Hard to Catch
Very awesome. Ty men.
and also can random port you inside a zerg
It’s as cool as the Subtitution Jutsu, but since Thieves aren’t ninjas, they randomly teleport instead of hiding behind a rock or top of a tree.
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.
Kinda find it weird it doesn’t break stun, but you know we can’t everything >_>
It also ports you while you have stability on. It’s basically a lazy implimentation of a stun break. They should scrap it, combine it and Fleet of Foot, and create a whole new trait which removes one condition on dodge. We have enough blinds to avoid CC.
I actually gave it a try in Spvp when I was testing the ‘new’ pistol whip. I figured mayeb it could serve some use on a Sword build. But after a while all it did was confuse and annoy me with it’s randomness and I removed it. God awful trait. At least it isn’t forced on us like LAST REFUGEPLZDELETETHISTRAIT though. These 2 traits really need totally 100% scrapped.
This trait is terrible. Its a pseudo-stunbreak that usually puts the thief in a more dire situation. You stay CC’d and are completely disorientated by the sudden and often unexpected shadowstep in a random direction at a random distance. The trait needs to either steath and shadowstep or actually stunbreak and shadowstep. Right now, its a terrible trait and im gonna stick with Pain Response, at least I know what I’m getting and when I’m getting it.
Edit: Oh yeah, and it also has the tendency to shadowstep you INTO terrain where you can’t move at all… LOL. TRASH TRAIT!
2nd Edit: A 1.5 second stun turns into a 4 second OMG wtf just happened? Where am I? Crap…. In case you didn’t notice, I hate this trait…
(edited by MrAmputatoes.6031)
This trait is terrible. Its a pseudo-stunbreak that usually puts the thief in a more dire situation. You stay CC’d and are completely disorientated by the sudden and often unexpected shadowstep in a random direction at a random distance. The trait needs to either steath and shadowstep or actually stunbreak and shadowstep. Right now, its a terrible trait and im gonna stick with Pain Response, at least I know what I’m getting and when I’m getting it.
Edit: Oh yeah, and it also has the tendency to shadowstep you INTO terrain where you can’t move at all… LOL. TRASH TRAIT!
Eh, forget the Shadow Step all together. if my character is going to move someplace I’d want it to be of my own doing. It’d be better off if it didn’t move us at all and just removed stun and made us immune to cc for a few seconds or blinded target (regardless of their range from you).
This is basically going with what I said about just scrapping it though and making something different. XD
I’m actually kind of digging it. For serious. It’s got a weird learning curve, but I’ve gotten some good use out of it so far.
Can also port you into a wall or stone locking you inside!! you gotta love it!!
This ninja trait could actually transfer the CC to your enemy while giving you stability and swiftness for 10 secs with a 60 sec CD
Just make it evade the first CC that you don’t dodge. Problem solved.
As it is, having stability and reflection up from dagger storm and STILL being teleported into a wall when hit with a magic bullet cannot be in any way considered helpful xD
Don’t follow me, unless you enjoy being chased by angry men with sticks.
Power Build Condi Build
So let’s recap:
- It will teleport you randomly within 600 radius, including the spot you started from
- It won’t break the stun/launch/daze/knockback/herp/sink/float
- It will teleport you whether or not you hurr stability
- It is the one of the two thief traits that can actually kitten you instead of helping. You may end up in an enemy zerg or stuck inside a structure. At least we don’t have to pick it.
- 35% chance to hurr when you durr
- flippedy floo
- herpdurr my uncles dolyak
They realize they did name it "Hard to Catch", yes?
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast
So let’s recap:
- It will teleport you randomly within 600 radius, including the spot you started from
- It won’t break the stun/launch/daze/knockback/herp/sink/float
- It will teleport you whether or not you hurr stability
- It is the one of the two thief traits that can actually kitten you instead of helping. You may end up in an enemy zerg or stuck inside a structure. At least we don’t have to pick it.
- 35% chance to hurr when you durr
- flippedy floo
- herpdurr my uncles dolyak
Yes, it’s a very herpdurr hurrdurr mcderp trait.
So let’s recap:
- It will teleport you randomly within 600 radius, including the spot you started from
- It won’t break the stun/launch/daze/knockback/herp/sink/float
- It will teleport you whether or not you hurr stability
- It is the one of the two thief traits that can actually kitten you instead of helping. You may end up in an enemy zerg or stuck inside a structure. At least we don’t have to pick it.
- 35% chance to hurr when you durr
- flippedy floo
- herpdurr my uncles dolyak
I really don’t understand why it doesn’t break stun and ignores stability. The trait is completely god awful. It needs to at least break the stun, give stealth and pay attention to stability.
Is this the worst trait in the game? Because there are many bad ones that wouldn’t make it into any build….EVER!!!!!
It’s taken a long time for me to realize that this trait system is not something I would have done. Essentially, many of the traits just resemble the double action of skills in the first game, eg; if such and such happens, this happens.
I tried to use this to help vs all the HamBow Warriors who stun lock until dead.
At best it bought me a few seconds
At worst it put me in danger
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.
I don’t understand all the hate, I mean a group was chasing me and I used refuge, thank god I had this trait because when their HS warrior stunned me in the refuge it ported me out of my refuge so they could kill me.
I don’t understand all the hate, I mean a group was chasing me and I used refuge, thank god I had this trait because when their HS warrior stunned me in the refuge it ported me out of my refuge so they could kill me.
It ported you out of your refuge and gave you revealed in doing so. I think you just answered your own question.
It ported you out of your refuge and gave you revealed in doing so. I think you just answered your own question.
He didn’t ask a question. You might want to check the batteries in your sarcasm detector.
My point is on whether they actually play test these changes, I don’t know how other players feel but I feel like the changes were rushed and inconsistent. I’m currently in the process of testing an Apoth/Venom build and it still seems pretty meh especially if you use Skelk and your attacks are blocked/evaded/blinded which on P/D or S/P (PW) your attacks will burn through the applications quickly rendering over half of your heal ineffective. In a group setting Skelk is ok but only in a 30/0/30 build and even then it can be outclassed by other classes with a lower cooldown.
It ported you out of your refuge and gave you revealed in doing so. I think you just answered your own question.
He didn’t ask a question. You might want to check the batteries in your sarcasm detector.
He was wondering about all of the hate. That was his question (to himself. It wasn’t explicit.)
The intent was sarcasm as was mentioned by Interceptor.
ya this was a very sarcastic forum … because we all know hard to catch is the worst trait ever lol
There is fun random, and frustrating random. This is frustrating random. Fun random is “does a totally reliable lowish power thing and you also get a random boon”
or
“does x with x% chance on crit”
Neither of these things has a potentially BAD effect for the player.
Traits like hard to catch and last refuge can be actively detrimental to your defenses, with the activation of the effects tied to outside influences and should be redesigned.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
If enough people complains, Anet will nerf thief sarcasm too… Maybe adding casting time to it or increasing its cooldown.
And regarding subject…. Useless feat. Not only ports you in a short-range random direction (with a pretty good chance of doing nothing/worsening things). It is also automatic, which means that it will often proc when you’d wish to endure the effect (like a 1/2 sec daze), thus being unavailable when you truly need it later.
Also, in dungeons it has a funny tendency to port you into lethal AoEs. Suicide feat when you need precise positioning against a boss with CC.
This trait is so bad it actually buffs your enemy’s downed skills. If you’re fighting a Ranger, Necro, Engineer, or Warrior and they land their downed skill you will not only be disabled, but also moves you further away, delaying the stomp even more. It also makes their interrupt go through stability, where it wouldn’t have before. And this used to be a Grandmaster trait a few days ago.
Fort Aspenwood
And this used to be a Grandmaster trait a few days ago.
Cuz if you could use it and still rock out, you truly were Teh’ Grandmaster of Thiefyness.
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast
Assassin’s Reward should have stayed in master and Hard to Catch buried in grandmaster. I would take buffed AR over nerfed Quick Recovery and probably Pain Response. The new AR still isn’t that good but HtoC is one of, if not the, worst trait in the game.
Most garbage traits people complain about are bad because they’re useless. HtoC is worse than useless as it will unequivocally screw you over.
Assassin’s Reward should have stayed in master and Hard to Catch buried in the trash.
Fixed.