4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Hard to catch
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You didn’t spell it right – it is “Hard to Justify”. At least that’s what we’re going with here. It should be a stunbreak, player controlled shadow step, or stability. Not the current rng stuff that is rampant in this game.
Highest Solo Queue Rank Achieved: 40
Highest solo-join Team Queue Rank Achieved: 198
Instead of RNG, it would be better, if Hard to Catch scan the area on enemies, before the effect trigger and teleport you in the opposite direction.
Or Hard to catch should be a Stunbreaker, something what thiefs have to less.
-Charr Thief-
It’s good to be bad!
if it just teleport backward it would be nice.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
if it just teleport backward it would be nice.
I personally still wouldnt use it just bc you have no control when it triggers and it doesnt do anything to help with the CC.
I’d be much more inclined to use it if it only just broke CC. Teleporting without any control regardless of what direction just seems like it could be too much of a burden.
There’s another thread that talks about this trait, and how it can be improved. I thought the OP in it provided a lot of good suggestions.
By Ogden’s hammer, what savings!
Hard to follow- the trait that confuses the thief more then the enemy.
one of the most useless traits…. as someone suggested it would be better off if it reduced CD on shs or simply broke stun every 40(arguable) sec
[Teef] guild :>
If that was seriously the only option I would leave that trait blank. Hell even if it moved you away but gave every boon I still would leave it blank.
Anet just put back fighting up there it will get more use.
Ideally for me
Hard to Catch- Fix bugs how it works through stability, improve reliability, Add additional function it creates 3 clones on top of you that all run off in random directions clones die after 2 seconds.
No one read the first post these days.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Make it so it doesn’t work while you have stability, replace the swiftness it gives with 3-4 seconds of stealth. That way it won’t matter where it sends you(unless it is right into an AoE) because the enemies will lose you and you will truly be “hard to catch”. Or just change it outright to proc roll for initiative when stunned so you break the stun, roll back, and gain initiative.
Like you said it has its uses in 1v1, but in group play swiftness on stun really isn’t a worthwhile bonus, especially not for a GM trait. Instantly recharging shadowstep would be nice but is unlikely as that would be a very niche trait to only work on one utility considering there is already a steal version that randomly recharges all skills of a certain type.
(edited by Necrotize.2974)
HtC in its current implementation is a useless trait. Even on a 0s ICD.
HtC in its current implementation is a useless trait. Even on a 0s ICD.
+1 for adding this as the official tool tip
HtC in its current implementation is a useless trait. Even on a 0s ICD.
support tool tip implementation of this
Bad camera positions make unintentional movement even worse.