Some counterplay to Infiltrator's Return

Some counterplay to Infiltrator's Return

in Profession Balance

Posted by: Ross Biddle.2367

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.

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Posted by: Clownmug.8357

Clownmug.8357

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.

Some counterplay to Infiltrator's Return

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Posted by: Domey.9804

Domey.9804

I Like those ideas. They are actually a buff to sword thieves.

Some counterplay to Infiltrator's Return

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Posted by: Advent.6193

Advent.6193

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.

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: Ross Biddle.2367

Ross Biddle.2367

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.

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Posted by: Advent.6193

Advent.6193

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.

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: Dual.8953

Dual.8953

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?

Registered Altaholic
Part-time Kittenposter

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Posted by: Ross Biddle.2367

Ross Biddle.2367

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.

Some counterplay to Infiltrator's Return

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Posted by: Ross Biddle.2367

Ross Biddle.2367

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.

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Posted by: NinjaEd.3946

NinjaEd.3946

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.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: The Primary.6371

The Primary.6371

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?

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Posted by: BobbyT.7192

BobbyT.7192

Can’t tell if you are trolling, if you are quit it, people will take this suggestion serious and actually want it

Some counterplay to Infiltrator's Return

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Posted by: Shockwave.1230

Shockwave.1230

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.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

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Posted by: jportell.2197

jportell.2197

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!

Johnny The Gray
GASM’s Bunker Mesmer

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Posted by: Ross Biddle.2367

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.

(edited by Ross Biddle.2367)

Some counterplay to Infiltrator's Return

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Posted by: Dual.8953

Dual.8953

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.

Registered Altaholic
Part-time Kittenposter

Some counterplay to Infiltrator's Return

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Posted by: Xaylin.1860

Xaylin.1860

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.

Some counterplay to Infiltrator's Return

in Profession Balance

Posted by: Ross Biddle.2367

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.

That’s funny because every class is expected to have precognition when fighting a thief. Oh the irony!