Elite Spec is Acrobatics V.2

Elite Spec is Acrobatics V.2

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Posted by: Ohoni.6057

Ohoni.6057

Basically, Daredevil has more “burst” dodge than old Acro did, but old Acro had much better sustain.

They still should not have nerfed old Acro.

Keep in mind, I don’t think that they nerfed old Acro because they wanted to take things from it and put it into the DD spec, I think it was because they intended for the DD spec to make dodging much more powerful, and thought that this would be OP if Acro was letting you dodge do often. Still not the right call to make, the Elite spec should be built off of what is already there, to be in balance with it, not to reduce the existing stuff to make room for itself.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Doggie.3184

Doggie.3184

I’m failing to see how fifty dollars is overpriced when that’s how much I’ve seen expansions go for since forever.

In much more expensive games, to boot.

That just means everything is overprices, and it is. Especially for digital content. But we all know how much of an awful planet this is. That’s why aliens never want to visit us.
If it wasn’t for Fallout 4 matching the going video game price with the correct amount of awesomeness, God would of probably opened his task manager and clicked end-task on Earth.

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Posted by: PopeUrban.2578

PopeUrban.2578

@Vincent

You literally said this was directly aimed at persecuting the customer.

That is the basis of your argument. Literally “they nerfed acro so they could sell it back to us”

Despite all evidence presented to the contrary, which you have refuted with nothing more than “I believe they are liars until something makes it in to the game”

My toxic comments are an illustration of the logical process that leads to your conclusion. Just because B happens after A does not mean A caused B.

I’m not being toxic for the sake of being toxic. I’m doing it to hold a mirror. Apperently I just don’t own a clear enough mirror to allow you to recognize your reflection. Thus, I apologise for those comments as they were wasted words that accomplished nothing.

The fact remains: Every expansion that adds build options is just as pay to win as this one. Any other belief is a fabrication. WoW expansions are all directly pay to win in the worst way. You are literally 10 levels behind before you buy them. SC2 expansions add new units on top of existing ones.

Even Anet’s own stance on making campaigns truly optional in GW1 ultimately didn’t work that way. I’m going to assume you were around for the release of factions and actively playing PvP. Tell me you could play competitively on a prophecies only account a week after factions release.

You could get by, and perhaps fill a meta role if you were the only guy on your team without it, but by and large options = power.

It’s absolutely not okay that acro can’t stand on its own. You’re trying to burn down DD in stead of taking the far more sensible approach of buffing acro’s functionality so it’s a viable alternative to SA on a non-elite built. We even have a thread currently talking about that which I notice you haven’t contributed to.

It seems you’re more interested in complaining than offering suggestions to remedy the problem.

Again I ask you, if you were in charge, what would you do to fix acro so it can stand on its own in a post HoT world?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Yet Daredevil gets 150 Endurance (which what Feline Grace was) and a whole plethora of other source of vigor, endurance, and evades.

Daredevil gets +50 endurance up front and +50 when you steal. There are traits to give a modest amount of endurance when you use a physical skill and when you use initiative on a staff skill (which is an evade-light weapon). There are 0 sources of vigor and no additional evades from the traits.

I’ve rephrased that already. I thought when I posted “other source” it was understandable that I meant other traits. See my correction above.

Daredevil does not give anything even remotely close to the same amount of evasion as the old Acrobatics – if you bother to do the math, new Acrobatics plus Trickery plus Daredevil (that is, all three trait lines) is still well behind what old Acrobatics plus Trickery did, and roughly on par with what old Acrobatics did on its own.

Let’s do the math.

Feline Grace effectively refunds 15 endurance, thus the cost of 50 endurance per dodge effectively now cost 35 — which allows for roughly 3 dodges with a full endurance bar. Three dodges costs 105 endurance under Feline Grace, meaning after dodging twice, you have to wait a bit before you can perform the 3rd dodge.

Now tell me how the old Feline Grace is better than having 150 endurance?

In fact, the +50 endurance up front and +50 endurance on steal, when combined with the trickery recharge, is barely on par with what the old Feline Grace did on its own – and they don’t play anywhere near as nicely with vigor as Feline Grace did.

Feline Grace on its own allows for 3 dodges — 150 endurance allows for 3 dodges.

Which part is confusing here?

Claims that Daredevil is the old Acrobatics are highly exaggerated and not grounded at all in what the new traits actually say they do.

Nobody is claiming that. The claim is, Daredevil is what Acrobat is supposed to be if ArenaNet have been honest and not have told us that they nerf Acro to control the number of evades, when in fact they are bringing some of the mechanic back as an Elite Spec.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: stof.9341

stof.9341

Now tell me how the old Feline Grace is better than having 150 endurance?

Are you the kind of people that won’t see the benefit of having 33% damage mitigation compared to having 50% more HP?

Here’s the hint. Once you dodge three times, you use Signet of Agility. What does it mean?

- With Feline Grace, you’ll be able to dodge 3 times again with a small pause.
- With the DD minor trait, well Signet of Agility gives 100 endurance so you’ll be able to dodge twice only.

Net result : 1 nearly full dodge advantage for Feline Grace.

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Posted by: Niels.5396

Niels.5396

They nerfed Acrobatics to the ground and then added this kitten. They are making it seem like a new addition or a buff but this is just bullkitten. We could already do 3 dodges! They didn’t even give us ricochet back! What the hell!

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Posted by: PopeUrban.2578

PopeUrban.2578

Yet Daredevil gets 150 Endurance (which what Feline Grace was) and a whole plethora of other source of vigor, endurance, and evades.

Daredevil gets +50 endurance up front and +50 when you steal. There are traits to give a modest amount of endurance when you use a physical skill and when you use initiative on a staff skill (which is an evade-light weapon). There are 0 sources of vigor and no additional evades from the traits.

I’ve rephrased that already. I thought when I posted “other source” it was understandable that I meant other traits. See my correction above.

Daredevil does not give anything even remotely close to the same amount of evasion as the old Acrobatics – if you bother to do the math, new Acrobatics plus Trickery plus Daredevil (that is, all three trait lines) is still well behind what old Acrobatics plus Trickery did, and roughly on par with what old Acrobatics did on its own.

Let’s do the math.

Feline Grace effectively refunds 15 endurance, thus the cost of 50 endurance per dodge effectively now cost 35 — which allows for roughly 3 dodges with a full endurance bar. Three dodges costs 105 endurance under Feline Grace, meaning after dodging twice, you have to wait a bit before you can perform the 3rd dodge.

Now tell me how the old Feline Grace is better than having 150 endurance?

In fact, the +50 endurance up front and +50 endurance on steal, when combined with the trickery recharge, is barely on par with what the old Feline Grace did on its own – and they don’t play anywhere near as nicely with vigor as Feline Grace did.

Feline Grace on its own allows for 3 dodges — 150 endurance allows for 3 dodges.

Which part is confusing here?

Claims that Daredevil is the old Acrobatics are highly exaggerated and not grounded at all in what the new traits actually say they do.

Nobody is claiming that. The claim is, Daredevil is what Acrobat is supposed to be if ArenaNet have been honest and not have told us that they nerf Acro to control the number of evades, when in fact they are bringing some of the mechanic back as an Elite Spec.

Feline grace was more effective on virtue of the same math that commonly makes damage resistance a superior option to more HP in other games.

Feline grace effectively makes every dodge cheaper, which means every incoming source of bonus end (like those from dagger, signets, and vigor) count for a greater potion of a single dodge.

The new line does not increase effective end. It increases raw end. it’s basically the difference between having high armor or high HP.

Old feline grace was overly much armor. new feline grace is not enough hp regen, and DD is a bigger buffer with some nice heals.

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Writer/Director – Quaggan Quest
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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

@Vincent

You literally said this was directly aimed at persecuting the customer.

That is the basis of your argument. Literally “they nerfed acro so they could sell it back to us”

Are you sure you’re accusing the right person?

Despite all evidence presented to the contrary, which you have refuted with nothing more than “I believe they are liars until something makes it in to the game”

Wow, pro-quotes man. Ever learn how to quote people?

You have just proven that you are not an honest person.

My toxic comments are an illustration of the logical process that leads to your conclusion. Just because B happens after A does not mean A caused B.

Your comment is called Strawman fallacy. A gross misrepresentation of my argument.

I’m not being toxic for the sake of being toxic. I’m doing it to hold a mirror. Apperently I just don’t own a clear enough mirror to allow you to recognize your reflection. Thus, I apologise for those comments as they were wasted words that accomplished nothing.

They are garbage, that’s what they are. They add nothing to the discussion other than to ad hom.

The fact remains: Every expansion that adds build options is just as pay to win as this one.

Are you admitting that this expansion is a “pay-to-win” just like other expansions of other games?

lol. Do you even read what you wrote before you post?

Any other belief is a fabrication. WoW expansions are all directly pay to win in the worst way. You are literally 10 levels behind before you buy them. SC2 expansions add new units on top of existing ones.

What other developers do in their games has no bearing on what ArenaNet do to their game. What I’m comparing is that the changes to the builds are available to everyone with or without the expansion, thus effectively remove the disparity among the players.

Perhaps this concept is too much for you to comprehend.

Even Anet’s own stance on making campaigns truly optional in GW1 ultimately didn’t work that way. I’m going to assume you were around for the release of factions and actively playing PvP. Tell me you could play competitively on a prophecies only account a week after factions release.

It never changes the fact that gating skills behind an expansion is perceived to be pay-to-win.

You could get by, and perhaps fill a meta role if you were the only guy on your team without it, but by and large options = power.

Meaning pay-to-win. You’re just keep proving my point.

It’s absolutely not okay that acro can’t stand on its own. You’re trying to burn down DD in stead of taking the far more sensible approach of buffing acro’s functionality so it’s a viable alternative to SA on a non-elite built. We even have a thread currently talking about that which I notice you haven’t contributed to.

Now I think you’re talking to the wrong person. I don’t dislike DD because of what happen to Acro, that was never my stand.

Acro should have been what DD is and DD should have introduced a far more better spec what it is now.

It seems you’re more interested in complaining than offering suggestions to remedy the problem.

Sigh, really? Feel free to read all my history post and tell me if you’re being an honest person.

Again I ask you, if you were in charge, what would you do to fix acro so it can stand on its own in a post HoT world?

You wouldn’t even ask this question if you have read my history posts — the answer is there.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Now tell me how the old Feline Grace is better than having 150 endurance?

Are you the kind of people that won’t see the benefit of having 33% damage mitigation compared to having 50% more HP?

Here’s the hint. Once you dodge three times, you use Signet of Agility. What does it mean?

- With Feline Grace, you’ll be able to dodge 3 times again with a small pause.
- With the DD minor trait, well Signet of Agility gives 100 endurance so you’ll be able to dodge twice only.

Net result : 1 nearly full dodge advantage for Feline Grace.

That has nothing to do with what’s being compared.

You can’t even dodge 3 times in a row with Feline Grace, more like dodge twice pause, then dodge again.

If we put it in the same time frame, both traits allow for 5 dodges using Signet of Agility — albeit DD’s trait is even better since the old Feline Grace has to pause after 2 dodges before dodging for the 3rd time, while DD can dodge 5 times in a row without pause.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: stof.9341

stof.9341

Stop the strawmans. The point is that since Feline Grace reduces the cost of dodging, the longer it gets the more dodges it gives you in comparison to DD.

Look at it that way : with DD first minor trait vs everything else, you get one extra dodge. That’s it. The fight can last 2s or it can last 2 hours, you get one extra dodge.

With old Feline Grace, assuming you never let endurance go to waste. In the course of a 2 hour fight, it gives you 300 extra dodges. What is better : 1 extra dodge or 300?

This doesn’t even take into account the insane synergy it has with Vigor that the old acrobatics line had good access to. Whereas DD extra 50 energy has 0 synergy with vigor.

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Posted by: Takato.4976

Takato.4976

Wait… So when you do pick this new trait line, are you still able to pick “trickery” ?

I haven’t bought the game due to waiting for thief specialization so I’m unsure about how this honestly works…

So mesmer with Chronomancer can still pick illusions ?

And I’m also a little disappointed that this is pretty much what acrobatics should have been, but Ill wait until tomorrow to judge.

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Posted by: Auesis.7301

Auesis.7301

Wait… So when you do pick this new trait line, are you still able to pick “trickery” ?

I haven’t bought the game due to waiting for thief specialization so I’m unsure about how this honestly works…

So mesmer with Chronomancer can still pick illusions ?

And I’m also a little disappointed that this is pretty much what acrobatics should have been, but Ill wait until tomorrow to judge.

You can take 2 of any of the existing Specialisations plus Daredevil (3 total as normal). What you can’t pick is a second Elite Specialisation when they come in to the game. You can have 3 cores or 2 cores + 1 Elite. So yes, Trickery + Daredevil is possible and probably going to be popular.

Gnome Child [Gc]
Resident Thief

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Posted by: Pikka.6023

Pikka.6023

Daredevil is finally making the thief interesting and competitive without the crutch of stealth. This is more like what the thief should have been from the very beginning of GW2. Stealth is a fundamentally terrible mechanic. The GW2 developers understood this and when they unveiled stealth they said it would not be a primary mechanic for thief and stealth would never last long , be short and tactical. Fast forward to the release of the game and they failed to develop an identity for the thief beyond stealth. Steal is the worst and least interesting profession specific mechanic and does nothing for the thief’s combat identity or feel. The reliance on stealth has made thief hard to balance and in some ways under-powered due to the fundamentally broken nature of stealth.

A staff thief can now operate as a truly nimble, strong, tactical fighter without relying on “the stealth dance”. Of course it would be better if this was the baseline for Thief and it was redesigned with less stealth and more of this varied, tactical evasion. But this is a step in the right direction.

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Posted by: Rain.9213

Rain.9213

Meaning pay-to-win. You’re just keep proving my point.

I find it hard to take your arguments seriously when you criticize Arenanet for allegedly selling you back old Acrobatics and calling it pay to win then go on to praise Final Fantasy 14 for increasing the level cap and making new gear that will make you stronger than anyone who didn’t pay for it.

I’m sorry… what is your definition of pay to win? Cuz I’m pretty sure everyone who doesn’t buy HoT can still play with HoT owners and not be insanely underpowered.

As for the $50 dollars price tag, I don’t see how you can justify paying $15 a month then get charged $40 for an expansion and be totally okay with it when GW2 was one initial payment worth about 4 months of subscription cost for most other sub MMO’s and we basically played the game for 3 years until an expansion finally came out worth another 3.5 months of subscription cost.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Stop the strawmans. The point is that since Feline Grace reduces the cost of dodging, the longer it gets the more dodges it gives you in comparison to DD.

Feline Grace never reduced the cost, rather it gives you a refund — it affects the endurance regen rate than anything else — it roughly reduces the time by 3s per dodge. You still need to have 50 endurance before you can dodge though.

Look at it that way : with DD first minor trait vs everything else, you get one extra dodge. That’s it. The fight can last 2s or it can last 2 hours, you get one extra dodge.

With old Feline Grace, assuming you never let endurance go to waste. In the course of a 2 hour fight, it gives you 300 extra dodges. What is better : 1 extra dodge or 300?

.

That is true no argument there, however if you scale the time frame down to a more realistic number, you can barely tell the difference.

In a 60s time frame, Feline Grace’s advantage is only 1 extra dodge.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Maugetarr.6823

Maugetarr.6823

sirvincentiii

Let’s do the math.

Feline Grace effectively refunds 15 endurance, thus the cost of 50 endurance per dodge effectively now cost 35 — which allows for roughly 3 dodges with a full endurance bar. Three dodges costs 105 endurance under Feline Grace, meaning after dodging twice, you have to wait a bit before you can perform the 3rd dodge.

Now tell me how the old Feline Grace is better than having 150 endurance?

The old FG stacked with vigor. Yes it allowed for 3 initial dodges the same way this new trait allows for 3 initial dodges, the difference being that the dodges available afterwards. Old FG without vigor allowed for a dodge ever 7 seconds and a dodge every 3.5 seconds with vigor after all endurance has been expended. This trait keeps the endurance regen in such a way that you will only generate 1 dodge every 10 seconds without vigor and 6.66 seconds with vigor (even if it were 1 every 5 seconds with the old vigor, that’s still ~43% longer than what the old feline grace was capable of).

Yes, I’m mildly annoyed that they nerfed our old acrobatics. Yes, it was a little too strong, but could’ve been fixed with some number tweaking on FG. That said, they made a lot of great traits to enhance our dodging capabilities in this line, so overall I like the direction they went. I think acro could use a retool now so that it has a more cohesive design that overlaps less than what these two now do.

Blank Players [BDL]-Anvil Rock
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Rebalance Ideas for Thief

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

sirvincentiii

Let’s do the math.

Feline Grace effectively refunds 15 endurance, thus the cost of 50 endurance per dodge effectively now cost 35 — which allows for roughly 3 dodges with a full endurance bar. Three dodges costs 105 endurance under Feline Grace, meaning after dodging twice, you have to wait a bit before you can perform the 3rd dodge.

Now tell me how the old Feline Grace is better than having 150 endurance?

The old FG stacked with vigor. Yes it allowed for 3 initial dodges the same way this new trait allows for 3 initial dodges, the difference being that the dodges available afterwards. Old FG without vigor allowed for a dodge ever 7 seconds and a dodge every 3.5 seconds with vigor after all endurance has been expended. This trait keeps the endurance regen in such a way that you will only generate 1 dodge every 10 seconds without vigor and 6.66 seconds with vigor (even if it were 1 every 5 seconds with the old vigor, that’s still ~43% longer than what the old feline grace was capable of).

Yes, the potential amount of dodges you can do is better, sure. However, in practicality, you’re not dodging every time you get 50 endurance. In fact, due to other things we’re doing (like DPSing), endurance are allowed to refill without using dodge. Thus, a larger canister of endurance is better in practical use and either trait would have to rely on other means to gain endurance.

Yes, I’m mildly annoyed that they nerfed our old acrobatics. Yes, it was a little too strong, but could’ve been fixed with some number tweaking on FG. That said, they made a lot of great traits to enhance our dodging capabilities in this line, so overall I like the direction they went. I think acro could use a retool now so that it has a more cohesive design that overlaps less than what these two now do.

I’m not denying that the DD trait line is good, in fact, I like it a lot. I am as annoyed as you about this and to the similarity of old FG to the 150 endurance trait.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
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Posted by: babazhook.6805

babazhook.6805

Consider other sources of endurance based upon a given pool when trying to make comparisions as to what gets more dodges.

As example the pool is now 150 if one takes DD line.

A sigil of energy restores 50 percent of endurance. Will this be 50 or 75?
A sigil of Stamina restores 100 percent of endurance. Is this 100 or 150?
The Rune of the adventurer restores 50 percent. Is this 50 or 75?
Hard to catch restores all endurance after a stun will this be 100 or 150?
A signet of agility restores all endurance when used. is this 100 or 150?

If it the higher number, that a pretty nice boost to how powerful a Signet of Agility just as an example and not one that could happen with the old FG and lower capped pool.

These all work better if the pool higher and if the amount restored based on that higher pool.

(edited by babazhook.6805)

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Posted by: Eponet.4829

Eponet.4829

This doesn’t even take into account the insane synergy it has with Vigor that the old acrobatics line had good access to. Whereas DD extra 50 energy has 0 synergy with vigor.

It does however have synergy with steal cooldown reductions like sleight of hand, the trickery minor trait, and the “reduce the cooldown of steal when evading an attack while wielding a sword or spear” trait.

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Posted by: YOUNGaz.5690

YOUNGaz.5690

Honestly though, if acro had never been nerfed, this new trait line would still be good and needed. Acro was never a strong line to begin with. FG was good and there were/are a few okay things but not much else. The problem is that a lot of the new stuff was never in acro to begin with, so saying they’re selling it back to us as an elite is short-sighted. This new line is what SHOULD have been acro from the get go, so I’m not sure where these ideas were years ago when they began developing Acro, but I’m glad they’re coming now.

Over the past few months, there have been tons of trait rework threads with a lot of great ideas to fix acro. Problem is, the overhaul in June was never about rework. It was about trimming fat and merging traits to fit new system which kind of showed how weak acro really was. yeeeesss stuff was nerfed which did substantial damage to many builds but if it hadn’t been, acro would still be weak. actually having a line coming that not only has a lot of the great ideas we’ve all suggested to address problems not even with acro nerfs but general build diversity issues and class issues is pretty cool.

On top of all that, I feel we’re finally the true kings of evasive combat which is what I always considered one of the intended selling points of thief as a class. An un-nerfed acro, the entire old acro line back, nothing we’ve EVER had really made me feel like that until now.

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Posted by: symke.3105

symke.3105

It’s almost as if Elite specialisations are capable of enhancing existing aspects of the profession, like every single other one that was announced.

yeah too bad they had to actually destroy meta build just to they can sell spec…. lol

it is like: hey let me break your leg so i can sell you wheelchair super duper diamond pro 7000

Let’s face some facts here.

If you’re invested enough in the game to care about what is and is not a meta build, you were going to buy any expansion that included new build options anyway.

MMO developers do not add new build options to the game and balance around the people that choose not to pay them for their work.

It’s like complaining blizzard “paywalled” SC2 players with each expansion’s new units.

When expansions or DLC release, any competitive meta is developed around the new content. This is true of every competitive game on purpose, because that content is intended to disrupt the meta.

They nerfed acro because they felt it was overpowered in the current meta (I don’t agree with them for the record) but they don’t feel it is overpowered in the new meta derived from every other elite spec being in that mix.

They also probably shifted acro to an e-spec so that it can’t combo with future ranged elite specs that would end up overpowered when combined with it, since by design you can not combine elite specs.

They didn’t “nerf acro to sell it back to us”

They nerfed acro because they felt it was unbalanced in an arena full of nothing but other non-elite specs. They added the elite spec because they felt it was balanced in an arena full of their other elite specs.

They knew they would get this backlash and they did it anyway because in their opinion it was healthier for the game in the long run. Whether that is true or not remains to be seen. I hope it is true, and the build limitations implicit in the elite spec design allow previously unthinkable build variations and styles for every class, including ours.

Nicely put and there could be truth to it. Sadly, neither me nor you really know what their reason for doing it was.
While it could be true they only saw balancing problems and decided to fix them with elite spec, it could also be true they simply wanted to repackage something that has already been in the game and re-sell it to us under the pretense of giving us something new.

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Posted by: Ohoni.6057

Ohoni.6057

Feline Grace effectively refunds 15 endurance, thus the cost of 50 endurance per dodge effectively now cost 35 — which allows for roughly 3 dodges with a full endurance bar. Three dodges costs 105 endurance under Feline Grace, meaning after dodging twice, you have to wait a bit before you can perform the 3rd dodge.

Now tell me how the old Feline Grace is better than having 150 endurance?

You’re missing the point. Yes, both have their advantages, but FG’s advantage is better overall.

Having 150 max endurance means that when starting fresh, you can dodge three times in a row. This is the one way that it is slightly superior to FG. However, since DD spec does not increase your regeneration, it will take you 1.5 times as long to return to the new “full” and be able to repeat that. It makes it no faster than FG to reach 1 dodge, no faster to reach two dodges.

A DD player who has already dodged once, or already emptied his dodges and is recovered to anything less than 100 energy, has zero advantage over an FG Thief, while that Thief has the advantage of getting a discount on every dodge he makes.

This sort of thing comes up far more often in games in the form of mana. Which caster is better off, the caster that cam start at 150 mana, or the one that can only start at 100, but gets 15% discount on spell costs? The answer is that in the initial burst, the former is better off, because he can dump more stuff all at once, but so long as they both maintain a steady casting pace, the latter will catch up quickly, because he’ll effectively not be spending nearly as much as the pool regenerates.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Consider other sources of endurance based upon a given pool when trying to make comparisions as to what gets more dodges.

As example the pool is now 150 if one takes DD line.

A sigil of energy restores 50 percent of endurance. Will this be 50 or 75?
A sigil of Stamina restores 100 percent of endurance. Is this 100 or 150?
The Rune of the adventurer restores 50 percent. Is this 50 or 75?
Hard to catch restores all endurance after a stun will this be 100 or 150?
A signet of agility restores all endurance when used. is this 100 or 150?

If it the higher number, that a pretty nice boost to how powerful a Signet of Agility just as an example and not one that could happen with the old FG and lower capped pool.

These all work better if the pool higher and if the amount restored based on that higher pool.

Hmm, you got a good point. The endurance regen is 5% per second, that would mean that with higher max endurance, it will regen for more per second.

We need more infor on this.

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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.

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Posted by: Auesis.7301

Auesis.7301

It depends on whether Endurance regeneration uses a percentile or flat values. Considering everyone had 100 before, it wouldn’t be abnormal for it to just be 5 instead of 5%.

At least we know that skills have different ways of doing it. Signet of Agility gains a flat 100 Endurance while Hard to Catch gains 100% ie. up to 150.

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Resident Thief

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

It depends on whether Endurance regeneration uses a percentile or flat values. Considering everyone had 100 before, it wouldn’t be abnormal for it to just be 5 instead of 5%.

At least we know that skills have different ways of doing it. Signet of Agility gains a flat 100 Endurance while Hard to Catch gains 100% ie. up to 150.

I think 5 and 5% are interchangeable, so Signet of Agility is considered to refill 100%. However this needs to be clarified further because each dodge cost 50% endurance, thus it would mean it will cost 75 for DD.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

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Posted by: Takato.4976

Takato.4976

100% is 100%.

What is 100% of 100? Def 100.
What is 100% of 150? Def 150.

Signet of agility ( example ) would obviously restore the whole 150 endurance.
There’s absolutely 0 reason it would.

Same for 50% refills, which would fill 75 endurance, which is 50% of DD’s new endurance bar. A dodge and a half refilled.

And while it does “cost” 50% for a dodge with 100 endurance. if you have 75% of your endurance filled, its not going to remove 37.5 endurance for your dodge ( Which is 50% ) It’s going to remove “50” endurance, like it always has.

Simple math ladies.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Signet of agility ( example ) would obviously restore the whole 150 endurance.
There’s absolutely 0 reason it would.

Sorry but the signet shows 100 endurance instead of 100%, thus the requirement for further clarification.

In the same way, dodge costs 50% endurance, that is 50% of your max not your current endurance level.

You might be good at Math but your numbers are wrong.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
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.

Elite Spec is Acrobatics V.2

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Posted by: Quinci.5968

Quinci.5968

With the introduction of Daredevil it would make the most sense for them to just get rid of the acrobatics line altogether and replace it with something else entirely. They could easily merge some of the current acro things into the DD line.

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Posted by: kash.9213

kash.9213

With the introduction of Daredevil it would make the most sense for them to just get rid of the acrobatics line altogether and replace it with something else entirely. They could easily merge some of the current acro things into the DD line.

The Acro line can make way for a ranged trait line, unless that’s on the list of future elite specializations.

Kash
NSP