A bug and some tooltip/functionality issues

A bug and some tooltip/functionality issues

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Posted by: Zodryn.4216

Zodryn.4216

Bug: the Impairing Daggers utility does not act as a combo finisher.

Tooltip errors:
1) Dagger Training poison duration does not reflect the bonus from potent poison. The duration is extended though, this is just a tooltip thing.

2) Destroy Shadow Trap says “Teleport back to your existing trap early, destroying it and setting it on cooldown.” It does not teleport the user, it causes a shadowstep. I believe this should be changed to a teleport, as you can only return to the place you laid the trap, similar to Mesmer Portal. Also, it is highly unreliable as a shadowstep due to pathing errors. Shadow Pursuit should remain a shadowstep to avoid following players into keeps etc.

A bug and some tooltip/functionality issues

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Impairing Daggers is not flagged as a projectile, which is odd, thus not a combo finisher.

IRC, Distracting Dagger is the same thing.

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A bug and some tooltip/functionality issues

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Posted by: Zodryn.4216

Zodryn.4216

The tooltip on IP says that it is a projectile finisher. Do you mean it doesn’t register as a projectile for purposes of reflects and such? That may also be a bug. Distracting Daggers does properly combo though.

A bug and some tooltip/functionality issues

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Posted by: Xeyon.6419

Xeyon.6419

My only concern with the change to Shadow Trap, would be players using it to get back into keeps, since the duration is rather long. However, with that said, the trap does require you not to die during its duration, and a few thieves making it back into a keep wouldn’t be that huge a deal. But as you know, if there is something to exploit, it will be exploited methodically, so I am sure it wouldn’t take long for full groups of thieves to go backcap towers.

A bug and some tooltip/functionality issues

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Posted by: Zodryn.4216

Zodryn.4216

My only concern with the change to Shadow Trap, would be players using it to get back into keeps, since the duration is rather long. However, with that said, the trap does require you not to die during its duration, and a few thieves making it back into a keep wouldn’t be that huge a deal. But as you know, if there is something to exploit, it will be exploited methodically, so I am sure it wouldn’t take long for full groups of thieves to go backcap towers.

On the other hand, a single mesmer can get an entire zerg back into a keep. I would see the issue if traps still had their hour long duration, but five minutes to get one person in is not bad compared to one minute to get 50 people in.

Edit: also the trap expires if you go too far out of range.

A bug and some tooltip/functionality issues

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Posted by: Xeyon.6419

Xeyon.6419

I agree with you there. It would take alot of effort to take bad enough advantage of it for it to be a problem, but I still could see it happening on a top tier WvW server, especially during the tournie seasons. And the top tier servers would be the people who would complain enough about it to get it overturned. Still would be worth implementing though, as that would still be only a minor issue at worst, should it even happen.