(edited by Serious Thought.5394)
Daily reminder, things Thief has wrong
Bandits defense should be a stationary round-house area knockdown or knockback kick.
NSP
Withdraw still needs 10%
Twitch Stream
Withdraw still needs 10%
This
also hey Luto.
My moves are fresh, like my groceries.
#TeamEvonforever
Bandits defense should be a stationary round-house area knockdown or knockback kick.
Needs to be a flip over skill that lets you activate the kick whenever you want to for a limited duration.
1. True
2. What?
3. Good suggestion but we need to wait for next balance patch…
4. Doesn’t really matter
5. This is true for all skills, that’s why burning speed + Lightning flash works.
6. True
7. If you don’t like how it works don’t use it
8. This is true for any chain (excluding Mesmer scepter)
9. It’s been 6(?) months. Get over it.
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
Additional reminder:
- If you nerf the damage dealers of the game (warrior and thief), you get a bunker meta that is now ruining PvP.
I was just reading the PvP forum and laughing so hard as I watch it implodes and on how the Thief community had seen this happening way back from 2013.
Good job ArenaNet. Good job.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Bandits defense should be a stationary round-house area knockdown or knockback kick.
Needs to be a flip over skill that lets you activate the kick whenever you want to for a limited duration.
Nah, the way it works if fine. What needs to happen is that the kick needs to be evade frames. This maintains the semi-uncontrollable nature and makes it a reactive action (because having it be a preparatory action you can use on a second target could be potentially overpowered) but doesn’t actively punish you for using the skill properly in larger fights.
If we just make the skill evade during the kick, its use would remain the same, it just wouldn’t accidentally murder you. In addition it would slightly synergize with DDs other “on evade” traits.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
1. True
2. What?
3. Good suggestion but we need to wait for next balance patch…
4. Doesn’t really matter
5. This is true for all skills, that’s why burning speed + Lightning flash works.
6. True
7. If you don’t like how it works don’t use it
8. This is true for any chain (excluding Mesmer scepter)
9. It’s been 6(?) months. Get over it.
2)Most of the Thief players (myself included) would prefer Palm Strike coming first and not second, which means we could land the entire Fist Flurry.
3) I’m still baffled as to why most Thieves are reluctant on this when Mesmers got Illusionary Persona.
4) It does matter because then Anet might do what they did to steal and try to stealth nerf it or will pull an Ankle Shots “well uh hurr durr, its not intended so we took it off”.
5) Then its a game wide issue to fix.
7) I don’t use the skill because it BARELY works. I use it in my pistol build for the 1200 range knockdown and passive cc reflector negation (throw wire, dodge back).
8) It’s not true for Fist Flurry/Palm Strike which is what I try to do personally. Daze, stun, knockup, stomp.
9) Added for others. I don’t care about it.
Nah, the way it works if fine. What needs to happen is that the kick needs to be evade frames. This maintains the semi-uncontrollable nature and makes it a reactive action (because having it be a preparatory action you can use on a second target could be potentially overpowered) but doesn’t actively punish you for using the skill properly in larger fights.
If we just make the skill evade during the kick, its use would remain the same, it just wouldn’t accidentally murder you. In addition it would slightly synergize with DDs other “on evade” traits.
It kicks the first thing to have hit you after activating it. I’ve nearly kicked my way off a cliff after getting hit by a yellow name critter that had happened to have been hit by someones random aoe and agro’d us, normally I’d just end up kicking my way into a worse situation or I have to bug out completely . If the thief forums are fine with it working this way then I’ll just accept that but I think the kick part of this utility negates the first blocking part.
NSP
None of it will get fixed.
The thing you need to remember about our ANet Rep is: Our guy doesn’t know how to play a thief.
Hense his method of changing how we play: making the class seem more varied by nerfing our meta until it’s as un-viable as everything else we have. See? And so far it’s worked. Just look at our old D/D, D/P, S/D, S/P, P/P builds we all enjoyed for the first year or so. They ruined them and forced us to move on to other (less)effective builds, thus changing the meta.
As far as the skill changes like Scorp Wire go, that doesn’t need a fix. it worked just fine when he tested it on a enemy on a flat test level. We just don’t understand that one.
Kitten it
I’m going to train until I can win against any class with the worst class in the game.
I’m going to Dan Hibiki my way through Evo, watch.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Nah, the way it works if fine. What needs to happen is that the kick needs to be evade frames. This maintains the semi-uncontrollable nature and makes it a reactive action (because having it be a preparatory action you can use on a second target could be potentially overpowered) but doesn’t actively punish you for using the skill properly in larger fights.
If we just make the skill evade during the kick, its use would remain the same, it just wouldn’t accidentally murder you. In addition it would slightly synergize with DDs other “on evade” traits.
It kicks the first thing to have hit you after activating it. I’ve nearly kicked my way off a cliff after getting hit by a yellow name critter that had happened to have been hit by someones random aoe and agro’d us, normally I’d just end up kicking my way into a worse situation or I have to bug out completely . If the thief forums are fine with it working this way then I’ll just accept that but I think the kick part of this utility negates the first blocking part.
That’s the intended behavior really. The point is that it’s a timing based skill, which is why the block is so short. The problem is that, even when you use it properly (say to block>CC a big burst in a team fight or something) the two seconds it takes to do the kick animation leaves you vulnerable to damage and unable to do anything about it.
If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.
I think the timing and automatic retaliation is an important part of balancing the low cooldown by making it harder to use at peak effectiveness, the problem is that using it at peak effectiveness can get you killed.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
That’s the intended behavior really. The point is that it’s a timing based skill, which is why the block is so short. The problem is that, even when you use it properly (say to block>CC a big burst in a team fight or something) the two seconds it takes to do the kick animation leaves you vulnerable to damage and unable to do anything about it.
If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.
I think the timing and automatic retaliation is an important part of balancing the low cooldown by making it harder to use at peak effectiveness, the problem is that using it at peak effectiveness can get you killed.
You’ve changed my mind on that, or at least I’m going to give it a fresh shot and try to think of it more in that angle. I do miss using it, it’s just fun to do and makes me look legit when my Daredevil is in a big fight, like when The Foot ganked Michelangelo on the roof top in TMNT.
NSP
Additional reminder number 9001:
If you use steal right after a teleport starting just outside of steal’s range, the skill will not trigger even though you land inside its maximum distance.
Now if you repeat this process, but cast steal a bit later after the teleport, it should work just fine.
Don’t forget to add Flanking Strikes not getting any benefit from Trickster as well as it having the same name as Flanking Strike.
Kitten it
I’m going to train until I can win against any class with the worst class in the game.
I’m going to Dan Hibiki my way through Evo, watch.
Do that for a really long time and then switch to an overpowered class and you’ll feel like this; https://youtu.be/GYysLFru7u8?t=18 =/
the kick needs to be evade frames.
This is a wonderful suggestion.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.
The problem with BD is the dilemma of when to use it.
Should you time the block correctly to get the intended KD?
Or should you save it as a stunbreak instead?
The only real time that I’ve used both stunbreak and block+counter effectively is when a Thief petrified me with BV, so I popped this to stun break, then blocked the backstab and knocked them down. Other than this very specific scenario, BD is just a low CD stunbreak. Waiting for a perfect timing to use it in a large fight will get you killed even if you manage to KD someone.
Also I doubt that they will give us stunbreak, block, evade, and KD, all in one skill with a 15 sec CD. It would probably end up with a 30s-40s cooldown which will lose its appeal of a low CD stunbreak.
To be honest, even if they removed the KD, BD will still be fine as is. A 12s-15s stun break is hard to come by.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
To be honest, even if they removed the KD, BD will still be fine as is. A 12s-15s stun break is hard to come by.
I’m quoting too much today.
This, or evade frames.
I’d even argue that in most normal cases not having the Kd would be better.
Question for anyone that has tested, are you be able to -block- a close range reveal in stealth with BD?
If so, this could easily be the reveal counterplay we need.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
(edited by Azure The Heartless.3261)
583819kitteno.1938:Withdraw still needs 10%
This
also hey Luto.
Hello friend! o/
Twitch Stream
If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.
The problem with BD is the dilemma of when to use it.
Should you time the block correctly to get the intended KD?
Or should you save it as a stunbreak instead?
The only real time that I’ve used both stunbreak and block+counter effectively is when a Thief petrified me with BV, so I popped this to stun break, then blocked the backstab and knocked them down. Other than this very specific scenario, BD is just a low CD stunbreak. Waiting for a perfect timing to use it in a large fight will get you killed even if you manage to KD someone.
Also I doubt that they will give us stunbreak, block, evade, and KD, all in one skill with a 15 sec CD. It would probably end up with a 30s-40s cooldown which will lose its appeal of a low CD stunbreak.
To be honest, even if they removed the KD, BD will still be fine as is. A 12s-15s stun break is hard to come by.
That’s precisely why it’s such a good skill, aside from the animation lock-in of the kick animation. It’s versatile and creates multiple decision points in combat. More skills in the game should require the same sort of tough decision making.
GW1’s skill setup was all built around these kind of decisions in every fight. Every skill had conditionals and real opportunity costs associated, and gameplay was much more cerebral, dynamic, and strategic.
That’s what I like about BD. It feels like I made choices in combat and am rewarded or penalized for my choices rather than just automatically hitting a button in response to an action like a robot.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.
The problem with BD is the dilemma of when to use it.
Should you time the block correctly to get the intended KD?
Or should you save it as a stunbreak instead?
The only real time that I’ve used both stunbreak and block+counter effectively is when a Thief petrified me with BV, so I popped this to stun break, then blocked the backstab and knocked them down. Other than this very specific scenario, BD is just a low CD stunbreak. Waiting for a perfect timing to use it in a large fight will get you killed even if you manage to KD someone.
Also I doubt that they will give us stunbreak, block, evade, and KD, all in one skill with a 15 sec CD. It would probably end up with a 30s-40s cooldown which will lose its appeal of a low CD stunbreak.
To be honest, even if they removed the KD, BD will still be fine as is. A 12s-15s stun break is hard to come by.
That’s precisely why it’s such a good skill, aside from the animation lock-in of the kick animation. It’s versatile and creates multiple decision points in combat. More skills in the game should require the same sort of tough decision making.
GW1’s skill setup was all built around these kind of decisions in every fight. Every skill had conditionals and real opportunity costs associated, and gameplay was much more cerebral, dynamic, and strategic.
That’s what I like about BD. It feels like I made choices in combat and am rewarded or penalized for my choices rather than just automatically hitting a button in response to an action like a robot.
Yes, as is, it is really good. Take away the kick, it’s still good. But adding evade on kick will break it.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Bumping so this thread doesn’t die. Anyone find anything else?
Consume Plasma doesn’t give Quickness or Resistance. Even though it says “Gain all boons”
Oh Thief only class no burning.
That list is a good start, Serious.
How sad that it’s only a start. When I think about how much better my s/d was a year ago, I want to cry.
Ah well, time to get my dailies on my vanilla teef. I must be a masochist
I just finished. Swapped to my celestial revenant and started eating my pizza while playing. Siiiiiiiigh.
don’t forget we’re the only class without reliable access to knockback, and with scorpion wire being bugged, that makes us unable to move enemies at all (only stop them from moving)
Oh Thief only class no burning.
If only.
@Doggie What?
Light:
Mesmer Phantasm
Ele fire attune
Necro Dhuumfire
Medium:
Ranger Trap+torch
Engi Pistol+flamethrower+flame turret
Heavy:
Warrior Torch+traits+primals most of the time
Guardian…really?
Rev Mace+trait
Yep. Thief? I mean, like…some runes?
~~~If only I had burning I could be happy?
It breaks my heart how they wasted Torch on Warrior Berserker spec. It’s the weapon I wanted most.
I wanted longbow tbh. That or off-hand sword. But in the rifle/staff I wanted rifle.
I wanted longbow tbh. That or off-hand sword. But in the rifle/staff I wanted rifle.
Then we’ll continue to never have burning condi. I’m sure they’ll never simply just tag it onto one of our skills.
Drake venom. That or shortbow 5 becomes f3 (after balancing) and it becomes a burn field. All hail condimeta.
This is supposed to be “daily” not “every other day”.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Thrown a lot of Impairing Daggers at things under combo fields.
Never seeing cuddly warm hearts pop up.
(edited by Doggie.3184)
Its up there. Working as intended. Just like the Ankle Shots nerf.
Yup, just clarifying that it never worked and still isn’t.
Now the question is: How long till it’s fixed, along with other bugs?
https://www.youtube.com/watch?v=rTyN-vvFIkE
Just realized we also have 0 protection and only one means of stability. Time to add those.
I could add some:
-Poisons and traps still not worth using in any gametype (since release)
-Pistol/Dagger combo still not worth using in any situation
-Thief seems to be a dragon bc dragonhunters b-line me as soon I appear on the screen
And to the people asking for protection,stability,burning ect… it’s actually the wrong approach to give every class access to everything. The problem isn’t that thief has no access to those certain things, the problem is that too many classes have access to too much stuff. The result is that thief for example has no real place in any gametype bc you can just replace him with class x who does the same stuff thief can do but also brings a lot of other benefits.
The only thing I don’t get is swiftness. Why do thiefs have no easy access to swiftness? It seems a no-brainer to me if you just look at the archetype alone. Same goes for the +25% movement speed, which thief has the hardest time to get without gimping his build- Chronos for example get the passive effect of signet of shadows + “Don’t Stop” (acrobatics grandmaster trait) with just a minor trait……
As a thief, either you go runes or waste 1 passive slot or run around like a snail. Easiest way to solve this would be to make the +25% movement speed baseline for all classes and give the corresponding signets some actual uses.
(edited by kiyue.5817)
I’d even argue that in most normal cases not having the Kd would be better.
I need to try this tonight, but I’m pretty sure the KD can be stowed. So evade frames would be much better than removing the KD.
I’d even argue that in most normal cases not having the Kd would be better.
I need to try this tonight, but I’m pretty sure the KD can be stowed. So evade frames would be much better than removing the KD.
Nope, KD happens automatically right after blocking.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I’d even argue that in most normal cases not having the Kd would be better.
I need to try this tonight, but I’m pretty sure the KD can be stowed. So evade frames would be much better than removing the KD.
Nope, KD happens automatically right after blocking.
which is the whole cusp of the problem, because the channel time it takes to actually launch the KD is enough time to:
Soak 75% of your hp in AOES
Die
Get blocked and also die
Get interrupted
[its still a good skill but I cant handle the salt]
I’d be fine with just a plain stunbreak and a one second block on that KD.
OR
OR
an instant cast KD. A sped up animation would also be glorious.
Just give us the Warrior’s Kick anim and make the KD Channel like 1/4 second. DO IT
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
(edited by Azure The Heartless.3261)
I’d even argue that in most normal cases not having the Kd would be better.
I need to try this tonight, but I’m pretty sure the KD can be stowed. So evade frames would be much better than removing the KD.
Nope, KD happens automatically right after blocking.
which is the whole cusp of the problem, because the channel time it takes to actually launch the KD is enough time to:
Soak 75% of your hp in AOES
Die
Get blocked and also die
Get interrupted[its still a good skill but I cant handle the salt]
I’d be fine with just a plain stunbreak and a one second block on that KD.
OR
OR
an instant cast KD. A sped up animation would also be glorious.
Just give us the Warrior’s Kick anim and make the KD Channel like 1/4 second. DO IT
Nah, it has to be a Johnny Cage shadow kick.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Don’t get distracted, focus on the shadow kick.
You’re wrongly applying logic to Mortal Kombat — you can’t do that.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Don’t get distracted, focus on the shadow kick.
You’re wrongly applying logic to Mortal Kombat — you can’t do that.
BUT
THREE TIMES
I mean yes the shadow kick is amazing let us dye the afterimage but
THREE TIMES
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Don’t get distracted, focus on the shadow kick.
You’re wrongly applying logic to Mortal Kombat — you can’t do that.
BUT
THREE TIMES
I mean yes the shadow kick is amazing let us dye the afterimage but
THREE TIMES
Fine, let’s apply logic.
Raiden regenerates lost limbs in an instant unless you severe the same limb three times. This also apply to his head, thus removing the head one time will never work, and to really kill a god like him is to severe the head three times.
Much better now?
And no, that’s not official.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Don’t get distracted, focus on the shadow kick.
You’re wrongly applying logic to Mortal Kombat — you can’t do that.
BUT
THREE TIMES
I mean yes the shadow kick is amazing let us dye the afterimage but
THREE TIMES
Fine, let’s apply logic.
Raiden regenerates lost limbs in an instant unless you severe the same limb three times. This also apply to his head, thus removing the head one time will never work, and to really kill a god like him is to severe the head three times.
Much better now?
And no, that’s not official.
So what you’re saying is Raiden is a Hydra
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.