Argentia wrote:Keep in mind thieves aren't supposed to be able to best a fighter; in melee combat there is none better than a fighter. Thieves are not supposed to be a purely offensive class, they are more RP-oriented and their skills lie elsewhere, with many more non-combat skills than a fighter
While I agree there is more RP needed for the thief class, I must disagree that a thief, or rogue for that matter, is not intended to be an offensive class. In D&D rules, a thief, with their sneak attack, can outdamage a warrior class any day of the week. However, in order for that skill to be used properly, the thief
needs that warrior. See, Sneak Attack only works when the bad guy is looking away from you, the thief, and you can plant that bagger in their back. However, if the thief attempts to tank an enemy (What a warrior should be doing), they will be ripped to shreads AND unable to use such skills.
Currently, I am unsure how "Backstab" and "Circle" are working. I know that Circle is in the battle, and Backstab is to begin it. However, you can only do 1 per fight, leaving the theif with few options. 20% instant drain is great. But if you can't repeat the damage, you sit there and watch the enemy or demon sit on 80%, while he dominates you.
Tretch wrote:I have never seen a thief take a fighter.
Kregor wrote:One I know of right off was a match...
We're getting sidetracked here. The object was never to create a game with classes designed for pk (Player Killing) and pvp (Player versus Player). What we have tried to persue is a game in which classes balance each OTHER out, and therefore, people will group to take down that dragon or save that (insert damsel in distress name here).
So, saying that Thieves are unable to solo a Fighter... Is really a moot point. So what?
Dual Backstab
As far as Dual Backstab goes, I'd rather see the game move more towards the Sneak Attack ideal, and the intigration of Circle and Backstab into one skill. Even if the damage of Backstab and Circle are scaled down, I'd love to see the thief gain more utility with increased damage per battle, rather than a large amount of damage, only when the conditions are right (you have initiative, you have the proper skill level, the enemy hasn't been backstabbed / circle stabbed in 30 mins, you have 10% moves).
Suggestions?
Basically, increase the ability for thieves to deal damage, while simotaniously decreasing the fighters ability to deal it. Now, I can already see everyone angerily writing posts on how gimping a fighters would be a huge mistake, but lemme add something here -- Give the fighter the ability to withstand decent amounts of punishment and a way to direct the conflict towards himself (like rescue and formation).
That way, you have a tank (the warrior class), a physical damage dealer (the thief), a magical damage dealer (the mages), and a healer / support (the priest and bard for support). Everything a healthy adventuring group needs. But these are vague ideas.
Edit: I updated this with the final section after Tretch posted. So I'm not sure if he agree's with the last bit 