(edited by Knuckle Joe.7408)
Buff hidden killer
Suggestion A would be OP – it would really be game breaking as stealth alone is pretty powerful and you can’t just dodge around in good hope. The passive blocks need to be further reduced, then BS will be fine again.
But you’re right, in comparison to no quarter Hidden Killer is weak. I have no real idea how to improve this yet, though, going to think about it.
ETA²: And yes, Option C is also OP
ETA: But to be honest, I’d like to know how anet is seeing the future of pvp/wvw – I killed a daredevil with CnD and backstab yesterday (in wvw), so we’re at pre ferocity patch damage wise again.
(edited by Jana.6831)
ETA²: And yes, Option C is also OP
I meant vulnerability instead of invul lol, my bad that would be horrible.
Alright, I wondered what “10 stacks of invulnerability” were
Vulnerability is best applied before a backstab – I still can’t stick around and do my AA chain so for now the stacks would be wasted.
But: no quarter or even executioner and panic strike work that well because all of us are mostly zerker anyway. Together with runes of the pack you have frequent backstabs. With hidden killer you can go theoretically bunker and still dish out big blows. Maybe that was how it was intended. Problem is that the whole game has changed.
I’d rather see it just remove a condition on Reveal to give HK an in-between of sustain and consistency rather than just pure damage like on NQ or pure sustain like IP. HK is amazing because it lets the thief run valkyrie or more bruiser-based, but a lack of ferocity kinda hurts this and usually makes NQ the more appealing option, anyways, from permanent fury. This also has good synergy with SA for cleansing DoT on stealth and control conditions on reveal, and bumps DA/CS as a valid combination for damage with such cleanses, rather than feeling the absolute need to run SA/DD since our condi removal utilities are horrible, and shadowstep typically needs use as a teleport/stunbreak and is on a long cooldown.
The “10 vuln” idea I’d rather see moved to CnD, and has been something I’ve been toying with for a little while as a concept, such that it applies three sets of 5 stacks of vuln with different durations as to promote leaving stealth quickly for extra damage but being slightly better than right now for trying to sustain with stealth. It also bumps OH dagger’s viability a little to get a bigger backstab/overall numbers, and lets P/D condi tick a bit more on its first and second ticks while maintaining more long-term stacked vuln between sneak-attacks, while not pumping D/P or just buffing CnD again due to BV’s unblockable nature. Ideally we should be trying to cut down on unblockable backstabs as much as possible, as that’s a little un-fun imho.
So revised CnD would be something like:
Applies:
5 vuln (6s)
5 vuln (2s)
5 vuln (1s)
So HK gets a cleanse dissuading the need for pushing into SE opening up CD/LR in SA or giving SA awesome cleanses from stealth, drops dependency on Trickster as a cleanse depending on build, bumps thief’s condition cleansing overall which is relatively poor, makes CS attractive, and helps D/D get some extra damage over D/P with its lower utility.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
I use hidden killer only because I hate having a backstab not crit, but it is a very weak GM trait at this point in time.
A) still only applies to 1 skill.
B) Seems a lot more friendly towards other sets
C) could be good for all sets, just to add a rotation into your play style to leave them very open.
D) rather they not make revealed such an easy thing to apply for some professions. cough scrapper….
E) Again only really applies to 1 skill, although has a little thought behind it.
I’ve seen someone suggest it before on a thread I made, hidden killer should augment all stealth skills individually like making backstab 100% critical hit, and different effects for the other skills. Could be something like,
[Sneak Attack] Pierces
[Tactical Strike] Increase effects by 100% (10 seconds of blind or 4(3 in pvp) seconds daze.
[Trick Shot] Bounces up to 2 additional enemies.
[Hook Strike] Gain quickness for 2 seconds
break. I feel like they should be back by now..”
I agree that Hidden Killer is generally weak and I would like to see something done to it. Unblockable would be nice start. Quick Pockets is also a very under-performing GM trait.
“Youre lips are movin and youre complaining about something thats wingeing.”
I agree that Hidden Killer is generally weak and I would like to see something done to it. Unblockable would be nice start. Quick Pockets is also a very under-performing GM trait.
I have actually begun using QP in an s/d build. It just needs a slight tweak. Someone (Maugterr?) suggested when specced it lowers cooldown to 5 seconds on weaponswaps. I kind of think a better fix might be just adding one more ini or perhaps make it 2 ini and 5 second cooldown on weaponswap.
if we want to buff hidden killer i would love it to rip boons or maybe even corrupt them.