.

    Class:
    Guardian - I am exclusively an OP Guard (DPS guardian, never tanking) for the last 14 Months.

    Name 3 things about your class you feel could be improved.
    1: Overpower stance Power regeneration. (i'm even wearing a casters necklace because of this).
    2: OverPower needs a lot of work. Guardians DPS should be increased a bit to be factable to choose DPS in the instance finder, our actual DPS being Uber is the 60% of an Uber champion, tested.
    3: Though we don't use inductions, some of our skills are noticeable slower than others. I'd appreciate if that's adressed somehow. (Each time i want to use Challenge to agro, it takes 2 second to my character to actually Shout and agro everything, in that 2 seconds nothing happens, it's not an induction so... why it takes so long?)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1: To the king. (Though it's a legendary skill that creates FMsr, their chance to crit is so ramdom that you can't take as something sure. Now there's some mobs like "The Warden" that needs to be FM'ed in order to not fail the challenge. A trait/legacy for +50% chances to To The King critics would totally adress that. Not saying 100% because that would be too much overpowered.)
    2: Ignore the pain. (It's very good that this skill heals 3 Wounds at same time, but 5 minutes cooldown was inherit from Shadow of angmar where wounds weren't so often. Now here in isengard we need to cure just 1 or 2 wounds in a lesser cooldown because the enemies disarm or put wounds A LOT more often. - Need less cooldown.)
    3: As playing so much time (almost /played 5 months) made me realize we never use Summon Tinker skill because of the really few places we could summon it. - It needs to be tweaked so we can summon it more often, maybe only inside instances.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1: We have the unability to massive agro away from you. (Tanking skills allow us to single range agro enemies, 1 by 1. Also allow us to agro using AoE that would take all the attention of the enemies closer to us. BUT we are missing one important thing, sometimes you get stuned and the enemies go and attack the healer away from you, then you need to Run there and agro using Challenge... then run away again or healer must run away to not get caugh by enemies AoEs. - The solution: add a skill that will agro same as challenge but using our target as Center, not ourselves. That way we could select Healer, use that agro, and all enemies near healer would go after us.
    2: I always love the way the minstrels can Distract enemies, but since we Guardians need to deal with the agro, we should be able to use Distract. (Eventually we need to manage the agro in the pulls, and since we Guardians pulls the 90% of the times, the ability to Distract an enemy so it's not agroed could be useful for us.)
    3: Improved Stuns. (We all saw the enemies put stuns of 10-15 seconds on us, yet we can only stun enemies for what... 3 seconds? it's too low to be considered helpful.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Not my favourite one but i guess the class overall needs this adressed: 3rd one of First question. Certain skills starting too slow.
    Last edited by Saelyth; Feb 29 2012 at 05:13 PM. Reason: typos

  18. #138
    Century Member Online status: Lothran is offline Reputation: Lothran the Wary Lothran the Wary Lothran the Wary Lothran the Wary
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.

    1. Survivability -- Add a survival skill suite (probably more than just one skill, unless it's very powerful), analogous to those of the other classes: an escape (speed buff or disappear) like guards, champs, cappys and burgs; or a temporary immunity to damage (bubble, etc.) like minis, champs, wardens, and RKs; or significant, ongoing self-heals like minis, RKs, wardens and (lesser extent) cappys and LMs; or CC immunity like LMs; or some combination of all the above. And DF doesn't count; it sadly stopped being a true escape skill years ago, because it was made to so frequently not work: disabled in Moors, buggy in instances (mobs continue to be aggro'd even after DF, often), really only valuable to a young hunter while leveling these days. Hunters are only class with no potent skills in this functional set; most classes have a whole toolbox of survival skills that work together or complement each other.
    2. Aggro Reduction -- This has gotten worse rather than better, in spite of last year's changes. Here's how bad: today, even with a very good tank, well equipped who knows his class and holds aggro off all champs and RKs without effort, a top-end hunter still often has to (1) take off the "glass cannon" (high dps) build armour+jewelry and (2) spend the first half of long fights (like Orthanc bosses) and most or all of shorter ones, in Endurance Stance. And despite these measures (and other reasonable precautions like starting slow and easy, etc), if our tank gets resisted once or twice on key aggro skills, the hunter can get aggro anyway. Yah, I hear counter-argument: "get the threat-reducing hunter book, get threat-reducing legacies on LIs," etc. But that's just another way of saying "gimp your build even FURTHER by sacrificing other more useful legacies/gear." Proposed cure = you should get the disease even worse. That makes little sense. Bottom line is, it is not fun to play a class, develop a good, capable build, only to realize that the effort was wasted because it's not tenable in end-game content because of poorly-designed group dynamics. Don't misunderstand, please. There IS value in hunters having to manage aggro. Not only does it add tension and complexity to the class akin to what healers must balance with healing aggro, but it's also actually a fun and interesting part of the class...just not to the ridiculous extent that exists today. Pendulum is too far over on one side atm. Tone this one down significantly without taking away damage as the blunt-force "there ya go" answer.
    3. Itemization -- For a long time, hunters and burgs (and then wardens too) were stuck together sharing medium armour. Which meant most pieces were built with some might and some agility, rather than a strong dose of one or the other. Not ideal for anyone. Fast forward to 2011-2012, where each class started getting unique gear. And the devs heard the hunters' suggestions over the year that "fate would be better (for its ICPR) for us than might". Well, Devs kind of went overboard. Removed all the might, but then went and removed all the vite/morale, too, so they could throw tons of fate at hunters. Pendulum swung too far. Nice to drop might to 0, but we really needed some vit/morale still (another element to point 1, above, about survivability). Today, arguably the best gear for PvE raid hunters is (because of point 2 above, primarily) the PvMP set. Why? Because it didn't lose sight of the need for vit/morale along with the agility (and because too much agi gets hunters in aggro trouble too fast as already mentioned). When the PvMP set is the best build for PvE raiding, something needs adjusting in the class' itemization.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Archer's Art (may have the name wrong, I haven't seen it in a while as it's not on my toolbar -- one of the two newest hunter skills). Had promise, but the slight benefits to damage offset by the quirky animation timing and long induction/animation. After trying to make this one work for a month (really wanting it to work in my rotation), I removed it from my bar long ago.
    2. Split Shot (ditto on possible name error). So little damage, so small an effective radius, this one was a clunker from the start. Was so bad that there was no real chance of its ever being adjusted to usefulness. And there still is not, so I have no hope. But you asked.
    3. Campfire. Amazingly, for a skill that only gives OUT of combat buff to power and morale regen, the devs have been hugely selfish in bumping the benefit up as our top-end level changed from 50 (with 3k or 4k morale), to 60 (5k morale), 65 (7k - 8k morale), and now 75 (back to 6k - 7k morale, bad itemization heh). It just never scaled well at all. And for Tolkien's sake, it is OUT of combat buff--wny not crank it up? The primary use of campfire is after a wipe for the group to regen for another attempt. What is the utility in making the group wait longer? Triple or quadruple the campfire's Out of Combat benefits and have done with it, already.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    Here I'll propose new skills that help with concern #1 above, survivability:
    1. Fade -- hunter fades into the landscape after a kill, setting himself up for the next prey. A HIPS-like disappear skill that works in combat. Continuing the burgs-move in stealth vs. hunters-sit-still in camouflage theme, Fade only shrouds the hunter if he stands still. As an offset to this lower functionality, the hunter's non-detectable status lasts a bit longer than a burg's...say, 18 seconds for Fade to the burg's 12 for HIPS. At the end of the 18 seconds of invulnerability to detection, the hunter ends up in plain old camouflage status...as long as he continues to stand still. NOTE: If this skill is introduced well, it could utterly replace DF...take that one out of the reportoire permanently. Available around the same level DF currently is.
    2. Take Cover -- hunter gains brief immunity to damage, but can not use bow skills while seeking protection. In effect, a 15- or 20-second bubble that blocks ranged skills (but allows melee skills) while it's on. Graphically, animation could show hunter jumping prone onto the ground, hugging the earth, melee weapon in hand to hack at the legs of any enemy who comes close. Available around level 50 or so.
    3. Improved Take Cover -- hunter's Take Cover skill is improved so that he can use one or two of the simpler bow skills while seeking cover. Say, quick shot and barbed arrow, but no other ranged shots. Animation would be really cool to create, showing a hunter trying to fire a bow while nearly prone by holding the bow parallel to the ground and leaning up on one elbow. Available around level 66 or 68, thereabouts.
    --- These three skills, together, would provide hunters a "survivability suite" comparable to what all other classes already have. Could add more about mounted combat for the Rohan expansion (Genghis Khan's mounted archers come to mind, with all the neat ideas that follow from that), but better for now to focus my input on what I said was our #1 issue.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Improving Survivability, the very first one I mentioned.

    Thanks for the chance to give input.

  19. #139
    Junior Member Online status: Morun is offline Reputation: Morun the Neutral
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    Lightbulb Re: Official Class Update and Feedback

    Class: Champion, Lore-Master

    Name 3 things about your class you feel could be improved.
    1 For my Champion i suggest letting them use shields again, atleast light shields.
    2
    3

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Cant think of anything.
    2
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Champions are fine with there skills.
    2 Give Lore-Masters a new pet like a wolf or somthing, i jus want to see a canine COMBAT pet not non-combat.
    3

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    I think the most inportant would be the canine type pet for Lore-Master to me i mean we have 2 cat type pets, 2 bird type pets, a bog prowler, a bear, and a glowing light. All i want to see is a Canine pet.



    Thank you for getting the time to read this and i hope to see Rohan soon.
    "For every idiot proof system devised, a new, improved idiot will arise to overcome it."


  20. #140
    Junior Member Online status: sorig09 is offline Reputation: sorig09 the Neutral
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    Re: Official Class Update and Feedback

    Class:Lore-Master

    Name 3 things about your class you feel could be improved.
    1 Better heal role
    2 Scale pet skills
    3 Reduce damaging skills inductions for better PvMP performance

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Inner Flame because this one have a high channel duration and cooldown for little heal
    2 Wisdom of The Council, which used to heal almost all LM morale whitout critical when lvl cap was 50, but now less than a half
    3 Air-lore is the most underpowered: miserable reflected and negated damage. This one could reduce incoming damage, and even more by traits/legacies.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 Sign of Power: Healing. A healing version of Sign of Battle:Wizardry. One more precise(i mean not random like pet flanks) healing skill would be nice.
    2 Improved Wisdom of The Council turns WoTC a fellowship heal, improving LM heal role as well
    3 Improved Sign of Power: See All Ends, which would make See All Ends an AoE debuff being great in raids and 6-man

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Boost healing role as it would make the class able to be support class in 3-man

  21. #141
    Member Online status: Sizzling is offline Reputation: Sizzling the Neutral
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    Re: Official Class Update and Feedback

    Class: Runekeeper



    Name 3 things about your class you feel could be improved.

    1. Healing utility in end-game instances (particularly raids)
    2. LI passives (tactical classes do not need might or ncpr) & Legendary traits
    3. Retain potency of fire line in raids while adding variety to rotation

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3.
    Briefly explain why you feel this way.


    1. WoE - still valuable and useful in many circumstances, but vastly underpowered given ToO mechanics
    2. EftA - Too much has already been said on this skill.
    3. Steady Hands - the weakest legendary trait, I think.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you
    see the skill being used (solo or group play).


    1. Additional group healing outside of rousing words.
    2. Any new skill or change to existing skills that will allow more healing on the move capability, given raid mechanics. Prelude to Hope isn't enough.
    3. Dread removal

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is
    most important for your class?


    Healing utility. If Turbine's intention is to continue to have RKs be top tier healers (and not secondary healers), We need a boost in the way of healing utility - anything at all that will make us on equal (equal, not better) playing grounds with minstrels in that regard, while still maintaining what is inherent and unique in each class.
    Last edited by Sizzling; Mar 01 2012 at 12:53 AM.

  22. #142
    Poster of Note Online status: zalladi is offline Reputation: zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend zalladi the Bounders-friend
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1) Survivability (WE HAVE ASKED FOR SO LONG)
    2) A second Role (No, it is not CC, and our current CC is not near sufficient)
    3)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1) Split Shot - A 2m radius for an AoE skill that can hit up to 8 targets is incredibly worthless; although yet there is a focus gain and if your tank knows what to do, but hey presto, this skill is not on my toolbar for its short radius.
    2) Agile Rejoinder - Only saying, the heal is insignificant, and that is with the legacy otherwise there is no heal at all; make the legacy worth it!
    3) Press Onward - As always, this skill is supposed to be legendary. A 4s induction that heals roughly 40% morale is hardly legendary, especially in PvMP which I see has made hunter's in a far worse situation this update (Sniff sniff, wargs, sniff sniff).

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1) A sufficient heal - Can just be a scaled Agile Rejoinder or Press Onward, but this class has also been calling for a sufficient heal; does no developer (I know ZC does not) read the hunter forums?
    2) Improved 'Improved Beneath Notice' - As in this skill actually reduces threat permanently instead of a short aggro dump. Since Isengard, I have always, always drawn aggro, and the quick shot combined with endurance does little to help; even though I draw aggro from that as well...
    3)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    As the famous song says, 'I will survive!' and that is what I am firing at. With the decrease to medium mitigations in Isengard, we are now a very weak class for survival. Although we can pack-a-punch, the fact we draw aggro almost every time causes us to perish.
    So please, from the heart of a loyal player, please give us a way to manage threat, or to survive a little longer...

    ~Zalladi

    R11 Hunter
    R9 Warg

  23. #143
    Senior Member Online status: Esselnor is offline Reputation: Esselnor the Neutral
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    Re: Official Class Update and Feedback

    Class: Hunter

    Hunter's Art and Split Shot are useless in my opinion. They don't really deal a lot of damage and I've never found myself in a situation that I absolutely needed them. The animation for Hunter's Art is also pretty atrocious.

    Wouldn't mind if Campfire lasted longer (5 minutes?) and the ability to move while in Camouflage.

  24. #144
    Counter of Stairs Online status: Griffy is offline Reputation: Griffy has disabled reputation
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    Lightbulb Re: Official Class Update and Feedback

    Class: Lore-mistress
    Name 3 things about your class you feel could be improved.
    1
    Squishability when out solo. (I truly miss our evasion passives, and want to see evade more often, and less Devastated!s) Be it some mitigation loving, or some other boost to our survivablity, LM needs to unsquish, just a little bit more than traits allow. (I'd like to feel like virtues were for customization. Not a requirement for survival.) Tank and flank is less fun and feasible for a soloing method than it used to be.
    2
    I'd appreciate if our Lore debuffing skills were able to be used on the move. Remove the animation roots that let mobs beat on us when we kite. (I'm glaring at you Frost Lore, mostly.)
    3
    Our healing in groups. It's looking really good for 3-mans, with certain legacies and traitings. If it could be boosted to be AoE healing, without requiring raid gear. (nothing against raid gear giving benefits, but it was redonkulously too good.)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1
    Air-lore, good gosh I want to smack this thing ten ways to mergatroid. The only good thing about it is being able to flank heal a certain target. It's required for Improved Flanking, (which my level 15 LM earned on Landroval recently. She cannot use it, because Air-lore is a high level skill. 45+?) At 50, the skill only lasts for 1 minute. Any LM attempting to keep it up for flank-healing purposes won't truly have time to reapply it in a group battle every minute, with all the stuff an LM should be doing.
    2
    Sabertooth cat. The Frost-bite mitigation debuff skill is on too long of a cooldown when going from mob to mobs. The aoe frost damage from the cat is pretty much equal to common damage without that debuff. (That said, I love the cat and use him on multiple pulls, but other LMs are prolly right that it needs help.)
    3 (woops, changed my mind, I remembered one last definitely.) Bane flare. Only use'able on the genus = Dead critters, so of limited use to dead landscapes or only certain instances. *yawn*.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 An interrupt that doesn't require us to use up our mez skill.
    2 A way to make our stun dot aoe. (I see this suggestion a lot, but think it's dumbing down our job. What if it could only hit 3 targets within a radius? It would still spread the dot around a tight knit group, but not be too ez.)
    3 A self-heal that doesn't take ages of channeling, and doesn't require a flank.
    PS. I actually don't think LMs need any of these, but I would not object if they were given us. Frankly I'm out of improvement ideas for LMs.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? As much as I despise air-lore, I'm going to go with our squishableness. On level Mobs chew up our robes in insanely high chunks and quickly. I'm thankful for our CC and debuffs, but it's not as fun hoping our pet flanks in time for self-heals. And heaven forbid we get an add we're not prepared for, to make us squish that much faster. (it won't be debuffed at all, while we wait on CD) Takes a lot more awareness to stay alive solo.
    Wargs Rule! *But only because we have no playable feline races.*
    ˙˙˙sƃuıɥʇ ǝʇıɹnoʌɐɟ ʎɯ ɟo ʍǝɟ ɐ ǝɹɐ ǝsǝɥʇ
    *sƃuıs* ¡ʎɯ ɥo sǝıƃɹɐʍ puɐ 'sǝssǝɹʇsıɯ-ǝɹol 'sǝsɟlǝ

    Founder & Altoholic: playing wargies and loremistresses since 2006 SoA beta. *Jingle Jangle!*

  25. #145
    Junior Member Online status: Quickpostman is offline Reputation: Quickpostman the Neutral
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    Re: Official Class Update and Feedback

    Class: Captain

    I agree with most of the suggestions for captains done before on this thread (except for AoE and ranged attack improvements, but this is not a discussion thread), so I will just indicate the issues I find most important.

    1. Rethink the trait sets, it's still too attractive just to go Hands of Healing because it'll make the captain a somewhat decent healer. Captains will never make somewhat decent tanks or DPS.

    It's good that the main bonuses (except for the Legendary trait) are early in the trait set nowadays. A good Legendary trait that can only be equipped when combining all three trait sets would make combining all three trait sets more attractive; diversification is very captainy thing to do.

    More threat generation on the threat-related skills and adding shield effects to 2-handed weapons (blocking and crit defense) would help Leader of Men.

    Non-common damage type on heralds and a slower halberd would help Lead the Charge.

    2. The return of the Halberd. Replace the threat bonus with, for instance, a small power heal. Making it somewhat slower than the other two handed weapons would help as well, of course (keeping the same DPS).

    3. Make absolute buff bonuses relative, as long as it's possible. E.g. fixed stat bonuses become relative stat bonuses (e.g. +10% in all/some stats).

    If you were limited to only one of your suggestions above, which single suggestion do you feel is most important for your class?

    The trait sets.
    Last edited by Quickpostman; Feb 29 2012 at 05:12 PM.

  26. #146
    Junior Member Online status: Nucarn is offline Reputation: Nucarn the Neutral
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    Re: Official Class Update and Feedback

    Class:
    Captain

    Name 3 things about your class you feel could be improved.
    1. Power Regeneration ;
    2. More healing skills/ better healing skills ;
    3. Viable builds with one weapon and shields ;

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Valiant Strike -> needs bigger range and increase in healing ;
    2. Words Of Courage -> should only cost power also a slight increase in healing ;
    3. In Harm's Way -> Makes mandatory use of Last Stand, perhaps combine the two skills? ;

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1. An Out-Of-Combat rez would be nice to match lm/rk/minstrell ;
    2. A more self reliable healing skill, probably an improved version of muster courage ;
    3. Some sort of stun immunity skill it's boring to have to wait for a 10second stun to get out ;

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Balancing the power consuption of the Captain would be of great help ;

  27. #147
    Grand Member Online status: Silverangel is offline Reputation: Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads
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    Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.

    1 I feel the selection of races and classes, and/or combos overall could be improved. I think it's a better use of the time spent revamping year after year, aside from basic balancing tweaks. All of this time spent by the class devs. In writing it's called "sideways editing." It's easy. It's also not very productive. The one exception for me is the burglar, but those issues have never been fixed.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.

    1 I don't like the randomness of some Burg skills, like a small chance of getting power for Mischievous. I need power, not a 20% chance to get power.
    2 I never use crafted burg tools, although I know I should carry marbles. I get some of these, and then the level cap goes up and they are obsolete due to the level effectiveness limit on them, and I stopped replacing them a long time ago.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1 My Burg needs both AoE DPS and CC. Maybe enhance Flashing Blades, and make Caltrops a skill with not a long CD, and cause a bleed and/or a snare. It's hard to justify my Burg when my LM can do everything the burg can do, plus AoE CC, AoE DPS and debuffs, ranged, and spot heals, etc.
    2 Take the example of Small Snag for Burg and compare that to either of the strong LM AoE roots, which have short CDs. Small Snag--Single target. 2.5 m range. 5 min CD. Duration: 15s. What am I supposed to do with this? If you tell me to trait to make my CC even basic usable, then tell the LM to trait.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    If Burgs are designed for PvP balance instead of PvE functionality balance, to compensate for medium armor and stealth, then give the burg a better stance situation--one for toughness and another one that lets them swashbuckle a little bit, have more fun in PvE, and do almost everything a LM can do. A new player in kin just last night was saying he loved burgs, but he hated that he had no ranged. Get rid of the symbol thing and put in a crossbow skill.
    Last edited by Silverangel; Feb 29 2012 at 06:40 PM.

  28. #148
    Century Member Online status: Bootstwaddle is offline Reputation: Bootstwaddle the Wary Bootstwaddle the Wary Bootstwaddle the Wary
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    Re: Official Class Update and Feedback

    Class:

    BURGLAR

    Name 3 things about your class you feel could be improved.
    1 - Mitigations and/or Parry & Evade Base # or better power & morale restore (call it "more survivability")
    2 - The Gambler Line (apply current positional damage bonus to frontal damage bonus for offtanking anyone?)
    3 - The Mischief Line (open to suggestions)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 - Confound. Not usable outside of Mischief.. who runs in Mischief?
    2 - Small Snag / Quite a Snag. A root for a melee class with no ranged skills? Seems silly. Would prefer mez, daze, disarm ..
    3 - Any stance not named Quiet Knife (I know it's not a skill, but so be it)

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 - Any kinda skill with Ranged damage
    2 - Removal of stance restrictions on skills .. instead, change those skills based on stances
    3 - Heal & HoT scaling of Mischievous Glee with level .. even if that means a longer cooldown.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Use of all skills in all stances, changing those skills based on the stance .. is second only to Mitigations and/or Parry & Evade Base # or better power & morale restore (see above)

  29. #149
    Junior Member Online status: JaegerX is offline Reputation: JaegerX the Neutral
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    Re: Official Class Update and Feedback

    Class: Captain

    Name 3 things about your class you feel could be improved.

    1. In Harms Way bumped to 100% damage negation for party, useable in HoH trait line. This was unfairly taken away due to a misguided attempt to compensate for lack of instance difficulty as well as usual Ettenmoors Creep complaints. If you dont want it abused in the Ettenmoors, nerf it in the Ettenmoors, not in PvE regions, as PvE actually matters.

    2. Combine heralds, I.E. let the archer be a herald of hope, victory, war, they dont need to be right up in an enemy's face.

    3. IF WE ARE GOING TO BE ABLE TO TANK, WE WANT A HEAVY SHIELD. Sorry for the caps but this is very important. A Captain's viablility in a tanking role is severly handicapped at the moment due to the fact that our mitigations, BPE and general skill set dont lend themselves to tanking.

    4. remove Words of Courage Morale cost. This is just silly, no one else heals by using thier own morale.

    In summation, all i really want to see is In Harms Way negation for the party restored to its proper level, the other stuff can be done at leasure.

    Some things to think on....
    1. Power usage seems to be getting worse, I for one trait Might, Fate, Morale, Power. I have seen a steady increase in the amount of power problems since the Watcher Raid came out.
    2. Captain Armour sets need more balance in stats, if we are a "multipurpose", "utility" class then the armour should reflect that. I personally have tried to trait and gear in a fashion that allows me to fill a variety of needs and roles.
    3. Having played a Captain since Beta and on 3 different servers, i have come to reguard the idea of Shield of the Dunedain with disgust, for several reasons.
    One, i have never seen a use for it outside of the Ettenmoors that In Harms Way/Last Stand would be more than capable of handling.
    Two, ive always wondered why that slot couldnt be used for a role-adaptable skill, I.E. a major heal, heavy shield usage, or even a aggro drop.
    Three, if 1 person needs me to throw that skill on them, then they need to re-examine how they play.
    Four, the Ettenmoors do not matter to the rest of the game.

    I dont expect alot of people to agree with what i have written, it just what i feel needs to be done.

    The Captain makes an average group good, a good group great and a great group hardcore.

  30. #150
    Junior Member Online status: BardtheBowman is offline Reputation: BardtheBowman the Neutral
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1 More consistent aggro management skills that don't require large compromises to DPS.
    2 A secondary role that is valued in raiding and groups (like true crowd control).
    3 Lack of good legacies for legendary items, most advanced hunters know many of the available legacies are worthless in actual use.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 Hunter's Art: It has a long animation and the focus cost combined with the limited benefit from the buff make it not valued in a DPS rotation
    2 Splitshot: Low DPS, limited AOE range, AOE skills in general are difficult to use as a hunter unless there is a very good tank.
    3 Crowd Control Skills: Make Distracting Shot/Bard's Arrow, etc. more powerful (less resist, faster cooldown, etc.) in order to give hunters a true crowd control ability in raid and fellowship scenarios.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 A threat dump skill that can be used more often than beneath notice. Maybe tie it to some string of skills to keep it from being overpowered.
    2 A debuffing skill to go along with strong crowd control skills - give hunters a true secondary skillset for higher level players.
    3 An in combat self-heal skill (no induction, maybe long cooldown).

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Hunters are easy to play as a mediocre DPS class, but for higher level players that becomes boring and non-interesting in many raid and fellowship settings. Create a true crowd control or other support skillset that is powerful but perhaps more difficult to use for advanced players. That will provide more enjoyment for advanced players, allow the class to still be tractable to entry level players, and make sure we still get invited to raids from time to time!

  31. #151
    Poster of Note Online status: Famtorg is offline Reputation: Famtorg the Neutral
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    Re: Official Class Update and Feedback

    Class: Hunter

    Quote Originally Posted by Sapience View Post
    Name 3 things about your class you feel could be improved.
    1. Needs some sort of "o sh**" skill. Something that can extend a battle and not pull me out of it to the rez circle.
    2. See above
    3. See above
    Quote Originally Posted by Sapience View Post
    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Cameo, whats the point unless I need to go afk in a enemy held camp? Give us a dps boost from starting our attack from stealth.
    2. Bow of the Righteous, not a skill per say, but still. Right now gives us a small power boost for using our ranged skills. Why doesn't it just reduce our power costs for ranged skills? Right now with endurance it could give around 50% of quick shot's power cost back. Other skills, even less of a %. Why not change it to a strait % for all skills, keep it low if it seems to be to OP. Or even better, have this trait give us a new skill that gives a decent power restore, say 50% of our total power level, but put it on a long cool-down, say 10 minutes. OR, even better, combine these two ideas. Trait gives us the power restore, along with power cost reduction on ranged skills. (wishful thinking I know).
    3. how about a one skill for all of our tracking skills. make it a new and improved skill, combining all 3 into one maga skill. Still need to trait to make it better and to track stealth though.
    Quote Originally Posted by Sapience View Post
    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Solo - again some sort of "o sh**" this fight is getting close, let me hit skill x and maybe I can win this fight. Not o no, let me just hit this button and transport across the map and not get the kill.
    2. Grouped - we're just about right here, the above skill idea though should help in groups also.
    3.
    Quote Originally Posted by Sapience View Post
    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    The Camo issue. This skill is one that's been around for years, yet has no real use. Give it some sort of use please.
    Eth and Crew
    Rangers of the West
    Gladden

  32. #152
    Junior Member Online status: Classi is offline Reputation: Classi the Neutral
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    Re: Official Class Update and Feedback

    Class: Minstrel

    Name 3 things about your class you feel could be improved.
    1. The cool down on war speech activated abilities AND Piercing cry
    2. Cool down on stealth
    3. Giving us something like desperate flight, or decrease the cool down for the ability where we drop "dead"

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. a lot of the abilities that help the fellowship with their abilities (i.e. Hunters get a 10% increase on ____ ability). It only lasts for 10 seconds, takes forever to "sing" and is pretty much useless.
    2
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. an ability to help with power regain.
    2. More stun songs (we only have call of the dead - which I use a lot and love ... despite how long it takes to sing the song)
    3. Improved healing/fellowship-helping abilities while you're in fellowship (and war speech is off so you can act as a healer, like in a raid) ... maybe even healing more than one person at a time OR putting down some sort of object (like RK have the healing stone) that can heal for a long period of time in a measured area (that you can use when playing in solo, raids or fellowships)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    it's a toss-up between the cool downs, more stun songs and healing larger groups at one time.

  33. #153
    Junior Member Online status: Tronix_2 is offline Reputation: Tronix_2 the Neutral
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    Re: Official Class Update and Feedback

    Class: Guardian

    Name 3 things about your class you feel could be improved.
    1 Skills (Ranged)
    2 Traits
    3 Swords

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Upper cut- This skill/trait Guardians just don't need...It is complete useless skill to have...


    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. I think one more ranged skill will be helpful a lot.
    2. Lower the reattack time of sweeping cut


    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Lower the reattack time of sweeping cut skill. It is a very useful 1...
    Last edited by Tronix_2; Feb 29 2012 at 05:29 PM.

  34. #154
    Senior Member Online status: rannion is offline Reputation: rannion the Wary rannion the Wary
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    Re: Official Class Update and Feedback

    Class: Hunter

    Name 3 things about your class you feel could be improved.
    1: We need active aggro management (that doesn't require large dps tradeoffs; burgs and champs both have this, all we are expected to do is pick our nose, and even then it's not guaranteed we won't pull later on)
    2: Pretty much the whole set of hunter legacies needs looking at. Class item also seems underpowered compared to those of other classes (esp. mini musical instruments).
    3: We need a meaningful secondary role; a single (& inducted) cc skill doesn't cut it, and traps are almost unusable in group situations and because of inductions.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1: HS&Merciful shot (damage dealt not worth it at all considering focus cost/induction time, traits not worth it because of this, in case of MS the <50% morale requirement ensures you are effectively robbed of ranged corruption removal skill when it is most useful)
    2. All scaling Skills should have their values increase. Camp-fire, Press onward, Improved Strength of Earth, Improved Beneath Notice, Bow of the Righteous (*should* scale),
    3: Rain of Thorns has no regular use except as an "oh ####" skill or gimmick, but no real raid use due to slow cd.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1: threat dump, or something similar to burg provoke
    2: debuffs for cc role
    3: icpr/icmr campfire, longer duration (group)

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Aggro management
    Last edited by rannion; Mar 01 2012 at 02:07 AM.

  35. #155
    Junior Member Online status: Laerenian is offline Reputation: Laerenian the Wary Laerenian the Wary
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    Re : Re: Official Class Update and Feedback

    Class: Captain

    Name 3 things about your class you feel could be improved.

    1/ "Pets" Diversity: The Captain is a "pet" class, however the pets are not quite interesting. The Heralds serve as useful buffs but their damage output is very low even if we choose to specialize in their line, and the Archer is not very useful either (see below). With the coming of the Skirmish Soldiers being available in open ground, Captain pets loose their interest, they don't make the Captain a unique class anymore, just an hybrid tank among others.

    2/ "Pets" Behaviour: Pathfinding and AI of Captain pets is overall pretty bad, generating unwanted aggros very often.

    3/ Buffs: I see the Captain is a "leader", where currently it operates as a support (support DPS + support buffs + support heals). In the spirit of the class itself, the Captain should be at the forefront of the fight giving the example, and not at the back, buffing and healing his allies. The previous version of "To Arms" had this impact where we could imagine the Captain encouraging his Shield-brother to attack faster, but it's now been changed to a defense buff, making it much less useful overall.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.

    1/ Withdraw: Managing threat level cleverly is enough, I don't think I ever use this skill.

    2/ Call to Arms: Archer. The damage of the archer is too insignificant to compensate for the lack of buffs that comes with summoning an archer instead of an Herald, plus the AI of the archer seems to have problems since most of the time the pet goes directly in close combat instead of firing arrows.

    3/ Noble Mark: Damage output is very low, and most groups there is always a better tank that needs to keep the aggro, so I mostly use this skill to pull from a very long distance.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1/ "Selfish Sacrifice" -> Same impact as "In Harm's Way" except that this time the Captain orders his Herald to stand in harm's way for a groupmate, sacrificing the Herald in the process. Used in group play (can't be used on the Captain), putting the buffs for the whole group in the balance which can have an important impact during a long fight.

    2/ "Improved Strength of Will" -> A few % higher than the original skill, but mostly lasting longer (like a normal tactic buff ?) to avoid the bother of casting it again and again instead of being in the middle of the fight. Used in group fight.

    3/ Call to Arms: Herald of Eru -> The Captain calls for a new magician-type pet, combining limited buffs (lower than the Heralds) with magic capacities such as debuff or DoT. Used in both solo and group.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    Add new types of pets for the Captain and better customization for these.

  36. #156
    Senior Member Online status: Shredex is offline Reputation: Shredex the Wary Shredex the Wary Shredex the Wary
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    Re: Official Class Update and Feedback

    Class: Chicken

    Name 3 things about your class you feel could be improved.
    1. Survivability; 1 morale just doesn't cut it! Need at least 5 morale!
    2. Appearance; "White" is getting old. And to tell you the truth, I've honestly never have seen a white chicken in real life. All have been brown and what not. More Purple chickens.
    3. Emotes; Simply not enough. We need /dance1-30 at minimum.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. N/A (NO SKILLZ!)
    2. N/A
    3. N/A

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Super Chickaiyan; A skill that becomes available when someone in your fellowship dies. You turn yellow, gain 500,000 morale and peck for 50,000 dmg! Oh, and you can fly!
    2. Play Dead; Skill that allows you to flop over pretending to be dead, but to no real effect as the monster just eats you.
    3. Peck; A skill that does 1-2 base dmg "You peck at your enemy"

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Super Chickaiyan

    Vieta - r6 75 Hunter | Shredex - r6 75 Champ
    Nosta - r5 75 RK | Vietana - 75 Burglar
    Nostaward - 75 Warden | Bananafofana - r6 Stalker

  37. #157
    Junior Member Online status: Gwilim is offline Reputation: Gwilim the Neutral
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    Re: Official Class Update and Feedback

    Gwilim

    Class: Hunter, Elf

    Name 3 things about your class you feel could be improved.
    1 Having been a ‘real’ archer for over 50 years, the significance of different times to load - aim and release would be the same for all types of arrows, regardless of damage that they do.

    2 Speed shots - Also an average archer who shoots on a regular basis should consistently get 6 arrows off in 30 seconds, an experienced archer up to three times more. Oh and hit the target accurately. This is for longbows and recurves, no pulley bow archer here.

    3 The interruption to the aiming sequence when a quarry goes behind a tree or rock should be eliminated. As a skilled hunter you learn to swing with your quarry, and if a tree is in the way you do not shoot, but do a continuous follow through with the aiming and release when the shot is clear. And if you do shoot when a tree is in the way, so be it….. put the arrow in a tree… ask any bowhunter.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1 The Camouflage skill is totally useless. It sounds like a neat skill but never lives up to its potential. Throw this one away.

    2 Traps can use a little more time when placed and hold a little higher MOB levels. Need to be tweeked.

    3 Agile Rejoiner….get real. Dump this skill. It does nothing but create noise. No value to my hunter. Silence is the key.

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1 As a solo player (mostly) the ability to sneak undetected and wait for a long time for recovery could be shortened. Or added as new skill with experience. I am also a skilled bowhunter in PA, and know the value of patience and creeping up on your quarry.

    2 The sword fighting skills of a hunter are over rated as well. A hunter stands back and does damage from a distance. In solo play I rarely engage my opponent if I don’t have to.

    3 Heart Seeker….read your description. It takes too long to load. And as any person who knows anything about anatomy knows an arrow through the heart will stop any creature with one shot. NOW. Not when their hit level is done. But now. Immediately. Ask any Paramedic.



    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    Last edited by Sapience; Today at 07:00 PM.

  38. #158
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    Re: Official Class Update and Feedback

    Class: Burglar

    Name 3 things about your class you feel could be improved.
    • More group utility - I would love to see one of the scalable instances have a place where a burg could go steal a key from a specific mob to open a door that isn't *required* to complete the instance, but will save the group a good 5 minutes without missing out on any special loot. Or possibly making it so if you let the burglar steal the key it will give the fellowship/raid an EXTRA chest at the end of the instance.
    • Do not block usage of skills by stance, just make the stance modify skills. For example, don't make Mischief disable stealth and feint attack, just maybe make it so stealth is no longer the improved version. I like the idea of skills being modified based on what stance you're in. It allows uniqueness and keeps your skill bars from being too cluttered from such a large quantity of skills
    • Shorter cooldowns on implements like stun dust
    What skills do you feel are underpowered or of little value to your class?
    • Burgle - make an improved version that has a 10s CD (instead of 20s), apply a 20 or 30s debuff of some sort (without special traiting), usable on more types of mobs, and also usable after feint attack
    • Addle - make an improved version that has an increased range and a short silence
    • Escape Clause - useless in solo play. I would love to see this open up after a Dev Crit
    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance?
    • Sticky Debris - 15m ranged attack that marks a target for your fellowship/raid on their mini-map. Can be applied from stealth.
    • Dirty Wounds (passive) - Allow use of crafted applicants to weapons that cause your strikes to infect target with special DoT/Debuff wounds (the DoT wounds should be affected by legacies that improve DoTs)
    • Horse whisperer (passive) - Allow use of stealth and safe fall while mounted
    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    • Extremely hard to choose, but since you're forcing me I suppose I'd go with Horse Whisperer
    l'l.l'l.l'l.l===== :::Brandywine
    l'l.l'l.l'l.l===== :::
    ========== :::
    ========== :::

  39. #159
    Junior Member Online status: StalkerOfTheMoors is offline Reputation: StalkerOfTheMoors the Neutral
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    Red face Re: Official Class Update and Feedback

    Class: Warg

    Name 3 things about your class you feel could be improved.
    1. Stealth a little stronger for those who are new in playing a warg
    2. Sitting down emote! Why can't wargs sit down all so adorable?!
    3. Be able to get saddles but no riders. Would make a great accesory in my opinion. (Some will disagree)

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
    1. Claw, add some more power to it and the power of a warg should start at rank 5 with more skills!
    2. Sudden attacks, make the attacks be more powerful from behind
    3. Savage fangs, a more powerful bleed with crippling bite would make the trick for us wargs

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
    1. Self-heal in combat, atleast one, would help us. At least a big heal in case we're near death.
    2. Crippling bite and savage fangs should make a stronger bleed, could drop the morale of a high morale class pretty easy if in solo with a guard or a champ
    3. A rez only usable for wargs or in a very long cooldown. In case a warg in a pack dies, we could rez them. Because we can't always bring a Defiler in every Warg-only pack.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
    ''1. Self-heal in combat, atleast one, would help us. At least a big heal in case we're near death.''

    I say this because wargs are squishy by their own unless in a pack! Creeples have become really weak after the Rise of Isengard update

  40. #160
    Adventure Volunteer 2012 Online status: Bowlgod is offline Reputation: Bowlgod the Neutral
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    Smile Re: Official Class Update and Feedback

    Hello,
    I'm so glad these questions are asked and taken into consideration for a better, more complete game play.

    Bowlgod Wonderhaze, Leader
    An Unexpected Kinship
    75 Man-Champion


    Name 3 things about your class you feel could be improved.
    1 Bring back our ability to use heavy shields. With the guard/warden shortages everywhere, this would help to fill in tank roles where needed.

    2 Increase the stun durration on our champion horn skills by 10 seconds.

    3 Improve the amount of healing given to the fellowship with skill - True Heroics.

    What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.

    1 Hamsting - usually is brushed away, and is used very little.

    2
    3

    What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).

    1 Create another concentrated bow skill that we can use. This would help in soloing and even in group play such as Draigoch, where at times ranging the target is the only available tactic.

    2 Create another skill where we could temporarily heal a fellowships health and power, with another skill like this we could be of more use as support in a fellowship other than muscle; and perhaps we would not be passed over and replaced by a hunter.

    3 Create a melee skill that inflics some damage to the target, along with extracting power from the target. We have a skill that pulls and restores morale, but a skill that would also extract power would be benificial.

    If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?

    The reinstated use of heavy shields for Champions. This would allow champions to again be versitle as a group tank. And of all the changes in the last updates, this is the most crucial that nerfed champions. Please bring back our shields, it pains us to see other classes such as support class with shields when front line Champions do not.


    Thank you again for asking these questions and considering our opinions.

    Bowlgod Wonderhaze

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