Some counterplay to Infiltrator's Return
I think it would be interesting if the return location was a separate entity that becomes unusable once an enemy destroys it. Or maybe reduce the return timer to something like 5 seconds.
I Like those ideas. They are actually a buff to sword thieves.
With all due respect, don’t you think IS has been “worked on” enough? Hell, the bloody skill used to have infinite range on IR, just locked by the timer on when it needed used. It also used to trigger faster.
You also should consider which weapons Thieves are actually using in-meta atm. Looks like a lot of S/D in PvP from where I’m standing, thus we may wish to touch up some of the lesser-used sets, like D/D or P/P.
Other 80s: Any but Warrior
With all due respect, don’t you think IS has been “worked on” enough? Hell, the bloody skill used to have infinite range on IR, just locked by the timer on when it needed used. It also used to trigger faster.
You also should consider which weapons Thieves are actually using in-meta atm. Looks like a lot of S/D in PvP from where I’m standing, thus we may wish to touch up some of the lesser-used sets, like D/D or P/P.
Sword’s just getting out of line. It needs a good nerfing to knock it back down on par with the others. Don’t want to let it get a big head or anything.
Sword’s just getting out of line. It needs a good nerfing to knock it back down on par with the others. Don’t want to let it get a big head or anything.
This is what’s wrong with how this game runs. Too much frigging nerfing. And, considering that you are someone who also plays a Mesmer, I simply have to question whether this is serious, or shenanigans … considering Mesmer just got a kick right in the sword-hand.
Here’s the deal, Ross. You nerf one thing, be it a weapon skill or something larger in scale, all that will do is bring another candidate forward to eat the next whack from the Nerfbat. If that weren’t the case, then Mes would’ve been “safe” after the WvW Confusion Debacle, and Thief would’ve definitely gotten a rest by now.
Other 80s: Any but Warrior
You guys know, the fact you can interrupt Infiltrator’s Return and stun the thief is the counterplay right? Infiltrator’s Return used to be Shadow Return. In that state it was originally a stunbreak, then it was nerfed to be only an instant cast. Now’s it’s been nerfed into Infiltrator’s Return which has an interruptable cast time.
How much more do you intend to drag this skill through the mud?
Part-time Kittenposter
You guys know, the fact you can interrupt Infiltrator’s Return and stun the thief is the counterplay right? Infiltrator’s Return used to be Shadow Return. In that state it was originally a stunbreak, then it was nerfed to be only an instant cast. Now’s it’s been nerfed into Infiltrator’s Return which has an interruptable cast time.
How much more do you intend to drag this skill through the mud?
Only a little more.
Sword’s just getting out of line. It needs a good nerfing to knock it back down on par with the others. Don’t want to let it get a big head or anything.
This is what’s wrong with how this game runs. Too much frigging nerfing. And, considering that you are someone who also plays a Mesmer, I simply have to question whether this is serious, or shenanigans … considering Mesmer just got a kick right in the sword-hand.
Here’s the deal, Ross. You nerf one thing, be it a weapon skill or something larger in scale, all that will do is bring another candidate forward to eat the next whack from the Nerfbat. If that weren’t the case, then Mes would’ve been “safe” after the WvW Confusion Debacle, and Thief would’ve definitely gotten a rest by now.
Admittedly the post you’re quoting is shenanigans.
With all due respect, don’t you think IS has been “worked on” enough? Hell, the bloody skill used to have infinite range on IR, just locked by the timer on when it needed used. It also used to trigger faster.
You also should consider which weapons Thieves are actually using in-meta atm. Looks like a lot of S/D in PvP from where I’m standing, thus we may wish to touch up some of the lesser-used sets, like D/D or P/P.Sword’s just getting out of line. It needs a good nerfing to knock it back down on par with the others. Don’t want to let it get a big head or anything.
You do realize that s/d is popular because A) sizer played in the ToL (who’s build it belongs to is irrelevant) and B.) its a non-stealth based dps build. Being in pvp, stealth based builds are bad, and s/p has been nerfed fairly bad so it’s no wonder s/d was the best choice. They don’t need to nerf s/d as much as adjust what makes the meta s/d build so good. Not all builds are the fault of the profession.
break. I feel like they should be back by now..”
Hmmm just how they are abused or exploited, which leaves that door open to a fault left behind by whoever came up with the traits, weapon sets, runes, sigils and general mechanics?
Can’t tell if you are trolling, if you are quit it, people will take this suggestion serious and actually want it
Why not make this a mechanic for all weapon skill with chains.
When a player is dazed or stunned they forget where they are in their attack chain.
Doesn’t make sense to apply to utilities. Mantras wouldn’t be viable for example.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Return
Dazes and stuns should reset the return of Infiltrator’s Strike so that the strike needs to be made again before escaping.
Sorry but no… As someone that has 6/8 champ titles (almost 7/8). From a PvP perspective making it so that a theif eats a hammer stun immediately resets the infiltrators strike 15s CD is a bad idea. This is likely one of the most smartly or dumbly used skills in the game. ANd using it smartly should be rewarded.
Also I propose a buff to s/p!
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Return
Dazes and stuns should reset the return of Infiltrator’s Strike so that the strike needs to be made again before escaping.
Sorry but no… As someone that has 6/8 champ titles (almost 7/8). From a PvP perspective making it so that a theif eats a hammer stun immediately resets the infiltrators strike 15s CD is a bad idea. This is likely one of the most smartly or dumbly used skills in the game. ANd using it smartly should be rewarded.
Also I propose a buff to s/p!
Why can’t you use the return before the stun lands? As it is the thief is in the position to couterplay pre hammer stun hit, AND post hammer stun hit. With the change the thief maintains his escape pre hammer stun hit, and the warrior gets access to counterplay against infiltrators strike/return by landing a stun.
Thief. Wants to steal his cake and eat it too.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Return
Dazes and stuns should reset the return of Infiltrator’s Strike so that the strike needs to be made again before escaping.
Sorry but no… As someone that has 6/8 champ titles (almost 7/8). From a PvP perspective making it so that a theif eats a hammer stun immediately resets the infiltrators strike 15s CD is a bad idea. This is likely one of the most smartly or dumbly used skills in the game. ANd using it smartly should be rewarded.
Also I propose a buff to s/p!
Why can’t you use the return before the stun lands? As it is the thief is in the position to couterplay pre hammer stun hit, AND post hammer stun hit. With the change the thief maintains his escape pre hammer stun hit, and the warrior gets access to counterplay against infiltrators strike/return by landing a stun.
Thief. Wants to steal his cake and eat it too.
Anet so gracefully stuck a rather lengthy delay before the actual teleport happens. Somewhere between .5 and .25 seconds. Most of hammer’s skills are .5 second casts, so yeah if it’s a half second delay, IF is absolutely worthless against Hammer unless the thief has precognition.
Part-time Kittenposter
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Return
Dazes and stuns should reset the return of Infiltrator’s Strike so that the strike needs to be made again before escaping.
I think it would be interesting if the return location was a separate entity that becomes unusable once an enemy destroys it. Or maybe reduce the return timer to something like 5 seconds.
Haha, that Mesmer shade.
On the serious side, I actually thought about something similar, too. It would put people into perspective when it comes to evaluating iLeap after the recent fix.
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Return
Dazes and stuns should reset the return of Infiltrator’s Strike so that the strike needs to be made again before escaping.
Sorry but no… As someone that has 6/8 champ titles (almost 7/8). From a PvP perspective making it so that a theif eats a hammer stun immediately resets the infiltrators strike 15s CD is a bad idea. This is likely one of the most smartly or dumbly used skills in the game. ANd using it smartly should be rewarded.
Also I propose a buff to s/p!
Why can’t you use the return before the stun lands? As it is the thief is in the position to couterplay pre hammer stun hit, AND post hammer stun hit. With the change the thief maintains his escape pre hammer stun hit, and the warrior gets access to counterplay against infiltrators strike/return by landing a stun.
Thief. Wants to steal his cake and eat it too.
Anet so gracefully stuck a rather lengthy delay before the actual teleport happens. Somewhere between .5 and .25 seconds. Most of hammer’s skills are .5 second casts, so yeah if it’s a half second delay, IF is absolutely worthless against Hammer unless the thief has precognition.
That’s funny because every class is expected to have precognition when fighting a thief. Oh the irony!