Basilisk Venom, Thief powercreep and more

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Posted by: Cynz.9437

Cynz.9437

and you wrote this

try making this: blockable / 1stack / reveal self on cast

OR!!!!

finally remove Impacting Disruption

maybe both…

best wishes
~a player who is fed up with your company politics

Have you written ANY suggestions about how to reduce powercreep from other profs? Nah. You just scream OMG BASI OP OMG IMPACT OP NERF PLOX.

All is Vain~
[Teef] guild :>

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Posted by: MadVisions.4529

MadVisions.4529

Nah. You just scream OMG BASI OP OMG IMPACT OP NERF PLOX.

… you even commented on my post in this topic regarding this. Are you sure you gonna shame yourself a bit more?
I even apologised… idkman just..pls stop posting here to keep the topic constructive.


I want this game to be as fun as it used to be and changing impacting and/or venom would be a step. Posibly in an update that levels the amount of passives and instants && boomspamming && condiburst etc…
Please stop thorwing stuff like these at me LOL. If i made an unclear statement then SORRY. U read forums 24/7 stuff should have meen clear for you.

Just asking to nerf impact and basi will simply make thief weak vs other classes. As i said, if those nerfs will be implemented they need to be implemented together with nerfs to every other elite otherwise you are just asking to nerf d/p.

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Posted by: Cynz.9437

Cynz.9437

Nah. You just scream OMG BASI OP OMG IMPACT OP NERF PLOX.

… you even commented on my post in this topic regarding this. Are you sure you gonna shame yourself a bit more?
I even apologised… idkman just..pls stop posting here to keep the topic constructive.


I want this game to be as fun as it used to be and changing impacting and/or venom would be a step. Posibly in an update that levels the amount of passives and instants && boomspamming && condiburst etc…
Please stop thorwing stuff like these at me LOL. If i made an unclear statement then SORRY. U read forums 24/7 stuff should have meen clear for you.

Just asking to nerf impact and basi will simply make thief weak vs other classes. As i said, if those nerfs will be implemented they need to be implemented together with nerfs to every other elite otherwise you are just asking to nerf d/p.

And which update would it be, let us hear~
You still didn’t post any suggestions besides asking for nerfs for basi and impact.
Oh and flaming me lol.

All is Vain~
[Teef] guild :>

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Posted by: R O C.6574

R O C.6574

@OP
So it’s the Pulmonary Impact on interrupt trait that has you crying? And Basilisk Venom is OP because it’s unblockable? BS It’s not guarantied to interrupt everytime

Evade, invuln and blind will still cause Basilisk Venom and the proc to fail correct? So what. I don’t run that trait, maybe i should start. The way you cry about it, it must be good. I though escapists absolution was a good trait, but apparently real thieves don’t run it. Thanks for the tip. I will be impacting your pulmonary from now on

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Posted by: MadVisions.4529

MadVisions.4529

Wild Sentence appeard:

Posibly in an update that levels the amount of passives and instants && boomspamming && condiburst etc…

Cynz.9437 used comprehension!
.
.
.
It is not very effective.

And which update would it be, let us hear~

hint: you can insert the following words in the place of “etc”:

  1. AoE Crowd control
  2. Skills applying Condibomb due to passives, sigils(also passive) or by nature
  3. uncontrolled AoE cleave
  4. Overtuned abilitys
  5. Passive regeneration && sustainability
  6. ???

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Posted by: MadVisions.4529

MadVisions.4529

@OP
So it’s the Pulmonary Impact on interrupt trait that has you crying? And Basilisk Venom is OP because it’s unblockable? BS It’s not guarantied to interrupt everytime

Evade, invuln and blind will still cause Basilisk Venom and the proc to fail correct? So what. I don’t run that trait, maybe i should start. The way you cry about it, it must be good. I though escapists absolution was a good trait, but apparently real thieves don’t run it. Thanks for the tip. I will be impacting your pulmonary from now on

yep. I’d suggest taking that trait over Escapist on all thief builds. Excluding maybe condi builds and some staff builds. The amount of interrupts Steal, Bandit’s, Venom gives is already enough to overperform the other traits in effectivity.
Add sword/staff stealth attack or headshot on ./p builds to that.
That trait alone gives ~40% damage increse against most under-focus targets.
The clear on evade trait would have relevance in 1v1 sutuation if it would not be terible in this meta. Condi specs apply multiple condis with single abilitys like necro proccing chill→bleed+sigils+base condi from skill, warriors apply ~5condis with mace covering those on LB etc… you can’t really clense those with this trait. If you face a decent opponent it’s even more useless couse he unloads u with condi then just starts kiteing and playing defensive so not allowing you to evade == 0clenses.

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Posted by: Taobella.6597

Taobella.6597

To be honest i think both skills are still are fine pulmonary impact might still be slightly under power. only reason it seem so powerful in this meta is because anet removed all the bunker amulet which is why it feel so powerful.

Pulmonary impact counter is to people who have protection. thief will not win a fight if they keep time on that.

basilisk venom just forces you to slightly stagger your blocks nothing overpowered.

both moves are single target they should be powerful.

yeah fighting a nerco out shroud he get face rolled hard to intrup moves but once he in shroud nerco face roll thief both sides of the fight are fair just knowing how to fight what you are up against.

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Posted by: alchemyst.2165

alchemyst.2165

I think it’s funny how everybody complains about ID when literally all they have to do is realize that a (stupid) thief will headshot you a couple of times after the initial headshot. It’s hilarious when I get headshotted and then just sit there letting the headshot spam hit me doing nothing.

@madvisions I watched your rev vs thief impact video, and that rev definitely could have performed countermeasures against your headshots, like cancelling shield 5 as soon as they saw you basi, or timing facet of light on your interrupts.

It’s literally a simple matter of using your head. Don’t keep spamming skills when you get headshotted, lol. I kill most thieves that run ID, whether it be the dumb ones who headshot spam or the ones who use it sparingly. They can win by outplaying me- not spamming. It’s also a tradeoff of survivability vs burst.

All this being said, I wouldn’t mind a 2 second cooldown on it considering all the crying that’s being done by people.

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Posted by: odstninja.1468

odstninja.1468

I’m confused as to what people are whining about? Or what the spam is? Normally I use venom, weapon 3 or steal, attack, smokescreen skill 5, hs for stealth and backstab.

What are u spamming? HS spam is dead?

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Posted by: MadVisions.4529

MadVisions.4529

To be honest i think both skills are still are fine pulmonary impact might still be slightly under power. only reason it seem so powerful in this meta is because anet removed all the bunker amulet which is why it feel so powerful.

Pulmonary impact counter is to people who have protection. thief will not win a fight if they keep time on that.

basilisk venom just forces you to slightly stagger your blocks nothing overpowered.

both moves are single target they should be powerful.

yeah fighting a nerco out shroud he get face rolled hard to intrup moves but once he in shroud nerco face roll thief both sides of the fight are fair just knowing how to fight what you are up against.

Describing the problem from d/p thief perspective: Why did impact and HoT overall dumb down thief gameplay?

To describe why Impact is broken by design:

Before HoT, you had to meenage Initiative in many aspects. You had to consider when you use initiative for what purposes. You did use it for offense, defense and utility example: hearthseeker, shadowshot(blind is util too if u use it wisely) for offense, 5->2 to defense, 5->cluster and headshot for utility etc…
If you consumed too much for certain purposes in this balance you had less for the others. If you spared initiative to interrupt necro heal or warrior banner which you should, then you casted less stealth or shadowshot etc. Counting on opponents skills defined how you meenage your bar.
Impacting in itself is changing thief gameplay. It’s damage matches frontstab or shadowshot critical hit damage and is unevadable, unblockable, unblindable and unclensable. It is a decent damage boost on your steal if landed properely and gives direct damage to utilitys with CC, which are OK to a certain degree (still think that it’s stupid with venom). To come to the point lets look at how it effects the init meenagement.

Headshot was before HoT a powerful tool to control your opponents if applyed correctly, but you had to consider what you want to interrupt to have enough initiative to apply enough damage pressure. I hope you see that this trait removes this aspect from the game entirely couse the damage of an interrupt is higher than the average noncrit-crit damage on all your weapon abilitys. This opens space to the question: why wouldn’t i just interrupt every skill i can and deal more damage than usually. Yes you should! You should even interrupt autohits for damage couse it’s matematically higher than any other combinations (not considering inback-stab or precast+steal burst). Not to meantion that interrupting the enemy can already f@@@ theyr plans over.

HoT offers even more dumb stuff. Now that i explayned how not using Headshot for damage is not optimal they introduce a massive Autohit damage buff. This leaves you with Good amount of pressure even if you spammed all your init. Fair enough you’d say… well not that intelligent that this damage buff was so high that meta moved to rage sigil autohitting… This leaves you with the following: biggest damage is impactHeadshot and if you can’t do that you get away with simply autohitting.
(WARNING!!! BEFORE SOME OVERANXIOUS CYNZ WANTS TO COMMENT: i do not say with this that you should not shadowshot, 5->2 or hearthseeker according to a situation! they are awesome and got theyr place!)

There are 2 more HoT(daredev) additions that changed thief roles but according to the devs this was by design and this is not necessarely bad but i want to mention it here couse it is a part of powercreeping the d/p.
This is the evasiveness that comes with Daredevil.
First, the not that bad things are the dodges that are comming with DD where the motto of sword-acro builds before the expansion. You needed both of these to succeed with an evasive-themed build. I welcome D/P in this family couse i support evasion based gameplay over stealth camping \o/. You have to admit though that this traitline offers TOO much dodges. just too much. There is little difference in your evasiveness depending on your main weapon.
The worse part are the “ELITE” dodges. 2 of them are staight up broken on d/p

  1. Dash offers perma swiftness. well yep this is already really good. your mobility is brutal with this trait, well worthy of a grandmaster. The thing is i’d stop this trait right here. but it removes snares with no icd. Worst part is that it removes immob. There is no need for evading abilitys with immob. you dont need to know what applyes immob. you just dodge like you normally would and get away. This renders an incredibly amount of skill from the game. Immob wasn’t thorwn around in the golden days of befor-juny and landing immobs was a way to stop thieves momentum. Getting immob isnt “death”, thief had many cards to play, headshot or blind the incomming burst, switchin to sb->#3 or #5 or both, clensing it with signet, etc. Now you don’t even have to think
  2. Bound. At the pace you can spam evades with DD the damage buff is on you most of the time. 10% damage is the average of what executioner offers, which is a GM trait. If you land 1 damage proc from it to lets say only 1 target every 10sec(natural regen time of a dodge but in reality you can dodge every ~4 sec in permanent successions) for ~3k dmg. In that period of time you deal ~20k damage to that person. Assuming this, the end resoult is that Bound gave you ridiculous sum of ~25% damage boost. I’d stop here in development but Bound makes applying initial #5&leap stealth uninterruptable. Yep that’s bad design couse it leaves no counterplay. So hmm it’s prty kitten strong too.

I don’t want to go further. I hope you get my point. Revievs like this could be done for the majotity of professions, highlighting the flaws in Elite Spec development. I’d leave the rest for other people or for another day…

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Posted by: R O C.6574

R O C.6574

To be honest i think both skills are still are fine pulmonary impact might still be slightly under power. only reason it seem so powerful in this meta is because anet removed all the bunker amulet which is why it feel so powerful.

Pulmonary impact counter is to people who have protection. thief will not win a fight if they keep time on that.

basilisk venom just forces you to slightly stagger your blocks nothing overpowered.

both moves are single target they should be powerful.

yeah fighting a nerco out shroud he get face rolled hard to intrup moves but once he in shroud nerco face roll thief both sides of the fight are fair just knowing how to fight what you are up against.

Describing the problem from d/p thief perspective: Why did impact and HoT overall dumb down thief gameplay?

To describe why Impact is broken by design:

Before HoT, you had to meenage Initiative in many aspects. You had to consider when you use initiative for what purposes. You did use it for offense, defense and utility example: hearthseeker, shadowshot(blind is util too if u use it wisely) for offense, 5->2 to defense, 5->cluster and headshot for utility etc…
If you consumed too much for certain purposes in this balance you had less for the others. If you spared initiative to interrupt necro heal or warrior banner which you should, then you casted less stealth or shadowshot etc. Counting on opponents skills defined how you meenage your bar.
Impacting in itself is changing thief gameplay. It’s damage matches frontstab or shadowshot critical hit damage and is unevadable, unblockable, unblindable and unclensable. It is a decent damage boost on your steal if landed properely and gives direct damage to utilitys with CC, which are OK to a certain degree (still think that it’s stupid with venom). To come to the point lets look at how it effects the init meenagement.

Headshot was before HoT a powerful tool to control your opponents if applyed correctly, but you had to consider what you want to interrupt to have enough initiative to apply enough damage pressure. I hope you see that this trait removes this aspect from the game entirely couse the damage of an interrupt is higher than the average noncrit-crit damage on all your weapon abilitys. This opens space to the question: why wouldn’t i just interrupt every skill i can and deal more damage than usually. Yes you should! You should even interrupt autohits for damage couse it’s matematically higher than any other combinations (not considering inback-stab or precast+steal burst). Not to meantion that interrupting the enemy can already f@@@ theyr plans over.

HoT offers even more dumb stuff. Now that i explayned how not using Headshot for damage is not optimal they introduce a massive Autohit damage buff. This leaves you with Good amount of pressure even if you spammed all your init. Fair enough you’d say… well not that intelligent that this damage buff was so high that meta moved to rage sigil autohitting… This leaves you with the following: biggest damage is impactHeadshot and if you can’t do that you get away with simply autohitting.
(WARNING!!! BEFORE SOME OVERANXIOUS CYNZ WANTS TO COMMENT: i do not say with this that you should not shadowshot, 5->2 or hearthseeker according to a situation! they are awesome and got theyr place!)

There are 2 more HoT(daredev) additions that changed thief roles but according to the devs this was by design and this is not necessarely bad but i want to mention it here couse it is a part of powercreeping the d/p.
This is the evasiveness that comes with Daredevil.
First, the not that bad things are the dodges that are comming with DD where the motto of sword-acro builds before the expansion. You needed both of these to succeed with an evasive-themed build. I welcome D/P in this family couse i support evasion based gameplay over stealth camping \o/. You have to admit though that this traitline offers TOO much dodges. just too much. There is little difference in your evasiveness depending on your main weapon.
The worse part are the “ELITE” dodges. 2 of them are staight up broken on d/p

  1. Dash offers perma swiftness. well yep this is already really good. your mobility is brutal with this trait, well worthy of a grandmaster. The thing is i’d stop this trait right here. but it removes snares with no icd. Worst part is that it removes immob. There is no need for evading abilitys with immob. you dont need to know what applyes immob. you just dodge like you normally would and get away. This renders an incredibly amount of skill from the game. Immob wasn’t thorwn around in the golden days of befor-juny and landing immobs was a way to stop thieves momentum. Getting immob isnt “death”, thief had many cards to play, headshot or blind the incomming burst, switchin to sb->#3 or #5 or both, clensing it with signet, etc. Now you don’t even have to think
  2. Bound. At the pace you can spam evades with DD the damage buff is on you most of the time. 10% damage is the average of what executioner offers, which is a GM trait. If you land 1 damage proc from it to lets say only 1 target every 10sec(natural regen time of a dodge but in reality you can dodge every ~4 sec in permanent successions) for ~3k dmg. In that period of time you deal ~20k damage to that person. Assuming this, the end resoult is that Bound gave you ridiculous sum of ~25% damage boost. I’d stop here in development but Bound makes applying initial #5&leap stealth uninterruptable. Yep that’s bad design couse it leaves no counterplay. So hmm it’s prty kitten strong too.

I don’t want to go further. I hope you get my point. Revievs like this could be done for the majotity of professions, highlighting the flaws in Elite Spec development. I’d leave the rest for other people or for another day…

So what you are saying is thief is as easy to play as the rest of the classes now?

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Posted by: Taobella.6597

Taobella.6597

To be honest i think both skills are still are fine pulmonary impact might still be slightly under power. only reason it seem so powerful in this meta is because anet removed all the bunker amulet which is why it feel so powerful.

Pulmonary impact counter is to people who have protection. thief will not win a fight if they keep time on that.

basilisk venom just forces you to slightly stagger your blocks nothing overpowered.

both moves are single target they should be powerful.

yeah fighting a nerco out shroud he get face rolled hard to intrup moves but once he in shroud nerco face roll thief both sides of the fight are fair just knowing how to fight what you are up against.

Describing the problem from d/p thief perspective: Why did impact and HoT overall dumb down thief gameplay?

To describe why Impact is broken by design:

Before HoT, you had to meenage Initiative in many aspects. You had to consider when you use initiative for what purposes. You did use it for offense, defense and utility example: hearthseeker, shadowshot(blind is util too if u use it wisely) for offense, 5->2 to defense, 5->cluster and headshot for utility etc…
If you consumed too much for certain purposes in this balance you had less for the others. If you spared initiative to interrupt necro heal or warrior banner which you should, then you casted less stealth or shadowshot etc. Counting on opponents skills defined how you meenage your bar.
Impacting in itself is changing thief gameplay. It’s damage matches frontstab or shadowshot critical hit damage and is unevadable, unblockable, unblindable and unclensable. It is a decent damage boost on your steal if landed properely and gives direct damage to utilitys with CC, which are OK to a certain degree (still think that it’s stupid with venom). To come to the point lets look at how it effects the init meenagement.

Headshot was before HoT a powerful tool to control your opponents if applyed correctly, but you had to consider what you want to interrupt to have enough initiative to apply enough damage pressure. I hope you see that this trait removes this aspect from the game entirely couse the damage of an interrupt is higher than the average noncrit-crit damage on all your weapon abilitys. This opens space to the question: why wouldn’t i just interrupt every skill i can and deal more damage than usually. Yes you should! You should even interrupt autohits for damage couse it’s matematically higher than any other combinations (not considering inback-stab or precast+steal burst). Not to meantion that interrupting the enemy can already f@@@ theyr plans over.

HoT offers even more dumb stuff. Now that i explayned how not using Headshot for damage is not optimal they introduce a massive Autohit damage buff. This leaves you with Good amount of pressure even if you spammed all your init. Fair enough you’d say… well not that intelligent that this damage buff was so high that meta moved to rage sigil autohitting… This leaves you with the following: biggest damage is impactHeadshot and if you can’t do that you get away with simply autohitting.
(WARNING!!! BEFORE SOME OVERANXIOUS CYNZ WANTS TO COMMENT: i do not say with this that you should not shadowshot, 5->2 or hearthseeker according to a situation! they are awesome and got theyr place!)

There are 2 more HoT(daredev) additions that changed thief roles but according to the devs this was by design and this is not necessarely bad but i want to mention it here couse it is a part of powercreeping the d/p.
This is the evasiveness that comes with Daredevil.
First, the not that bad things are the dodges that are comming with DD where the motto of sword-acro builds before the expansion. You needed both of these to succeed with an evasive-themed build. I welcome D/P in this family couse i support evasion based gameplay over stealth camping \o/. You have to admit though that this traitline offers TOO much dodges. just too much. There is little difference in your evasiveness depending on your main weapon.
The worse part are the “ELITE” dodges. 2 of them are staight up broken on d/p

  1. Dash offers perma swiftness. well yep this is already really good. your mobility is brutal with this trait, well worthy of a grandmaster. The thing is i’d stop this trait right here. but it removes snares with no icd. Worst part is that it removes immob. There is no need for evading abilitys with immob. you dont need to know what applyes immob. you just dodge like you normally would and get away. This renders an incredibly amount of skill from the game. Immob wasn’t thorwn around in the golden days of befor-juny and landing immobs was a way to stop thieves momentum. Getting immob isnt “death”, thief had many cards to play, headshot or blind the incomming burst, switchin to sb->#3 or #5 or both, clensing it with signet, etc. Now you don’t even have to think
  2. Bound. At the pace you can spam evades with DD the damage buff is on you most of the time. 10% damage is the average of what executioner offers, which is a GM trait. If you land 1 damage proc from it to lets say only 1 target every 10sec(natural regen time of a dodge but in reality you can dodge every ~4 sec in permanent successions) for ~3k dmg. In that period of time you deal ~20k damage to that person. Assuming this, the end resoult is that Bound gave you ridiculous sum of ~25% damage boost. I’d stop here in development but Bound makes applying initial #5&leap stealth uninterruptable. Yep that’s bad design couse it leaves no counterplay. So hmm it’s prty kitten strong too.

I don’t want to go further. I hope you get my point. Revievs like this could be done for the majotity of professions, highlighting the flaws in Elite Spec development. I’d leave the rest for other people or for another day…

i get that you dislike the trait but does not make it overpowered i could spend time writing up some form of way to prove you otherwise but i accept that your point of view is that way. i said all i wanted on the topic

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Posted by: Ario.8964

Ario.8964

Basi can stay where it is for all i care. It’s good but it’s not gamebreaking atm. Impacting disruption is a carry trait that needs to go. Yes other classes have their bad stuff too but it’s not like hitting daredevil where it needs it will stop the other specs from getting changes too.

My thoughts:
-Remove bound’s damage so it can still be a heavy utility dodge with a leap
-Remove impacting disruption or at the very least give it a 5 sec cd with a 33% damage reduction
-Put a 5 sec cd on dash’s condi cleanse but it will only go on cd when it actually cleanses a condi
-Add some more damage to backstab so it is consistently hitting higher (with the other damage sources removed, backstab can be buffed without overtuning thief damage)
-Take some damage from shadow shot and put it on backstab (d/p has too much damage on it’s main attacks, if it’s going to be a bursty set it needs burst not shadow shots hitting for 3-5k)
-Make 3 sec reveal universal (possible buff to d/d)

Take into account this is only able to be put through if other classes have defenses majorly cut. Im talking tempest healing ability destroyed but compensated so it can function as something other than a healbot, druid healing nerfed to high heaven with pet damage cut down on so the pet by itself can’t carry damage, scrappers sustain nerfed like crazy, etc. Additionally all passive effects in the game (i.e. auto proc traits, sigs, runes, etc.) are removed entirely. At that point then balance will at least be somewhat visible and more changes can be made to balance especs to the vanillas

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!