Ability to 'not use a minor trait'
You can deselect by selecting that ability on a different slot. Then swapping that out again..
Inactive: Guardian, Elementalist, Ranger, Thief (ex-main)
Leveling: Engineer, Necromancer
You can do that with MAJOR but NOT with MINOR trait.
I’ve noticed that problem with Projectile-based weapons, but with a melee-centered build it works just fine.
[NEX]
#swaguuma
Last Refuge is a big big big issue for some builds but that should be discussed in other places.
This is purely a request for them to allow us to deselect minor trait and have nothing in its place. It is a good idea because it is general mitigation for future issues like this.
It may take them months to realize just how bad idea is to force ‘last refuge’ as a non-choice trait.
Could you explain the problem with the trait-build? Thanks o.o
The problem is the stealth is completely outside your own control, and very often it will trigger while you’re in the middle of attacking and put Revealed on you, while you’re already about to die and need stealth most.
I thinkittenerally the only times I’ve had it actually work properly are when either the attack that triggered it also stunned me, or if I was attacked at a distance while trying to reach or flee from the enemy.
(edited by Grimwolf.7163)
I’m having the same difficulties. It feels like last refuge only wants to proc whilst I’m midway through a CnD.
Best part is when it activates and bam: Lupicus reset…
Tarnished Coast
Marcus.2643: Could you explain the problem with the trait-build? Thanks o.o
Answer: It is simple, if you are mid-action (call it action_A) which puts you outside of stealth and ‘last refuge’ triggers and puts you in the stealth during performance of action_A then you get ‘revealed’ debuf which prevents you going into stealth again. It is simply catastrophic for certain builds.
People already mentioned issue with it popping mid C&D.
Now, my build is even more sensitive to it since ‘last refuge’ has much larger time window in which it can ‘trigger’ and mess things up.
Imagine you are d/p build and you do ‘blinding powder’ plus HS combo for stealth while fighting 5 or more people alone. You will often que those two skills quickly one after another. If the ‘last refuge triggers’ in the middle of of ‘blinding powder’ you will go into stealth just to be revealed when your shot hits someone fraction of a second later and you will carry a revealed debuff now making you unable to stealth. If it triggers before or during HS same will happen, you go into stealth just to come out of stealth at the end of HS when you hit your target.
It is extremely annoying because it happens at the worst possible moment (when you are low on health) and can easily lead to death when one fights zergs alone. I can tell you that this trait probably accounts for 80%+ of my deaths.
In the case of my builds, this trait is like having a high chance (over 50%) to
1. LOSE 9 initiative points
AND
2. stealth to randomly fail
AND
3. get revealed debuff
at the worst possible moment (when you are at 25% health and being actively DPS-ed).
How is that a good idea?
So developers should let us simply disable the trait and put one big nothing in its place until they put something more reasonable there. Such option would solve similar issues in the future. While people are explaining what is the problem with ‘minor trait X’ and developers are taking the time to understand the issue and fix it, people can simply decide to remove it from the build and have one big ‘non-harmful’ nothing in its place.
(edited by Mufa.1326)
…and bump to this……I hope it is allowed. I simply think adding this feature is very simple (it merely requires you not to auto-populate minor traits on trait reset (as you already do for Major ones)), while it will save players and developers lots of headaches in the future.
I made this last night, go bump it up:
https://forum-en.gw2archive.eu/forum/game/suggestions/Disable-trait-option/first
Or they could just fix the bug where last refuge doesn’t cancel your current action.
No instants do though. Same thing would happen with blinding powder if you did it manually. The trait just needs to be changed. Just have it drop the same blind field as black powder shot at our feet or something.
This trait in it’s current form is a relic from the time Revealed didn’t exist and needs to be purged for the new world order.
I’d rather have ANet fix the Blinding Powder bug instead..
How about granting stealth on steal when health is below 25%?
The stealth will be instant like before, but on-demand instead of triggered automatically.
Or Stealth could Ignore the basic auto attack, and this issue would cease to exist.
Auto-attacks aren’t stealth attacks and the two cannot occur at the same time, no reason for the auto-attack to break stealth just screws up traits.
I think that the discussion about what should replace ‘last refuge’ should be left for some other topic.
Best part is when it activates and bam: Lupicus reset…
Oh I know right…
Best part is when it activates and bam: Lupicus reset…
Oh I know right…
This was happening to me so many times last run I gave up and went to WvW to reset my traits.
There is something seriously wrong with both the trait itself and Lupicus’s reset trigger.
Yes, Last Refuge is a very problematic trait.
Yeah, unfortunately good simple-to-implement ideas are not priority for these developers.
They are spending their time on more important things, such is forcing us to play temple for one whole week. Random map is too difficult to implement apparently ( or some nonsense about tracking meta for each map, instead of freezing everything about the team (traits/weapons/class etc) at tourney submit and forcing people to make team composition when facing uncertainty of map choice)….
…they are what they are, abysmal.