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Posted by: kiwituatara.6053

kiwituatara.6053

Can we change Master’s Bond (ranger) so that we get +5 stacks for each kill instead?

Coz we lose the stacks when:
1. We change from land to water (vice versa)
2. Switch pets
3. Pet dies

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Posted by: Lifewaster.5912

Lifewaster.5912

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

If you actually want to introduce more stealth counter in WvW, (where the majority of complaints come from), you could consider adding sigils that wouldnt be available in PvP.

eg: Superior sigil of revealing : 30% chance on crit , applies reveal to you target, cooldown 30 sec

This would enable ppl who really want to spec themselves to counter stealth, rather then having to wait until you add a specific skill to their class.

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Posted by: Knote.2904

Knote.2904

Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. We want to introduce some counter play to Stealth (players have asked for that for a while), so we thought a pet “catching your scent” might be a cool way to insinuate some anti-stealth into the game.

If you actually want to introduce more stealth counter in WvW, (where the majority of complaints come from), you could consider adding sigils that wouldnt be available in PvP.

eg: Superior sigil of revealing : 30% chance on crit , applies reveal to you target, cooldown 30 sec

This would enable ppl who really want to spec themselves to counter stealth, rather then having to wait until you add a specific skill to their class.

It would also be RNG/passive which would be even worse.

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Posted by: JudgeD.5673

JudgeD.5673

My big complaint with engineer is not stealth but stability. Eng has a certain skill chain to give a good bit of stealth, but for stability, only using 6 Lyssa runes + elite or 50% with elixir X (also elite) are our only options.
This change to Elixir B will benefit me greatly as I tend to be a heavy elixir user. I support the change to Throw Elixir S as well since that can now be stacked with the previous mentioned stealth skill chain.

The Robertsons – Julie, Lyana, Adrian, and Lewis
CrSy/LaWz
Tarnished Coast Server (formerly of Kaineng)

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Posted by: ThiBash.5634

ThiBash.5634

Another thing to look at could be the ‘strength’ of Power.

Currently, the added damage from Power is as strong as Precision and Critical Damage combined. Non-dps builds would become more viable if Power wasn’t so mandatory. By increasing the base damage and lowering the effect of Power, the gap between Power focused builds and non-Power focused builds would become more bearable.

Another issue with Power is that it scales too well. Any modifier applies directly and fully to Power, whereas it will only apply partially to Precision and Critical Damage. Also, it’ll always be useful whereas Precision and Critical Damage will need both eachother AND a generous helping of Power in order to become viable (it takes about +50% critical chance AND damage for Precision to even become equal to Power).

I mean, most people won’t even touch Celestial gear because even the combination of Precision, Critical Damage and Condition Damage isn’t enough to offset the loss of Power. That’s a little extreme don’t you think?

EDIT: I know precision is meant for bursts and not raw dps, and therefore should be a bit weaker. However, currently Power is more than twice as good, and in my opinion it should be roughly 1.75 times as good to start out.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: liefbread.9513

liefbread.9513

My big complaint with engineer is not stealth but stability. Eng has a certain skill chain to give a good bit of stealth, but for stability, only using 6 Lyssa runes + elite or 50% with elixir X (also elite) are our only options.
This change to Elixir B will benefit me greatly as I tend to be a heavy elixir user. I support the change to Throw Elixir S as well since that can now be stacked with the previous mentioned stealth skill chain.

the thief sits with his hand on his chin please, tell me more about your dire need for stability you poor baby.

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Posted by: Maugetarr.6823

Maugetarr.6823

It seems really strange that the only charge to Larcenous Strike is halving the boons it rips. Instead of damaging the support utility of s/d, why not increase the initiative cost to 3, reduce the initiative to 1 with the change or just reduce the high damage coeff? AFAIK most thieves aren’t even sword/dagger anyway, I didn’t think it was something that prevalent.

That would severely limit the availability of S/D to evade which is what it relies on for sustained combat since the thief relies on damage avoidance rather than mitigation. This will slow down the rate at which thieves can chip away at boon bunkers. It almost returns it to the state of the release of the game except that it costs more initiative, is split, and steals a boon rather than destroying one. Interestingly enough, the reason it was buffed was that boon bunkers were becoming so prevalent and hard to kill that they gave warriors and thieves different forms of boon hate to deal with them. We’ll see if this reversion creates the same meta or if the since buffed necro will keep them in check.

Blank Players [BDL]-Anvil Rock
Maugen Rawr- Thief/Ele
Rebalance Ideas for Thief

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Posted by: tigirius.9014

tigirius.9014

Was just playing yesterday and would love to know if the pistol ability called Poison Dart Volley on the engineer will one day behave like the Warrior Rifle Skill called Volley where every shot hits? I’m really tired of seeing one of the most damaging skills on the pistol miss at level 80 while in exotics. It’s an insult to the intelligence of engineers everywhere.

Can you also move the pistol traits Modified Ammunition or Napalm Specialist from grandmaster to master so that we can actually benefit from both of these in a condition build?

All kits need to be buffed back to their +5% someone took that down and now we’re weaker in PVE. Not sure why that happened.

And finally, can we fix the vulnerability problem with bomb kit? You did with another item in our kitten nal but bomb kit remains weaker. What happens is there’s not 2 stacks of vuln per bomb like there is for grenades and it does affect dps. Thanks.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: PopeUrban.2578

PopeUrban.2578

My big complaint with engineer is not stealth but stability. Eng has a certain skill chain to give a good bit of stealth, but for stability, only using 6 Lyssa runes + elite or 50% with elixir X (also elite) are our only options.
This change to Elixir B will benefit me greatly as I tend to be a heavy elixir user. I support the change to Throw Elixir S as well since that can now be stacked with the previous mentioned stealth skill chain.

the thief sits with his hand on his chin please, tell me more about your dire need for stability you poor baby.

Indeed.

Thieves have a single source of stability ever, which is a channelled 90 second cooldown elite. If you cancel the channel, you are literally getting 9 ish seconds of stability for our elite slot.

So It’s funny when people talk about stability like it’s a thing… because it’s easy to forget that it exists when you main a thief.

HOWEVER.

I agree that stability is a little more of an issue for engineers (I also have an engi I play from time to time) than it is for thieves. Mostly because as a thief I have a lot more gap opening, evasion, or stealth utility (Well, we used to have lots of stealth to either avoid to otherwise mitigate the CC actively. Thieves are well built as a class to have tools avaliable to GTFO., wheras engis aren’t.

This isn’t a BAD thing really. One of the Thief’s design goals is that we’re supposed to be top notch in terms of our ability to dictate the terms on an engagement. The Engi isn’t built that way. Engis are built to have superior reactive abilities due to a diverse and unpredictable toolset that makes them difficult to counter. The problem with Engi stability is that they’re a sort of odd-duck mid-range class that is designed to be precariously positioned in the no-mans-land between melee and ranged fighting. For Engis (in my experience) being out of position is far more devastating to their skillset than most other classes. Non-engi ranged templates generally have great tools to stay ranged, often out of range of many CCs melee templates generally have lots of great tools to stay in melee, and commonly come with enhanced resistance to CC, or increased tanking abiliuty when CC’d.

The problem is that while Engis have some theoretically good tools to remain at their optimal range, it puts them in the optimal range for almost everyone else’s hard CCs, and they’re not quite as durable or resistant and their melee brethren. Heck, as a class that thrives on being in position I’d argue Engis should probably have some of the best stability uptime in the game.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Lifewaster.5912

Lifewaster.5912

Thieves have a single source of stability ever, which is a channelled 90 second cooldown elite. If you cancel the channel, you are literally getting 9 ish seconds of stability for our elite slot.

Eles used to have the exact same thing with their channeled tornado elite, but that were nerfed so that if they canceled the channel they lost the stability buff.

Not sure why its considered ok for one class to be allowed to cancel their elite channel and retain its stability buff. Yet its specifically nerfed for another class to do the exact same thing.

Its even more useful on thief, to have an on demand stability for those occasions when you need that shadow refuge and enemies are trying to knock you out of it. You might almost consider it an exploit that allows thiefs to bypass the only available counterplay to shadow refuge.

Could it just be an oversight and not an intended use of Daggerstorm ?

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Posted by: PopeUrban.2578

PopeUrban.2578

Thieves have a single source of stability ever, which is a channelled 90 second cooldown elite. If you cancel the channel, you are literally getting 9 ish seconds of stability for our elite slot.

Eles used to have the exact same thing with their channeled tornado elite, but that were nerfed so that if they canceled the channel they lost the stability buff.

Not sure why its considered ok for one class to be allowed to cancel their elite channel and retain its stability buff. Yet its specifically nerfed for another class to do the exact same thing.

Its even more useful on thief, to have an on demand stability for those occasions when you need that shadow refuge and enemies are trying to knock you out of it. You might almost consider it an exploit that allows thiefs to bypass the only available counterplay to shadow refuge.

Could it just be an oversight and not an intended use of Daggerstorm ?

It’s possible, but I may also be specifically due to the thief’s otherwise complete lack of access to stability (unless you steal it, which is extremely situational) and the fact that what thieves can do with 9 secs of stability is kinda tame in comparison to what it can get an ele. Basically, The ele’s multiple channel-type attacks are often significantly more effective if fully channeled, wheras the thief only has one channel, which you’d have to interrupt to get the leftover stability.

At least that seems like solid reasoning to me. Maybe they just forgot and I’m about to get yelled at for bringing it up, hehe.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: JudgeD.5673

JudgeD.5673

My big complaint with engineer is not stealth but stability. Eng has a certain skill chain to give a good bit of stealth, but for stability, only using 6 Lyssa runes + elite or 50% with elixir X (also elite) are our only options.
This change to Elixir B will benefit me greatly as I tend to be a heavy elixir user. I support the change to Throw Elixir S as well since that can now be stacked with the previous mentioned stealth skill chain.

the thief sits with his hand on his chin please, tell me more about your dire need for stability you poor baby.

I don’t play a thief, so I am not sure of all the details, but thieves have more than one stealth option do they not? Right now, the only good stealth option is an interrupt-able skill chain. Therefore, it seems to me lack of stability for a thief is not as bad as for engineer since they have access to more stealth to counter that lack.
From my point of view, the only good option (ignoring Lyssa runes and elites) is CC avoidance, which can be hard to do when you have multiple attackers. In a zerg fight, at least there’s some stability from guardians etc., but otherwise the engineer remains vulnerable to any CCs, specifically stun/knockdown. A 3 sec stun can mean downed in my experience, and while I do not call for the sort of stability that warrior etc. has, adding it to Elixir B is a step in the right direction.

The Robertsons – Julie, Lyana, Adrian, and Lewis
CrSy/LaWz
Tarnished Coast Server (formerly of Kaineng)

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Posted by: stof.9341

stof.9341

Thieves have a single source of stability ever, which is a channelled 90 second cooldown elite. If you cancel the channel, you are literally getting 9 ish seconds of stability for our elite slot.

I’m pretty sure every single elite that gives stability during channeling/transform was changed so that you lose the boon if you cancel it early somehow. Including Daggerstorm.

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Posted by: Advent.6193

Advent.6193

At least Thief Stability can last 9 seconds. A Mesmer’s lucky to get 5-6, and this presumes either:

  1. Heavy +Boon Duration
  2. 3 Mantra casts.

And if the Blurred Frenzy bit’s any indication, it won’t be long at all before Distortion becomes a random Evade. Not to mention, Blink/Portal trickery has less uptime than
SB Shadowsteps, due to Initiative refilling faster than a utility C/D

Although it can be worse … we can all roll Necro. Stability’s nowhere to be seen, except Elites, or going 30 deep in Soul Reaping for a few seconds upon DS entry.
Which isn’t much, what with the DS overflow “fix.” And no Stealth, or major disengage options.

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

(edited by Advent.6193)

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Posted by: Knote.2904

Knote.2904

So previously I thought Elementalists were just poorly designed trait wise versus how attunements work, but I think I now know what Anet was going for and the implementation just didn’t fit the bill, I would actually be interested in seeing how the implementation would work out if they fixed it. You would just need to make every attunement a viable standalone weapon set. Here’s my quote about it :

Elementalists are by design supposed to use all four attunements. The proposal here, would make elementalists play more like other classes, which we have enough of.

Having to wait before you can switch back, is a mechanic that makes the elementalists interesting, and it requires some tactics.

Elementalists should be balanced around this though. A problem with trait lines, is that they only buff one attunement (except arcana), and you will stay within one attunement a shorter amount of time, compare to having two weapons.

I don’t think Ele’s are designed to dance through all attunements as rapidly as possible. If this were true, the “bad traits” that apply only to one attunement wouldn’t exist.

It’s obvious that ANet intended both attunement keepers and attunement dancers to be possible. However, the very poor performance of single-attune traits when compared to attune-switching traits, plus the mechanics of attunement cooldowns, skews the balance completely towards attunement dancers.

Oh wow, now that I think about it, maybe it was just poor implementation instead of bad design.

I think it’s possible they intended for people to be able to focus on 2 Elements or 1 Element + Arcana.

Then each Element would be a solid standalone weapon set like the other classes have provided you specced in it’s trait tree, that would actually warrant the long attunement cooldowns.

Then Arcana would be the trait tree for people that want to utilize all of the elements, it kinda makes sense now, and would be cool to be able to specialize in an element or two.

However the attunements as they as are definately not standalone, how do you expect to get anything done with staff Air/Water by themselves for example? They do no dmg.

I actually wouldn’t mind them fixing this and going for the implementation either, it could be interesting, though they would probably need to be something like Fresh Air for every single trait tree, maybe as the 25 minor point traits so it’s not optional or take up a major trait?

Specializing in 2 elements would essentially be the equivalent of having 2 solid weapon sets just like other classes, I’m really liking that idea now.

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Posted by: Conncept.7638

Conncept.7638

My big complaint with engineer is not stealth but stability. Eng has a certain skill chain to give a good bit of stealth, but for stability, only using 6 Lyssa runes + elite or 50% with elixir X (also elite) are our only options.
This change to Elixir B will benefit me greatly as I tend to be a heavy elixir user. I support the change to Throw Elixir S as well since that can now be stacked with the previous mentioned stealth skill chain.

the thief sits with his hand on his chin please, tell me more about your dire need for stability you poor baby.

Give players any option to deal with stealth-spam besides stacking craptons of interrupts and you can have all the friggin’ stability you want.

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Posted by: Shemsu.8721

Shemsu.8721

At least Thief Stability can last 9 seconds. A Mesmer’s lucky to get 5-6, and this presumes either:

  1. Heavy +Boon Duration
  2. 3 Mantra casts.

And if the Blurred Frenzy bit’s any indication, it won’t be long at all before Distortion becomes a random Evade. Not to mention, Blink/Portal trickery has less uptime than
SB Shadowsteps, due to Initiative refilling faster than a utility C/D

Although it can be worse … we can all roll Necro. Stability’s nowhere to be seen, except Elites, or going 30 deep in Soul Reaping for a few seconds upon DS entry.
Which isn’t much, what with the DS overflow “fix.” And no Stealth, or major disengage options.

Blink/portal might have less ‘uptime’ than shortbow shadowstepping, but you can use blink/portal and still maintain 100% offense capability whereas a thief burning init with shortbow shadowsteps cant do anything but autoattack. I’d love to have full utility without reducing myself to autoattack only mode

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Posted by: Rayya.2591

Rayya.2591

Dear A-net .
There are over 100 topics on thief forums since 2012 , regarding last refuge -minor trait
This trait will " kill you " if it triggers when you use dagger storm / if you started cast cluster arrow and “last refuge” trigger , will apply reveal independent of players will .
Phase 1 :Thief cast "cluster arrow "at 900 range
Phase 2 : warrior eviscerate 80% of thief hp – “last refuge” trigger
phase 3: "cluster arrow " land and apply reveal to thief, since is an pre-casted skill → thief dead.

any information regarding this trait ? this trait was not changed since reveal was introduced in gw2

http://imgur.com/a/fKgjD
no.1 WvW kills

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Posted by: Knote.2904

Knote.2904

Dear A-net .
There are over 100 topics on thief forums since 2012 , regarding last refuge -minor trait
This trait will " kill you " if it triggers when you use dagger storm / if you started cast cluster arrow and “last refuge” trigger , will apply reveal independent of players will .
Phase 1 :Thief cast "cluster arrow "at 900 range
Phase 2 : warrior eviscerate 80% of thief hp – “last refuge” trigger
phase 3: "cluster arrow " land and apply reveal to thief, since is an pre-casted skill -> thief dead.

any information regarding this trait ? this trait was not changed since reveal was introduced in gw2

That’s because doing any sort of direct dmg takes you out of stealth, condition dmg doesn’t.

That’s just the cost of having automatic stealth out of your control.

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Posted by: Advent.6193

Advent.6193

Last Refuge is the Thief’s Reanimator. Namely a Trait you’re stuck with, that -while situationaly useful – is far more trouble than it’s worth. Both honestly need to be either:

  • Expunged -or-
  • Made into Adept Major Traits. That way, you’re not forced to run them. (Deceptive Decoy’s a good example of how to make such a Trait workable. Pick it, don’t pick it … whatever floats your boat.)

@ Shemsu
True counter, that one. But, let’s also add in the ability to tactically back-and-forth an enemy with Infiltrator’s Strike. Or HS used to gap-close. Don’t get me wrong here, I run Thief because of that insane maneuverability. And it rocks.
Speaking of which, I honestly hope the Dev Team are not planning to add a 1 second root to Body Shot. Hell, MH Pistol needs more maneuverability, not less.
And as others have argued, a logical restructuring of P/P’s skill dps/aftercast speed so as to
not rely on Unload as a main DPS source.

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

(edited by Advent.6193)

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Posted by: stof.9341

stof.9341

Speaking of which, I honestly hope the Dev Team are not planning to add a 1 second root to Body Shot. Hell, MH Pistol needs more maneuverability, not less.

Are you under the impression that they are adding a 1s self root to pistol #2? oO

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Posted by: Advent.6193

Advent.6193

Are you under the impression that they are adding a 1s self root to pistol #2? oO

It’s a rumor that’s going around on the boards. I figured I’d add my own disagreement to such an idea, assuming that the rumor might perhaps come true.

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

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Posted by: stof.9341

stof.9341

That’s stupid. They said they were adding 1s root to the pistol #2 maybe. As in, the skill would root the target for 1s XD IE, it applies 1s immobilize condition …

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Posted by: Advent.6193

Advent.6193

@stof
I still would rather see some mobility added. As is, you have to consider not only MH Pistol, but P/P combos. And that’s the only Thief weapon spread what lacks mobility or stealth access. Meanwhile, P/D has stealth, via OH Dagger. D/P has HS for movement, and the Leap Finisher of HS triggers Stealth via OH Pistol interaction.
P/P, as it is, has neither of the main aspects of Thief defense. This is wrong.

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

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Posted by: Knote.2904

Knote.2904

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

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Posted by: WatchTheShow.7203

WatchTheShow.7203

Tab Targeting Improvements

Can now tab target if your character can see the target (Was dependent on camera before)

Not sure if this part is desireable, I’m usually trying to target something that “I” can see, meaning I rotate the camera and I would like to tab to that enemy and not the ones off camera my character can see.

Does that make sense? What is the benefit of making it dependent on my character?

Otherwise sounds really good to me, thanks for the preview!

I agree, I’m not sure if I will like the new change to targeting. I always move my camera around to target things. For example, in WvW, if I am running away from a zerg/group of players, I can swing my camera around to look behind myself and target one of them so I can get my (ranger) #3 stealth off my longbow and escape. With the new changes, I would have to turn my character around, face the zerg/group, target one of them and then use #3. Not sure if I like this at all.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

[..]
Ranger
Sick ‘Em will now apply ‘Revealed” to enemies they target. […]

I’m not crying, I’m not crying! Something got in my eye. Don’t look at me, I’m not crying!

Seriously, tho.

It was about time. I actually wanted oilbird, bat and dolphin pets with an Echolocation skill that deals an AoE reveal, but that’ll do just as good.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Advent.6193

Advent.6193

I dunno why we don’t have Bat or Dolphin, honestly … or Griffons.

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

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Posted by: Shemsu.8721

Shemsu.8721

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

Could also make thief’s dagger 1200 range like hunters shot

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Posted by: Tumult.2578

Tumult.2578

If you’re not going to put the range back on the short bow and make it a ranged weapon again then don’t bother with any of the rest of the changes.

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Posted by: Lithril Ashwalker.6230

Lithril Ashwalker.6230

noticed that i had to rip boons off of a guardian in order to soften it up with S/D on my thief…was with another guardian, we were against a mesmer and a guard. both repplaied boons without a problem, really glassy however i dont see where S/D Larcenous needs a change at all if its a negative change…if anything it needs a buff , a slgiht buff to actually assist in softening up targets more, theyll just easily reapply buffs without a problem..
WHERE…is Larcenous “OP”…seems to be Underpowered if anything.

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Posted by: Shemsu.8721

Shemsu.8721

noticed that i had to rip boons off of a guardian in order to soften it up with S/D on my thief…was with another guardian, we were against a mesmer and a guard. both repplaied boons without a problem, really glassy however i dont see where S/D Larcenous needs a change at all if its a negative change…if anything it needs a buff , a slgiht buff to actually assist in softening up targets more, theyll just easily reapply buffs without a problem..
WHERE…is Larcenous “OP”…seems to be Underpowered if anything.

Pretty much this exactly, in its current state you can burn all your resources cleaning someone of boons, and 3 seconds later the guard/ele/eng/mesmer will have full stacks of everything again while your at maybe 20% initiative. Thats why it was not a worthwhile counter before the buff, and it will again be worthless if its changed as suggested

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Posted by: Suddenflame.2601

Suddenflame.2601

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else

First of why the clones? I dont like targeting clones

Second of all: when you tab pvp does it mean that I will target players first then if you tab again it will target clones?

Third and last: Can we have the option to choose to target clones in the options window? I’d like to decheck tab targeting clones.

Thanks

It targets clones cause of mesmers. It would be unfair if you just had to hit tab and you instantly target the real mesmer and not one of its clones.

Ranger; Warrior; Mesmer; Elementalist; Guardian; Engineer
[GWAM] and [LUST]
Mess with the best, die like the rest.

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Posted by: Vick.6805

Vick.6805

As much as I’m looking forward to some of these Elementalist changes, what I’d really like to see is developing the profession to the point where it isn’t dependent on the Water and Arcana trait lines for the vast majority of its viable builds.

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Posted by: TehPwnerer.7215

TehPwnerer.7215

Great preview to what’s coming up.

I appreciate, as a warrior player, that you aren’t doing too much to change them. We’re strong enough in both PvE and PvP and I’m glad to see that you guys aren’t nerfing or buffing anything but rather giving them more utility options to act as support roles.

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Posted by: raahk.2786

raahk.2786

All they have to do to make P/P viable and actually fun is to take the champion of the blazing gun’s skillset and just tweak it a little.

That’s it. No really. Will they do that? No, they won’t.
Because thieves aren’t allowed to have nice things.

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Posted by: Volrath.1473

Volrath.1473

YOH Jonathan Sharp!!! Are you still reading this thread?!…

Just checking

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Posted by: alucard.2019

alucard.2019

i just want to know why always nerf thief or make somethig for the thief make traps , nerf damge, nerf abilitys and now other counter thief, and sure problably the thief is so op that the only do we do is Stealth.

what about warriors big damge big hp incredible super mobility cc
what about necros big condition damage big health cc
what about elementalist big damge maximun bunker cc
what about mesmer that do everithig

why not scale things

example inmobilize 15 seg other player 7s other plar 3s other inmune

why not make somthing better with rangers or guardian

thats what the game need balance not op proffessions

Yes, Just one reason is that you thief can stealth. No one can strike thief and see thief when thief do stealth.

actualy you get hit even if yur stealth

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Posted by: Kraav.8136

Kraav.8136

Reposting from the Bugs Forum:

The warrior Kick skill has a 300 range, this skill should work in conjunction with Mobile Strikes trait which it currently does not. Please address this bug.

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Posted by: Ziskapantz.5017

Ziskapantz.5017

I would like to see Heal Power scale more. Whats the point of Heal power if it doesn’t scale enough to make it worth it? Or maybe crit heals that don’t scale as much or at all with crit dmg. I would vote for stats being the determinate factor on how much your heal skills do rather than just a matter of picking the skill with the highest base heal. dps builds should not be able to almost match the amount healed as a support build with Heal power. Most party heal moves are scaled so low that its just better to do more dmg than heal your lvl 80 buddy maybe 400 more hp with 1500 heal power than you would with 0 and getting waaay more dps output. Also if you want to make other builds besides dps more viable i would suggest scaling toughness more. Nothing worse than having max toughness and still dropping like everyone else. One thing that im sure will also help support classes is if ascended back accessories had all stat combos available. Most people i know that do support have to deal with something completely outside of their build or deal with rare back pieces instead. And lastly, though this is not on topic, I think it would be awesome for a difficulty even higher than explorable mode for dungeons, especially with ascended armor and the like just around the corner.

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Posted by: raahk.2786

raahk.2786

Reposting from the Bugs Forum:

The warrior Kick skill has a 300 range, this skill should work in conjunction with Mobile Strikes trait which it currently does not. Please address this bug.

I would like them to address bugs that have been on other professions since launch (like thief’s fleet shadow trait or the improvisation trait) but since it’s a bug on a warrior they’ll be sure to fix it by the next patch.

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Posted by: Knote.2904

Knote.2904

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

Could also make thief’s dagger 1200 range like hunters shot

Only when Hunters Shot becomes spammable and hits like a truck. =p

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Posted by: Shemsu.8721

Shemsu.8721

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

Could also make thief’s dagger 1200 range like hunters shot

Only when Hunters Shot becomes spammable and hits like a truck. =p

CnD costs 6 init. thats half our weapon resources, how about when you use hunters shot you get 3x more damage than now and a couple stacks of vuln, but one entire weapon set goes on CD (init is shared for both weapon sets, 6 init is the same as losing an entire weapon set)

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Posted by: Knote.2904

Knote.2904

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

Could also make thief’s dagger 1200 range like hunters shot

Only when Hunters Shot becomes spammable and hits like a truck. =p

CnD costs 6 init. thats half our weapon resources, how about when you use hunters shot you get 3x more damage than now and a couple stacks of vuln, but one entire weapon set goes on CD (init is shared for both weapon sets, 6 init is the same as losing an entire weapon set)

You thieves man..

CnD also hits like a truck, I said that already, not to mention how accessible the trait that makes it cost only 2-4 init is.

My point of moving Vuln from #2 Longbow to Hunter’s Shot would be for synergy, Hunter’s applies vuln to aid in set up dmg coming out of stealth the way CnD does (except CnD hits hard as well).

Again, this would be MOVING the existing vuln stacks from #2, to #3… you’d have to do an extra attack just to get that vuln back… so yeah. I’m not just adding vuln application to the weapon set out of no where, it already has vuln application.

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Posted by: raahk.2786

raahk.2786

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

Could also make thief’s dagger 1200 range like hunters shot

Only when Hunters Shot becomes spammable and hits like a truck. =p

CnD costs 6 init. thats half our weapon resources, how about when you use hunters shot you get 3x more damage than now and a couple stacks of vuln, but one entire weapon set goes on CD (init is shared for both weapon sets, 6 init is the same as losing an entire weapon set)

You thieves man..

CnD also hits like a truck, I said that already, not to mention how accessible the trait that makes it cost only 2-4 init is.

My point of moving Vuln from #2 Longbow to Hunter’s Shot would be for synergy, Hunter’s applies vuln to aid in set up dmg coming out of stealth the way CnD does (except CnD hits hard as well).

Again, this would be MOVING the existing vuln stacks from #2, to #3… you’d have to do an extra attack just to get that vuln back… so yeah. I’m not just adding vuln application to the weapon set out of no where, it already has vuln application.

It costs 6 initiative regardless of what traits we use, it just happens that we can get some back after landing it. That is, if we’re able to land it, since we have to be in melee range to do so. Which is why it hits harder then hunter’s shot, since there’s more risk involved.

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Posted by: Kirschwasser.3972

Kirschwasser.3972

Which is why CnD doesn’t need to have the same range as hunter’s shot! So we have come full circle.

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Posted by: Knote.2904

Knote.2904

Would love to see a change to Ranger Longbow’s Rapid Shot, feels so weak and out of place for a slow long bow, would be awesome if it were more like killshot that rooted you to cast.

Stealth into killshot-esque skill would be so satisfying.

Could even make the stealth shot apply vuln like Thief’s cloak n dagger.

Could also make thief’s dagger 1200 range like hunters shot

Only when Hunters Shot becomes spammable and hits like a truck. =p

CnD costs 6 init. thats half our weapon resources, how about when you use hunters shot you get 3x more damage than now and a couple stacks of vuln, but one entire weapon set goes on CD (init is shared for both weapon sets, 6 init is the same as losing an entire weapon set)

You thieves man..

CnD also hits like a truck, I said that already, not to mention how accessible the trait that makes it cost only 2-4 init is.

My point of moving Vuln from #2 Longbow to Hunter’s Shot would be for synergy, Hunter’s applies vuln to aid in set up dmg coming out of stealth the way CnD does (except CnD hits hard as well).

Again, this would be MOVING the existing vuln stacks from #2, to #3… you’d have to do an extra attack just to get that vuln back… so yeah. I’m not just adding vuln application to the weapon set out of no where, it already has vuln application.

It costs 6 initiative regardless of what traits we use, it just happens that we can get some back after landing it. That is, if we’re able to land it, since we have to be in melee range to do so. Which is why it hits harder then hunter’s shot, since there’s more risk involved.

I really have no idea why you’re acting like I just attacked thieves.

I asked for vuln to be moved from a main dmg ability Rapid Shot, to Hunter’s Shot, and you freak out lol.

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Posted by: Kirschwasser.3972

Kirschwasser.3972

I have no idea why you think he’s acting like he just attacked thieves. He was clarifying points and you freak out lol

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Posted by: Ziskapantz.5017

Ziskapantz.5017

It would also be kinda cool to know who your direct heals are coming from. Probably not needed and wont be implemented but its nice to let people know your are the one supporting the group.

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Posted by: Antiriad.7160

Antiriad.7160

a combat log that actually logs kitten will be nice

Colin ‘The Liar’ Johanson: “Everyone, including casual gamers, by 80 should have the
best statistical loot in the game. We want everyone on equal power base.”