I'd take it over 12

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I'd take it over 12
So the answer is in a party the rogue should stay in stealth until the party whittles down the bosses 5,000,000 HP to around ~250 and then jump out and strike the killing blow? Sounds like what *I* want to play mate!Steve wrote: ↑Thu Apr 30, 2020 2:11 pm I don't agree, Chad. You can build a defensive Rogue...but when I read your response, it is seemingly a SOLOING rogue, that you say suffers. That may be true, and many other Builds suffer when soloing as well, and currently. But a HiPSing Rogue shouldn't be seen, and the mobs should be after the Group's tank, and while distracted, the Rogue DOES take out the spellcaster of the mob group, or humbles the regular mobs while they are focused on the tank.
This is all fine in a perfect game world, but only in one where the AI ignores the fact that your HiPS'er is nuking something with sneak attacks... which, of course, the AI does not do
I would try, but... I just spent an hour on the builder trying to make a HiPS toon with remotely decent AC. I failed at that, so high saves sneak is out of the question(... and you know how crap I can be with the builder).chad878262 wrote: ↑Thu Apr 30, 2020 2:46 pmI would like you to build me this 'defensive rogue'. Seriously. Show me your rogue build that has ~25+ Fortitude and Will saves while still being a rogue. I'll wait.
I think this would be a good medium.
I am well aware the server is not balanced for pvp and there are many builds that have their own niches. I just think it is a bit silly that there are only 2 ways to counter a good HiPs build, both taking a serious investment to do.I wouldn't be opposed to a change to HiPs that makes it so you cannot use potions, heal kits, wands and scrolls though. As that does not make much sense from a rp perspective and is one of the biggest advantages in pvp.
Snarfy wrote: ↑Thu Apr 30, 2020 3:15 pmThis is all fine in a perfect game world, but only in one where the AI ignores the fact that your HiPS'er is nuking something with sneak attacks... which, of course, the AI does not doOnce your sneaky-pants starts lighting things up, 9 times out of 10 the AI will ensure it's primary function is to obliterate your sneaky-pants, as I'm pretty sure(?) the AI likes to go after the highest damage dealer(or is it the squishiest of the bunch?).
I would try, but... I just spent an hour on the builder trying to make a HiPS toon with remotely decent AC. I failed at that, so high saves sneak is out of the question(... and you know how crap I can be with the builder).chad878262 wrote: ↑Thu Apr 30, 2020 2:46 pmI would like you to build me this 'defensive rogue'. Seriously. Show me your rogue build that has ~25+ Fortitude and Will saves while still being a rogue. I'll wait.![]()
Umm, using wands, potions, scrolls, poisons, or bombs ALL break stealth already... what are we asking for here exactly? That they cant be used by a toon that is in his HiPS timer? Healing kits can be used while in stealth of course(which is silly, I agree, but no self respecting sneak with 10 - 12 Str will be able to carry manyZeland wrote: ↑Thu Apr 30, 2020 3:24 pm Another alternative is what I said previously.
I wouldn't be opposed to a change to HiPs that makes it so you cannot use potions, heal kits, wands and scrolls though. As that does not make much sense from a rp perspective and is one of the biggest advantages in pvp.
This is the kind of response I want to see because almost every post ignores the fact that in theory sneak attacks should be very easy to get in a party situation. While I actually do have an understanding of stealth and the like, there's so little talk about using the mechanic without HiPS that it's easy to forget that this game is a buggy nightmare. And unfortunately that's not something that's fixable to my knowledge.Roofshadow wrote: ↑Thu Apr 30, 2020 2:05 pm My very first character, my main, is a rogue with HIPS, and it was awful to level her brand new to the server. Even in groups, it felt like I was just tagging along where my sole contribution was picking locks that everyone can and did just smash anyway, or dismantling traps that don't even phase thick classes, because my ability to do damage was extremely limited. Once I got HIPS, the damage slowly got viable, because, honestly, positioning isn't even a sure thing. There's too many times where I've been sitting behind something doing 0 sneak attacks because for some reason it didn't register me as flanking. HIPS at least makes it reliable.
Snarfy wrote: ↑Thu Apr 30, 2020 4:15 pmExactly... not getting hit is kind of the point of playing a sneaky-pants, right?
These HiPS "suggestion" threads are a riot (and not at all biased, either way!).
Sooo, can I start making suggestions about increasing the cool down timer on all melee builds' feats yet? Or, how about increasing the spell casting time for mages and clerics? Fair is fair, after all. Balance!
Planehopper wrote: ↑Thu Apr 30, 2020 11:28 am I can't decide if my warnings breathe life into the toxicity, or if I am just Ms Cleo with the psychic connection.
I would really rather not have this whole mess become circular. I'd really rather not have to lock a thread because of hyperbole leading to frustrated feelings, and flippancy leading to folks being rubbed the wrong way.
Try to stick with your opinions directly. I would almost guarantee you that none of these changes will be made on a whim. Hips isnt something to adjust from a flight of fancy. RCR changes are an admin decision. Arguing about it until you dislike one another isnt going to change anything.
If at any point you do decide to make a HiPS character and learn first hand, let me know, and I will gladly log at least 3 builds to OOC'ly show you how fundamentally incorrect you are on it not existing.Snarfy wrote: ↑Thu Apr 30, 2020 11:11 amUmm... no. You do not stop mechanically existing. Don't believe me? Go roll up a HiPS toon and try to stop mechanically existing in front of the Gullykin Necrolord.
Honestly people, if you don't know about stealth mechanics, please try and learn. HiPS is so easy to shut down it's not even funny. And if you can't figure it out, GO ACTUALLY PLAY A SNEAK for a month, and you will.
Fair enough. I don't have much experience with HiPs so I am just speaking from what I have seen and heard. With that said, I have 100% seen people use potions while in HiPs and it not break stealth. This is something that is incredibly op, as you can just heal back to full before attacking again. I am just suggesting that it not be possible to use those items while in stealth.Snarfy wrote: ↑Thu Apr 30, 2020 3:44 pmUmm, using wands, potions, scrolls, poisons, or bombs ALL break stealth already... what are we asking for here exactly? That they cant be used by a toon that is in his HiPS timer? Healing kits can be used while in stealth of course(which is silly, I agree, but no self respecting sneak with 10 - 12 Str will be able to carry manyZeland wrote: ↑Thu Apr 30, 2020 3:24 pm Another alternative is what I said previously.
I wouldn't be opposed to a change to HiPs that makes it so you cannot use potions, heal kits, wands and scrolls though. As that does not make much sense from a rp perspective and is one of the biggest advantages in pvp.), but how is that different than any 50+ AC <insert class here> that's getting swarmed by umpteen mobs being able to bandage themselves back up from the brink of death?
(ps. In my 10 years of playing a HiPS toon, I have never carried heal kits with him)
Snarfy wrote: ↑Thu Apr 30, 2020 4:15 pmExactly... not getting hit is kind of the point of playing a sneaky-pants, right?
These HiPS "suggestion" threads are a riot (and not at all biased, either way!).
Sooo, can I start making suggestions about increasing the cool down timer on all melee builds' feats yet? Or, how about increasing the spell casting time for mages and clerics? Fair is fair, after all. Balance!
The only way for any HiPSer to use any consumable(besides kits) and remain undetected is if they are also under invisibility. If it's just stealth, literally everything else just breaks it, and 6 seconds is nearly an eternity for said sneak to have his pants down. Unless the player driving is extremely skilled at using follow up consumables, or has some other means of not getting nuked, it's usually a death sentence... this is all relative to other mitigating factors, of course, such as lag, or the opponents skill at playing their own character(assuming we're talking about pvp).Zeland wrote: ↑Thu Apr 30, 2020 4:31 pm Fair enough. I don't have much experience with HiPs so I am just speaking from what I have seen and heard. With that said, I have 100% seen people use potions while in HiPs and it not break stealth. This is something that is incredibly op, as you can just heal back to full before attacking again. I am just suggesting that it not be possible to use those items while in stealth.
Um...If you saw them, then it broke stealth.
The only problem being that getting spot and listen isn't as easy as it's made out to be. Spot and Listen aren't class skills for most classes, so if you don't take a class that can get it AND have Able Learner you need to blow a ton of points on it just to get 15+ from skill points. Wisdom isn't exactly a major stat for most classes that don't use it for their class in some manner and it's not enough to close the gap. Six detections a round isn't going to cut it if you can't get above a 40 when the other person is seriously considering getting a sixty on stealth in order to not be seen in some zones.Hoihe wrote: ↑Thu Apr 30, 2020 4:31 pm
I used to be of the opinion that melee characters should have a maximum limit to their attacks before resting when people kept clamoring for making resting very difficult because "mages OP."
As for that "200 damage out of nowhere" - allow me to introduce you the barbarian! 40-50 damage/hit, 6 hits a round, likely hits 4 out of 6, can crit for 2x/3x that depending on weapon with good frequency, good AC, DR, carrying capacity, fast healing. With UMD, can't be shut down by anything.
Sneaker.
A simply buffing the H/MS of mobs makes them useless except for very finicky dances. And DMs love to make mobs require 70+ H/MS in their events.
Even some areas demand H/MS above 60 to manage.
And half the things are immune to sneak attack. the other half are immune to ability drain (rip swashbucklers - your only bonus over fighters).
Oh and for PvP, and spotting rogues?
Buffs that increase Listen:
Clarraudience +10
Amplify +20
Buffs that increase Move Silently:
Pass Without Trace +4
And how does stealth work?
Spotter: d20 + skill bonuses vs d20 + skill bonuses for stealther
If you roll just 1 bit above the stealther's roll, you spot them.
If you're an elf or in detect mode, you roll 6 times/round,
As for potions, I use them frequently. They always break stealth for me. The nuance is, the potion applies before stealth breaks, which is lovely when I HiPSed out with 1 HP and are chugging down potions of Heal to survive.
Not all NPCs are created equally and no one build should have the capability to take down every or nearly every threat in front of them alone. Something called a "Necrolord" definitely sounds super dangerous and should be handled with a group, no? If I need to supply hard math to illustrate the point I was making, I will. At different levels of play if necessary. But there's a reason that rogue/assassin is a very popular meta build, especially with a dip into something that gives you extra attacks.