Too high of a burst?
It’s still a bit hard to position your clones and have them burst at the exact same time. And generally, if a mes/thief bursts big, chances are they’re also paper-tissue soft
It’s still a bit hard to position your clones and have them burst at the exact same time. And generally, if a mes/thief bursts big, chances are they’re also paper-tissue soft
It is true, they’re squishy. They also have a lot of survive skills. Stealths, invurnability, etc.
Pretty easy to lock a mes or thief down. If they have high burst you can bet they die fast.
Risk = low hp and low survive on the hp.
Reward = High burst.
Not sure where this topic was ment to go.
It’s really a very very small threshold for whether Blurred Frenzy is OP or not since it doesn’t do much by itself unless you follow it up with a 6 clone shatter with a high power, low toughness gear setting. And well thieves are just thieves.
But in the end, it really just comes down to skill
l2dodge.
Char limit.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
The risk vs. reward thing is actually about the stats needed to burst, and not necessarily the tactic used. Yes, thieves can ambush players with backstab and mug and heartseeker, but should that fail with 11k HP they’l end up kissing the dirt just as quickly as their opponent. Mesmers can blow their clones and lay down blurred frenzy, but should that fail their only defense is their clones. The fact is that the burst IS there defense, and upon its failure they lack the statistical fortitude to wait for them to recharge.
The risk vs. reward thing is actually about the stats needed to burst, and not necessarily the tactic used. Yes, thieves can ambush players with backstab and mug and heartseeker, but should that fail with 11k HP they’l end up kissing the dirt just as quickly as their opponent. Mesmers can blow their clones and lay down blurred frenzy, but should that fail their only defense is their clones. The fact is that the burst IS there defense, and upon its failure they lack the statistical fortitude to wait for them to recharge.
Eh, after playing both classes I find their utility skills and some of thier weapon skills have a ton of escapes if something does fail. I find that most classes stall for time while their burst is on cooldown, and the way the current game is setup classes don’t have much for a counter, just like trying to stop an ele or thief from escaping. Mesmers for example. Their burst line up isn’t on a long cooldown. So if somehow they fail in thier burst line up, they’ve got mass invis, decoy, CC by greatsword, distortion, dazing, all the while making what seems like an endless amount of clones.
But the main point of this is to ask if the burst is too high, even if you think there is a con to it. I mean I was watching a turny on twitch and the team fights would usually last less than 60 seconds. Usually about 45 seconds, depending on the classes that are fighting. It was dreadfully boring. There was also very little noticable teamwork. Not saying that there is no teamwork in the game, but when watching from the lines it is not easy to spot the teamwork going on. I think those are the two mean reasons that this game has really poor shoutcasting (ignoring the other problems). I mean the fact that this game is on somedays being beat in shoutcasting by games regarded as poor (such as APB, WarZ, Swtor, and even singleplayer games like Skyrim though its not poor).
I think anet needs to find out why their shout casting doesn’t have views 500+, but seems to linger between 200 and 300. Most views being on PvE or WvW. I think they need to put in more ways for players to project themselves as good in sPvP. Maybe give the top 10% players a special title that they can only have while inside of that. Maybe a special icon next ot their name. Give them tournament team ratings so we can see the rise of more team based streams and not single players.