Thieves are the new WvW class.
Things without a clear counter are OP. And why thiefs? Send in a guardian stealthed with stability, the traps have 1200 range. More than enough to clear those 100 supplies.
This is yet another broken mechanic, another nail in the chest made for WvW.
First troll to receive 10/10
Best golem driver EU
Wonder wtf they were thinking when they decided to add this…
Chances are they were not thinking a lot :P
Much like the arrowcart patch, how many people, the last 8 months, have asked the following?:
- Please increase siege damage with 100%!
- Please, we need traps in world vs world, it is going to be the best!
Traps were a very well thought about addition to the game…
Gone make a meme thread about traps too on your forum? Seriously asking, because last one was sooo good :p.
I set a deadline for myself to when I wanted to see an AC fix, I went for 13th of this month. They announced the patch to be the 14th so yea, sure I can wait 1 extra day. They added traps and I could still defend bay while watching a movie and clicking ‘1’ on the arrowcard. Hills is even worse and I don’t think I have flipt garrison since the AC buff. Game is ruined for my playstyle, another game budged for the ‘unskilled’ ones. The casual WvW players got what they want. I will keep the game in the hope they add GvG arenas or something with openfield combat. Till then I will barely play. Have fun all, Anet ain’t thinking the same as me about what WvW should be and I am going to spare myself the dissapointment that will follow in the upcoming patches.
Milkzz, I am disappoint. We made that one the second it was announced. Go check, it is in the same thread as the Arrowcart one. http://www.votf-online.net/index.php?/topic/4101-dear-arenanet/
Not as good as with the arrowcarts but we tried. All this forumfighting has been taking a toll on me but it is for the greater good.
7.2k+ hours played on Minesweeper
Good guilds will adapt. Bad ones will complain. If those guy let one thief do that to them 20 times, they are just bad. It is easy to counter.
Traps were a very well thought about addition to the game…
Gone make a meme thread about traps too on your forum? Seriously asking, because last one was sooo good :p.
I set a deadline for myself to when I wanted to see an AC fix, I went for 13th of this month. They announced the patch to be the 14th so yea, sure I can wait 1 extra day. They added traps and I could still defend bay while watching a movie and clicking ‘1’ on the arrowcard. Hills is even worse and I don’t think I have flipt garrison since the AC buff. Game is ruined for my playstyle, another game budged for the ‘unskilled’ ones. The casual WvW players got what they want. I will keep the game in the hope they add GvG arenas or something with openfield combat. Till then I will barely play. Have fun all, Anet ain’t thinking the same as me about what WvW should be and I am going to spare myself the dissapointment that will follow in the upcoming patches.
Milkzz, I am disappoint. We made that one the second it was announced. Go check, it is in the same thread as the Arrowcart one. http://www.votf-online.net/index.php?/topic/4101-dear-arenanet/
Not as good as with the arrowcarts but we tried. All this forumfighting has been taking a toll on me but it is for the greater good.
Hahah, I wish Anet still neglected WvW. Those were the good days.
First troll to receive 10/10
Best golem driver EU
Edit: quoted from another thread.
“Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?
Answer:
Yes, any “Enemy Player” can trigger the traps. This means that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone. "
/quote
Might have been a better option for the only thing that triggered the stealth killer trap be stealth, but that makes too much sense.
(edited by Tommyknocker.6089)
Seeing things like these make me regret not getting a refund when I had the chance. I can understand their strategy though once they get my money they don’t need me anymore. Make unpopular changes to discourage people from playing to save on server and bandwidth cost. Yes AC+80 and traps alone can get a few hundred people to stop logging in.Thanks Anet
I am confused, when was thief not the nr#1 WvW class?
Traps are just for trolls, not to say they do give out more of a war feeling to the game. I like it, less of a carebear game.
I guess I should take payment for teaching people to play now, but here goes…
The problem is, that if you do this, people can easily send one guy to run ahead, completely nullifying your tactic. So pathing… It works I have no doubts, but the funny thing about this is, you can’t do ANYTHING against it. If you have read up on your mechanics 101, you would know that you can use all instant casts while casting something else. Aka I can use my shadowstep 2000 range away, run in, in stealth, start planting, and the moment I start planting I teleport 2000 range away and the plant will still be right ontop of them (As showed by my lovely partner in the video on partner-cam 2 if I might add).
So they don’t see me coming, and unless they can kill me in 0.1 second it takes to use shadowstep, they are going to lose all their supplies.
The only way to counter shadowstepping thieves would indeed be to put up so many anti stealth traps that it would make the supply traps meaningless. And ofcourse that is if the thief runs into the traps, and doesn’t just infitartor arrows or shadowstep over them.
Thief OP yo.
No one is going to run 1200 range ahead, because everyone sticks to the commander/group leader. Which your own video also shows when the zerg is moving.
It’s rather biased saying that no one can catch you, considering that no one seemed to care about catching you, despite the fact that you were standing right on top of a lot of foes. No one even bothered to chase you just a little, once you were visible. Also, any skill you use, other players can use as well. So considering you just blew all your skills and most of your initiative on placing a trap, you are left pretty vulnerable, should anyone actually want to chase you.
Going over your video, here’s what any other profession could have done, without using any skills:
0:43 – Place a trap on Durios bridge
1:00 – Place a trap on road at Quentin flag post
1:06 – Place a trap at entrance to Danelon
Hell, if you had thought about it just a little, you could had use that 2000 range movement to run ahead of the zerg, and place the trap yourself.
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
(edited by Kasama.8941)
No one is going to run 1200 range ahead, because everyone sticks to the commander/group leader. Which your own video also shows when the zerg is moving.
It’s rather biased saying that no one can catch you, considering that no one seemed to care about catching you, despite the fact that you were standing right on top of a lot of foes. No one even bothered to chase you just a little, once you were visible. Also, any skill you use, other players can use as well. So considering you just blew all your skills and most of your initiative on placing a trap, you are left pretty vulnerable, should anyone actually want to chase you.
Going over your video, here’s what any other profession could have done, without using any skills:
0:43 – Place a trap on Durios bridge
1:00 – Place a trap on road at Quentin flag post
1:06 – Place a trap at entrance to DanelonHell, if you had thought about it just a little, you could had use that 2000 range movement to run ahead of the zerg, and place the trap yourself.
NO
They would not have been able to catch him. The only thing that might catch him is another thief, but no thief in a guild raid like that would run a build that could catch him. AND if you notice, they can shadowstep in and infiltrate out, this second one has no range limit. So he is uncatchable.
Even if he were catchable, it doesn’t matter, the damage is done, they’ve lost their supply. So what if he dies (he won’t btw).
Other classes could never be sure that people would hit their traps nor that it would be as effective. They would have to be very far out so the guild raid would not see them plant a trap. So very unlikely that those traps would have been hit. If the trap is not hit, you just wasted 10 supply from your team, 15 badges, 525 karma and time.
You cannot just go ahead of a zerg and place a trap, that is such a bad idea.
7.2k+ hours played on Minesweeper
Going over your video, here’s what any other profession could have done, without using any skills:
0:43 – Place a trap on Durios bridge
1:00 – Place a trap on road at Quentin flag post
1:06 – Place a trap at entrance to DanelonHell, if you had thought about it just a little, you could had use that 2000 range movement to run ahead of the zerg, and place the trap yourself.
If those professions also come with clearvoyance then sure. But here’s the thing, you dont know if they are really going there.
But only by placing the Trap right underneath their zerg can you guarentee that you hit them, and hit most of them.
Going back after watching the video and already knowing where the zerg went and then going “yah well, if you placed a trap at X, Y or Z it wouldve been just as effective”. Thanks Captain Hindsight.
And this was just a small zerg, larger zergs have scouts running ahead. they wouldve spotted the placing of the trap and/or triggered it before the zerg got there.
So in reality, a non-thief would place the trap and then hope that the enemy zerg actually triggers it. And not a random, or a scout, or have that zerg descide to go another route.
(edited by Terrahero.9358)