Weeblie - 6/27/2006 3:07 PMIn my opinion, rogues aren't weak. They are like bards. Their strength differs from the others classes.
Niles09 - 6/28/2006 11:28 AMQuoteWeeblie - 6/27/2006 3:07 PMIn my opinion, rogues aren't weak. They are like bards. Their strength differs from the others classes.There you go, thats exactly how this started out. We cant use our strenghts that really differs from other classes. Not in the ordinary dungeon.
Niles09 - 6/28/2006 11:28 AM QuoteWeeblie - 6/27/2006 3:07 PM In my opinion, rogues aren't weak. They are like bards. Their strength differs from the others classes. There you go, thats exactly how this started out. We cant use our strenghts that really differs from other classes. Not in the ordinary dungeon.
Weeblie - 6/27/2006 3:07 PM In my opinion, rogues aren't weak. They are like bards. Their strength differs from the others classes.
Niles09 - 6/28/2006 1:08 PM Aregwen this whole topic is about there is no traps or locks. Not for us that aint lvl 15 or so. What you say sounds just as it should be, but some of us just dont have the level.
aragwen - 6/28/2006 1:45 AM I dont mind. And you correct one could build a very deadly rogue, likewise you could build a deadly cleric, sorcerer, fighter and every other class. But then again you could have a very weak character as well with a great background and personallity which will be equally as fun to play.
Niles09 - 6/28/2006 7:45 AMFrelinder we're not talking lvl 20 here, up there everything sounds gloriues sure, we're talking lvl 10 and not builds. I would like to see a 10th lvl rouge be as deadly as a 10th lvl fighter in Haven. All the fun in the rouges lies in its skills. Sneak attack in just another way of adding damage with a weapon and so not one of the things that truly makes the rouge different.
Niles09 - 6/28/2006 6:30 AM Right I will (away from PC until friday though), but I will still say, neither red light cave, Sielwood cave, Haven mines, the lizardmen place, have traps vs Krandor crypts and Storans which have a few. Traps should be something that is on the adventure, not something rouges look around to find, so they can dissable some traps all alone and with any reason but to dissable them.
Dorganath - 6/28/2006 3:05 AM QuoteNiles09 - 6/28/2006 6:30 AM Right I will (away from PC until friday though), but I will still say, neither red light cave, Sielwood cave, Haven mines, the lizardmen place, have traps vs Krandor crypts and Storans which have a few. Traps should be something that is on the adventure, not something rouges look around to find, so they can dissable some traps all alone and with any reason but to dissable them. I told myself I was not going to comment further, but I'm finding it very, very difficult. *sighs* We all know that there are no traps in those places. There are also no traps in the High Forest, in the Fort Hope Outskirts, and countless other places around Layonara. And the reason is quite simple.... We can't build Layonara just for rogues. All the places you listed are visited HEAVILY due to low-level quests and CNR primarily. And let me repeat something I said above: Until the recent Bioware update, it was not feasible to respawn traps without making them infinitely retriggerable. In case you do not fully realize what I am saying here, it means that even if we had traps in these heavily-visited areas, the first person to disarm or trigger them would effectively remove them, and you likely would not see them anyway. Lastly...the notion that traps should be "part of the adventure" and the notion that rogues can "dissable some traps all alone and with any reason but to dissable them" seem to me to be saying two different things. If you want to just disable traps for the sake of disabling them, then there are places to do that right now....and there's a small token of treasure waiting for your troubles. If you want traps to be part of the adventure, well, they're there too, but remember that the adventure is for everyone. Traps most likely will not be in the heavily-visited areas simply because we want everyone to be able to have fun, with or without a rogue. And hopefully to put this particular complaint to rest, as we move forward and as we transition to NWN2, we will be taking a look at EVERYTHING. And I'll say this: we have a system for respawning traps almost ready to go. Your complaint and request have been noted, and with all such requests it will be considered, but you must have patience and you must understand that we cannot simply just indulge the whims of every player, class or whatever. We have to approach things from a world perspective and establish things that work as a whole.