1200 range cluster bomb

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Posted by: Webley.1295

Webley.1295

I am sure you have all read these leaked patch notes

One of the changes states that cluster bomb has its range increased to 1200 units

I just wondered if cluster bomb got given a 1200 range if they intend on speeding up the projectile

its really slow at 900 units,

it would take an age to deliver on 1200

Lets hope this is noticed if the notes are true

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Posted by: Yuujin.1067

Yuujin.1067

The range was reduced to 900 from 1200. There was no mention of projectile speed. This just means Thieves in PvP using Cluster Bomb in hopes of getting over walls to deal damage to the people standing behind them won’t be able to do that at range anymore, while other classes remain uneffected.

CAUSE DEM CLUSTER BOMBS WERE REALLY HURTING FOLKS.

I’m actually very dissatisfied by this change and hope it gets reverted. It is bad enough we only have one choice of ranged combat in PvP but the number of nerfs Cluster Bomb has received (On top of it not benefiting from having a special 3 Dual Skill ability so no +5% crit or +5% damage) really shows ANet doesn’t know what to do with thief range.

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Posted by: randomfightfan.4091

randomfightfan.4091

I think it’s funny that you wrote the complete opposite of what’s actually happening. The only semi-good thing about this change is that it’s forcing thieves into a melee position (where they truly belong). This MIGHT help make a few terrible thieves start meleeing and do damage instead of sitting at max range in a desperate attempt to stay alive while doing nothing.

Check out my page for some good thiefisms :)
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid

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Posted by: Yuujin.1067

Yuujin.1067

I think it’s funny that you wrote the complete opposite of what’s actually happening. The only semi-good thing about this change is that it’s forcing thieves into a melee position (where they truly belong). This MIGHT help make a few terrible thieves start meleeing and do damage instead of sitting at max range in a desperate attempt to stay alive while doing nothing.

That’s fine for dungeons. Quite frankly, there are very few situations where you actually need a shortbow in a dungeon, and even fewer when it is the ‘best choice.’ Unfortunately, in PvP there are some situations like when you are firing up at tower walls or shooting down from there where that range would come in handy.

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Posted by: randomfightfan.4091

randomfightfan.4091

I think it’s funny that you wrote the complete opposite of what’s actually happening. The only semi-good thing about this change is that it’s forcing thieves into a melee position (where they truly belong). This MIGHT help make a few terrible thieves start meleeing and do damage instead of sitting at max range in a desperate attempt to stay alive while doing nothing.

That’s fine for dungeons. Quite frankly, there are very few situations where you actually need a shortbow in a dungeon, and even fewer when it is the ‘best choice.’ Unfortunately, in PvP there are some situations like when you are firing up at tower walls or shooting down from there where that range would come in handy.

Very true but I don’t think this cluster bomb nerf is that big of a deal in those situations compared to the auto attack no longer heat seeking nerf or the nerf to shadow steps. I know whenever I tried to shoot anything that wasn’t either walking in a straight line or standing still, the bow would just miss. Also almost every time I shadow step to or from somewhere, I get rubber banded at least a little bit now. They are really gutting the class by tacking more bugs on instead of fixing them.

Check out my page for some good thiefisms :)
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid

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Posted by: Yuujin.1067

Yuujin.1067

I think it’s funny that you wrote the complete opposite of what’s actually happening. The only semi-good thing about this change is that it’s forcing thieves into a melee position (where they truly belong). This MIGHT help make a few terrible thieves start meleeing and do damage instead of sitting at max range in a desperate attempt to stay alive while doing nothing.

That’s fine for dungeons. Quite frankly, there are very few situations where you actually need a shortbow in a dungeon, and even fewer when it is the ‘best choice.’ Unfortunately, in PvP there are some situations like when you are firing up at tower walls or shooting down from there where that range would come in handy.

Very true but I don’t think this cluster bomb nerf is that big of a deal in those situations compared to the auto attack no longer heat seeking nerf or the nerf to shadow steps. I know whenever I tried to shoot anything that wasn’t either walking in a straight line or standing still, the bow would just miss. Also almost every time I shadow step to or from somewhere, I get rubber banded at least a little bit now. They are really gutting the class by tacking more bugs on instead of fixing them.

Yeah my biggest issue with the Cluster Bomb change is that it wasn’t very useful to begin with. Half the time when you fired it down off of a tower the projectile path would hit the ground and you’d spend more time positioning yourself than actually dealing damage with it. The reverse situation, firing it up, there is no way to guarantee that when it splits apart it will go where you want it to.

The only time the ability feels useful is at close range. This change just reaffirms that.

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Posted by: daros.3407

daros.3407

Just another exaple why i hope those notes are fake. Half of thiefs changes are just terrible.

(edited by daros.3407)

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Posted by: Seven Dreamsong.9802

Seven Dreamsong.9802

as said above, its the opposite.
if the notes are true, they’re nerfing clusterbomb to have a shorter range.

thieves only had CB as 1200 ranged weapon attack. its already compromised
with its very slow flight and arc. not to mention the auto attack on sb
was already nerfed before.

that change would mean, thieves would be the only class without 1200 weap
range. in pve, thieves are already on a low tier for dungeon grouping, and nerfing
the few ranged options they have is not promoting diversity. (not really sure how
to take the pistol’s added ricochet, since p/p was mostly used on single bosses anyway)

either keep the already flawed CB as the class’ only 1200 weap attack, or give us
access to a longbow or something.

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Posted by: Sarrow.2785

Sarrow.2785

I would be fine with 900 max range on weapon sets IF thieves had a decent in/out. Shadowstep return duration is too short to get much done. Steal only gives you a one-way ticket. Infiltrators strike is getting nerfed so that it underperforms once more and doesnt have the burst besides… youre not leaving us with many options.

Admiral Mournn, Tarnished Coast

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Posted by: DeckerDontPlay.1639

DeckerDontPlay.1639

This makes me sad.

Sixes – KUM – Maguuma

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Posted by: Zepidel.5349

Zepidel.5349

I think it’s funny that you wrote the complete opposite of what’s actually happening. The only semi-good thing about this change is that it’s forcing thieves into a melee position (where they truly belong). This MIGHT help make a few terrible thieves start meleeing and do damage instead of sitting at max range in a desperate attempt to stay alive while doing nothing.

Idiots with pistols trying to be useful you mean. You realize how scary a sb zerker thief can be in WvWvW or SPvP/TPvP when no one cares to engage/notice them wile they spam trick shot and cluster bomb on 3+ ppl on a objective? Cluster bombs crits for 4-6k at 1200 range thats every 3 seconds or so + trick shots hitting for 2-3k crits.

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Posted by: crouze.3078

crouze.3078

Am i the only one around here who doesn’t give a kitten about this change?

What we are losing is a good skill to pull a group of mobs in PvE.

At 1200 range its unreliable anyway because of the projectile speed.

900 range is a nerf… but it does not hit us that hard.

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Posted by: Zepidel.5349

Zepidel.5349

Am i the only one around here who doesn’t give a kitten about this change?

What we are losing is a good skill to pull a group of mobs in PvE.

At 1200 range its unreliable anyway because of the projectile speed.

900 range is a nerf… but it does not hit us that hard.

I bet you think P/P is good too

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Posted by: crouze.3078

crouze.3078

Am i the only one around here who doesn’t give a kitten about this change?

What we are losing is a good skill to pull a group of mobs in PvE.

At 1200 range its unreliable anyway because of the projectile speed.

900 range is a nerf… but it does not hit us that hard.

I bet you think P/P is good too

no, even with the range nerf on sb, its still way better then P/P

They rly should either change p/p more into condition damage or change pistol #1 into physical damage.

having the auto attack dealing condition damage while the “high damage” skill is physical damage is just stupid.

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Posted by: Daecollo.9578

Daecollo.9578

Shortbow should be condition damage, P/P should be direct.

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Posted by: Seven Dreamsong.9802

Seven Dreamsong.9802

that’s just it though. as you said, CB is already ‘unreliable’ due to its
compromises on the long flight time and arc. its thieves’ only 1200
range weapon attack. all other classes have that.
autoattack on SB has already been nerfed too.

it isn’t op in pve, and changes again supposedly due to pvp are
nerfing it down even further. in wvw zergs, any class can go unnoticed
as they drop their skills while in the crowd, and other classes have
more powerful skills than cb as well.
its mostly used since its their only viable choice for a ranged aoe
(even with ricochet, p/p is mostly used for single targets)
nerfing an adequate weaponset just to make others look nicer is not
promoting build diversity.

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Posted by: Taobella.6597

Taobella.6597

i am sad that this being nerf i think it fair. only sad aspect of cluster nerf is not being able to shoot over tower now with out getting stuipedly close to the wall.

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Posted by: Kuju.2153

Kuju.2153

This is one of the “leaked” changes that to me invalidates it (at the very least it’s accuracy). Moving CB to 900 from 1200 makes no sense as every other class has the ability to already hit with damage from 1200+ (even guard has 4 attacks with scepter/staff). This would really cripple a class that already performs pretty low in ZvZ combat in WvW. Unless we’re all supposed to go venom share to really help our groups out….. right :P.

In Spvp it would probably hurt a bit having to move in and not be able to stand on certain ledges for good positioning. It would be just another downside in tpvp point battles. I don’t PVE a lot, but I’m guessing it would hardly be an issue. I think I already stand on 900 range in PvE just to ensure I keep autoattack going and poison field down to spread weakness.

(edited by Kuju.2153)

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Posted by: Slaunyeh.9852

Slaunyeh.9852

The only semi-good thing about this change is that it’s forcing thieves into a melee position (where they truly belong). This MIGHT help make a few terrible thieves start meleeing and do damage instead of sitting at max range in a desperate attempt to stay alive while doing nothing.

I, on the other hand, am of the radical opinion that every weapon should be viable. If thieves have access to ranged weapons, it should be because they can “belong” at range.

But I’m one of those terrible thieves, so feel free to ignore.

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Posted by: Delfy.5128

Delfy.5128

Hi, i have to say i am really sad about this change as WvW runner, because WvW is last thing which keep me with this game. AN said us you can do anything with any class, but this change saying – No thief you have to be strict melee (one to one) and dont to dare do anything else. I mean in WvW is this class death for running with zerg or def. Walls ( only you can do now is hide and solo one to one some alone runners).
I dont really understand why this AN doing this, if cluster bomb is so strong they should remove condition – bleeding – or put down dmg, not made whole class short range only. Anyway in PvP or PvE is range of thief short bow not so important ( i never used short bow in PvP anyway and in PvE is good just for pulling), but for me as strict WvWer is essencial.
I stop crying here and probably move to some other game ( dont take me wrong GW2 is good game and i still come to back time to time help my guild in WvW raids with my guard). Just to feel bad to waisted so much time to make my thief legendary short bow even i hate ponies.
(Really sorry for my bad English)

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Posted by: Laeir.5197

Laeir.5197

The new 900 range on Cluster Bomb is a game changer in WvW. It removes the ability for Thieves to hit certain structures, and it means they need to stand in all the 1200 ranged red circles to land Cluster Bomb in a straight up stand-off. I guess I’ll have to shrug off being a third wheel at keep takes, but large scale open-field fights are going to require some adjustments. I’m looking at using Shadow Step to teleport in, dumping Cluster Bombs, and then teleporting back out. I’d like to use Sword/x to do that but I’m uncertain about living 10 seconds for the weapon swap, so I’d probably just flail around with the sword a bit and then get out. I’m also thinking about speccing for Tricks and pulling some poor dude to his death every 16 seconds with Scorpion Wire. It’s a cheap trick, but at least it has 1200 range