Hard to catch..... the right way

Hard to catch..... the right way

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Posted by: Travlane.5948

Travlane.5948

Hard to catch

cooldown: 30 seconds
triggers: any cc type
effection: teleport thief in a random direction 600 range away, followed by a roll/cartwheel to backflip or w.e ninja like skill (like withdraw) that lasts 2.25 seconds (gives you enough time during roll to re-acclimate yourself to your surroundings and where your enemy(ies) is(are).
bonus: removes 1 random CC and gives swiftness for 8 seconds.

does this sound more like a skill you would name “hard to catch”

btw anet ill send you my resume

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Posted by: MyCondolences.8172

MyCondolences.8172

Think it should be changed to
Cooldown: whatever
Triggers: any CC
Effect: Breaks stun, 3 seconds mist form.

This way it stays true to its name and instead of a random teleport gives the player a chance to reposition themselves or escape combat.

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Posted by: Travlane.5948

Travlane.5948

told this to another guy.

this is the ACRO-BATICS line. physical movements. not stealth not strong muscular stability. its flexible agility ….. hence why i mentioned what i did.

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Posted by: Arganthium.5638

Arganthium.5638

Here’s how I think it can be fixed:

I would like to propose the following change:

Hard to Catch

Renamed to Hard to Understand. Updated trait description to read as follows: We aren’t quite sure what this does, gl & hf!!!!!1!!!

Thief|Mesmer|
Theorycrafter

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Posted by: Doggie.3184

Doggie.3184

I think it should be changed to a skill that doesn’t exist and gets replaced by something useful.

Whatever is done with this skill it needs to not have a teleport attached to it. The follow-up animation isn’t going to help.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: wigs.9761

wigs.9761

looooooool ! should rename to “Teleport Into Danger” or “Random kitten Skill”

“Teleport Into Zerg +2 Second Stun + Stomp = Downed Thief” Will suffice also.

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Posted by: wigs.9761

wigs.9761

LOL! I remember when I use to use this skill, I was engaged with a 2v1 + the guards in front of a tower in WvW. and had “Hard To Understand” Traited, and next thing i know I was under the bridge in the water, by the time i got back up to the fight there was already a zerg, so i get stuned again and smack dap right in the middle of 10+ pple. I was like wat teh heck, what game am i playing?

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Posted by: Revoke.1425

Revoke.1425

told this to another guy.

this is the ACRO-BATICS line. physical movements. not stealth not strong muscular stability. its flexible agility ….. hence why i mentioned what i did.

then I suggest a flanking strike animation with break stun and 1/2 sec evade

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Posted by: Travlane.5948

Travlane.5948

told this to another guy.

this is the ACRO-BATICS line. physical movements. not stealth not strong muscular stability. its flexible agility ….. hence why i mentioned what i did.

then I suggest a flanking strike animation with break stun and 1/2 sec evade

something like an acrobat right?

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

@OP

I would hate to fight next to a high cliff while have that in my trait. :/

I rather have it trigger a dodge roll for free and still trigger the all dodge roll traits (i.e. Uncatchable, Expeditious Dodger, etc.). Simple and direct to the point.

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: Enenion.8127

Enenion.8127

Hard to Catch should be renamed to any of the following:

Hard to Use

  • Being randomly teleported to a random location is incredibly disorienting, especially when you have no clear indication of when the trait is active at all.

Hard to Understand

  • If the trait is supposed to move you out of harms way, then why is there a chance it won’t move you at all? If the trait is supposed to help us mitigate CCs, why does it not break CCs? If the trait is supposed to be helpful, why does it move you even when you have Stability (essentially negating it)?

Hard to Justify

  • If thieves needed a stunbreak on a 30 second cooldown they’d go for Infiltrator’s Signet. That also gives you more initiative, is actively controlled by you, has a visible cooldown, won’t trigger even when you have stability and actually breaks stun.

Hard to Stomach

  • I appreciate Infiltrator’s Return may have allowed for a bit too much CC mitigation, but this is a terrible replacement for it. It’s worse in almost every possible way. It doesn’t remove conditions, it has a much longer cooldown, it’s controlled by the enemy, it has no way to show when it is active, and it has a chance of not working at all (moving you to the same spot).
  • If they were planning on introducing a nerf that greatly changes the playstyle of the Sword, they should have at least offered a viable alternative. If they didn’t have time to update the skill before the patch they should have at least told the community Hard to Catch will be changed in an upcoming patch, or better yet held off on the nerf until Hard to Catch was an actually useful alternative.
[Help],
Fort Aspenwood

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Posted by: The Game Slayer.7632

The Game Slayer.7632

Think it should be changed to
Cooldown: whatever
Triggers: any CC
Effect: Breaks stun, 3 seconds mist form.

This way it stays true to its name and instead of a random teleport gives the player a chance to reposition themselves or escape combat.

so long as the next patch eles can get stealth, im fine with this.

I am a teef
:)

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Posted by: Elthurien.8356

Elthurien.8356

What about this:
Grants stability, swiftness and refills your endurance bar.

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Posted by: Elthurien.8356

Elthurien.8356

Think it should be changed to
Cooldown: whatever
Triggers: any CC
Effect: Breaks stun, 3 seconds mist form.

This way it stays true to its name and instead of a random teleport gives the player a chance to reposition themselves or escape combat.

so long as the next patch eles can get stealth, im fine with this.

rangers and mesmers already do, why not elementalists. then guardians and warriors too. Longbow rangers stealth more often than I do

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Posted by: Travlane.5948

Travlane.5948

it just needs to add a 2 sec dodge at the end that will give you enough time to reestablish yourself and knowwhere enemy is.

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Posted by: Gwalchgwn.1659

Gwalchgwn.1659

Hard to catch:
When traited, every 15s your infiltrator’s return has no casting time and breaks stun.

Makes the nerf slightly less big while giving you an extra stunbreaker

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]

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Posted by: Travlane.5948

Travlane.5948

pfft ewww. every 8s max id say

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Posted by: WyldKat.4712

WyldKat.4712

And we’d hate it the first time you pop and then roll off a cliff.

Zestee, Cryptician Zetti, Zissi The Jack, Zi Mao,
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast

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Posted by: Volrath.1473

Volrath.1473

cooldown: 30 seconds
triggers: any cc type
effec: Removes CC grants 2 sec immunity to CC. Also aoe blinds

Rename it to “Unstoppable”

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Posted by: The Game Slayer.7632

The Game Slayer.7632

Think it should be changed to
Cooldown: whatever
Triggers: any CC
Effect: Breaks stun, 3 seconds mist form.

This way it stays true to its name and instead of a random teleport gives the player a chance to reposition themselves or escape combat.

so long as the next patch eles can get stealth, im fine with this.

rangers and mesmers already do, why not elementalists. then guardians and warriors too. Longbow rangers stealth more often than I do

i was specifically referring to how he said mist form. Thats like asking for shadow refuge on an ele. i guess i shouldve changed my words.

So long as eles get shadow refuge, im fine with the next patch.

I am a teef
:)

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Posted by: Oghier.7419

Oghier.7419

I’d change it to clear cripple/ immobilize, then provide 1.5 seconds of evade and superspeed.

Random teleports are such a bad idea, I wonder how it got through the initial proposal stage.

Snit Dirtnap (Thief)
Ratbag Dogsticker (Guardian)
…Yak’s Bend

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Posted by: Maugetarr.6823

Maugetarr.6823

CD: 30 seconds
Breaks stun
Activate Signet of Agility (you don’t actually need it on your bar though like some of the other trigger traits)

This wouldn’t mitigate any damage, but allow you to react to subsequent damage or avoid stun locking warriors. It would allow for 1 mistake every 30 seconds.

Blank Players [BDL]-Anvil Rock
Maugen Rawr- Thief/Ele
Rebalance Ideas for Thief

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Posted by: Cornholio.1567

Cornholio.1567

Just add a 2 sec stealth at the end… Done and done, good enuf time to recover and not getting insta gibbed

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Posted by: frans.8092

frans.8092

Just add a 2 sec stealth at the end… Done and done, good enuf time to recover and not getting insta gibbed

^this.

That’d give you time to adjust.

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Posted by: MyCondolences.8172

MyCondolences.8172

Think it should be changed to
Cooldown: whatever
Triggers: any CC
Effect: Breaks stun, 3 seconds mist form.

This way it stays true to its name and instead of a random teleport gives the player a chance to reposition themselves or escape combat.

so long as the next patch eles can get stealth, im fine with this.

rangers and mesmers already do, why not elementalists. then guardians and warriors too. Longbow rangers stealth more often than I do

i was specifically referring to how he said mist form. Thats like asking for shadow refuge on an ele. i guess i shouldve changed my words.

So long as eles get shadow refuge, im fine with the next patch.

Mist form is also obtainable from a rune set with a similar principle. Triggers at 10% hp rather then CC.
And i was using it as a guideline as for what i think the trait should act like. Same deal as saying "dodge for 2seconds "which i’m assuming you can control which direction so wouldn’t be much the same as mist form.
Mist form breaks CC, increases movement speed, causes caster to be invulnerable while still being seen. That last point was a major factor since i thought stealth would be OP or annoying if revealed debuffed.
Change the name or whatever but i think the mechanics are perfect for what Hard to Catch is trying to accomplish. It would give thiefs a sort of “teleport” ,without adding additional buttons, that they could control.