Thief vs All other

Thief vs All other

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Posted by: Ombra.1234

Ombra.1234

Ok first of all… It’s not a complain or a nerf post… it’s actualy very diffrent then that.

What I find very strange in the game is the fact that only the thief got a diffrent way of playing then other. They have initiative… Why other class dont have a diffrence type then only cooldown?

For warrior, yes cooldown look kind of cool, but for elementaliste, it feel strange, why dont they have a mana pool, like very big with some kind of regeneration of it. Why ranger dont have a nature kind of pool or a diffrente kind of play….

Right now, execpt from the thief, all the other class are just a wait for your cooldown kind of play… I dont like it so I play thief that I find more intuitif and easyer to play. He get what he want when he want it…

I find it really strange that a warrior is not able to put is shield in front of him when he want it, he need to wait for is cooldown to use it again. Because of it I find combat a little less intuitif like the thief. I know that a warrior able to be invunerable all the time will be too strong, I know if a warrior was able to always up is shield, the protection from a shield will nee to be reduce…. But that kind of fight will be way more about skill then just a wait of cooldown.

Thief vs All other

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Posted by: BabelFish.7234

BabelFish.7234

Warriors have Adrenaline

Necromancers have their 2nd hp bar

Engineers have their toolbelt

Not sure what Mesmers and Guardians have…

Thief vs All other

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Posted by: Cinder.4865

Cinder.4865

Adrenaline is a hit-it-and-quit-it mechanic. It doesn’t really add much to the Warrior’s playstyle, nor is it a resource you need to manage like the Thief’s initiative.

Thief vs All other

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Posted by: castlemanic.3198

castlemanic.3198

mesmers have phantasms to use skills for them. So while the mesmer is off casting spells or whatever, the mesmer would also be able to have three phantasms attacking targets at the same time.

Thief vs All other

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Posted by: GabrielD.9582

GabrielD.9582

I know this is not a topic for warrior change, but since you touched the subject. Yeah cooldown on a warrior shows a really lack of imagination.

Thief vs All other

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Posted by: castlemanic.3198

castlemanic.3198

I know this is not a topic for warrior change, but since you touched the subject. Yeah cooldown on a warrior shows a really lack of imagination.

It’s not ‘lack of imagination’, it’s for balancing purposes. otherwise warriors would walk around with only shields to block incoming attack most of the time. And warriors would be the only viable ‘tank’ for dungeons, making them necessary and needed to complete any task.

Thief vs All other

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Posted by: Cinder.4865

Cinder.4865

I know this is not a topic for warrior change, but since you touched the subject. Yeah cooldown on a warrior shows a really lack of imagination.

It’s not ‘lack of imagination’, it’s for balancing purposes. otherwise warriors would walk around with only shields to block incoming attack most of the time. And warriors would be the only viable ‘tank’ for dungeons, making them necessary and needed to complete any task.

That depends entirely on what replaced cooldowns, actually. I don’t think GabrielD is really pining for a complete removal of the cooldown mechanic, rather a replacement with another resource that’s far more fun to use and accomplishes nearly the same thing as cooldowns — much like Rage in WoW, which was a fun resource to manage, in my opinion.

(edited by Cinder.4865)

Thief vs All other

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Posted by: Rallar.2986

Rallar.2986

Adrenaline is a hit-it-and-quit-it mechanic. It doesn’t really add much to the Warrior’s playstyle, nor is it a resource you need to manage like the Thief’s initiative.

Every single class’s mechanic is a resource you need to manage… lol

On a warrior, if you notice at your last traits it has benefits for reduced cooldown etc. On my warrior when wielding axes/bow adrenaline is a crucial part of my playstyle and I manage the times I can do with and without adrelaine based on my build and what I am fighting.

If you try to get more in depth with every class (except maybe ranger cause i haven’t really messed with them too much) They all have a mechanic that requires management.

Rangers would have.. swapping pets i guess :P Their mechanic is kinda bland.. but there still is one!

Thief vs All other

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Posted by: Runiir.6425

Runiir.6425

Warrior adrenaline is actually flexible. You have traits for more damage the more adrenaline you have, a trait for health regen based on adrenaline….amung others. Claiming adrenaline is a simple one shot shows you aren’t using the class to the fullest.

Thief vs All other

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Posted by: Cinder.4865

Cinder.4865

I disagree. My playstyle doesn’t require adrenaline, it’s simply another nice thing to have and use, one-dimensional as it is. If you get more out of adrenaline, great! However, that doesn’t negate my opinion and my experience with the mechanic.

Thief vs All other

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Posted by: RoflandRoll.2810

RoflandRoll.2810

Warrior adrenaline is actually flexible. You have traits for more damage the more adrenaline you have, a trait for health regen based on adrenaline….amung others. Claiming adrenaline is a simple one shot shows you aren’t using the class to the fullest.

Its more of a let it sit there or spam it skill. I hardly ever have to think about when I want to use it.

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Posted by: Conncept.7638

Conncept.7638

Adrenaline is a hit-it-and-quit-it mechanic. It doesn’t really add much to the Warrior’s playstyle, nor is it a resource you need to manage like the Thief’s initiative.

What? Several of the warrior adrenaline skills have the highest crits in the entire game, I’ve a warrior’s final shot deal a 23000 damage crit. You don’t have to think about when to use it because it’s useful all the time. The same may not go for the thiefs class mechanic, but it is true of most of the thiefs other skills.

(edited by Conncept.7638)

Thief vs All other

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Posted by: castlemanic.3198

castlemanic.3198

I know this is not a topic for warrior change, but since you touched the subject. Yeah cooldown on a warrior shows a really lack of imagination.

It’s not ‘lack of imagination’, it’s for balancing purposes. otherwise warriors would walk around with only shields to block incoming attack most of the time. And warriors would be the only viable ‘tank’ for dungeons, making them necessary and needed to complete any task.

That depends entirely on what replaced cooldowns, actually. I don’t think Castlemanic is really pining for a complete removal of the cooldown mechanic, rather a replacement with another resource that’s far more fun to use and accomplishes nearly the same thing as cooldowns — much like Rage in WoW, which was a fun resource to manage, in my opinion.

To clarify, Gabriel D was the one who you were vouching for.

A rage like mechanic could work, but it would definitely have to be changed with incredible care.