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Reader Comments (Page 1 of 1)
10-07-2009 @ 12:55PM
Joey said...
I think the bigger issue here is that rogues continue to rely on gimmicky mechanics like vanish, sap and stunlock in order to effectively PVP. Personally I'd rather see rogues gain some viable means of survivability that doesn't involve their opponents being incapacitated or otherwise unable to target and fight back.
Especially since if these gimmicks fail, the rogue's survivability takes a gigantic nosedive. It's been my experience that rogues are the easiest PVP kill in circumstances where I have control over my character and can target my opponent. They're also the hardest kill when I don't. That's hardly balanced combat.
Reply
10-07-2009 @ 1:23PM
PodPeople said...
That is THE defining thing of a rogue. They are suppose to have survivability only by incapacitating their opponent. There are already at least 2 classes in the game that have survivability that is not linked to stuns and the like, they're called Warriors and Death Knights. If rogues were less squishy, they would be completely OP.
10-07-2009 @ 2:00PM
Lemons said...
That's a very good assessment of rogues...we need to lock down our opponent in order to kill them...that's also why BGing as a rogue kind of sucks. Your survivability is based around being able to lock down an opponent...but you can only really lock down one opponent at a time. So 2v1 and 3v1 (and those situations will happen in a BG) is very hard for even a very well geared rogue...much harder than almost any other class.
Every other class has a way of dealing with multiple opponents...rogues do not.
10-07-2009 @ 2:25PM
Joey said...
@PodPeople
I completely agree that those mechanics are what makes a rogue a rogue, however I don't think it invalidates my original point: those same mechanics are flawed. And that's what makes fixing them so difficult.
Arguably Shamans are in the same position. I've played one to level cap and while totems are probably the single most defining aspect of the class, I'd argue that the implementation of totems is fundamentally flawed. In effect, totems are a gimmick - they add flavor to the class while relying on broken mechanics.
And how exactly do you fix a class who's underlying problems are the single most defining aspects of the class in question? Thankfully that's not my job, because I have no idea. As an end user its simply my duty to point out the flaws and provide feedback. Hopefully Blizzard is clever enough to figure out the rest.