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Headshot #2 (chain.)
https://twitter.com/TalathionEQ2
Put a boon removal on body shot (not a steal, just a one boon cancel) Body shot is supposed to be a debuff attack.
Make headshot instant and unblockable, but leave its initiative cost and nerf the damage a little. Headshot is first and foremost an interrupt, not a debuff.
Add a pistol trait that increases backpedal speed to 100% and grants + move speed while unloading.
You just fixed pistol.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
After you headshot, you should have you target automatically defeated. Just common sense.
Put a boon removal on body shot (not a steal, just a one boon cancel) Body shot is supposed to be a debuff attack.
This is a legitimately good idea for fixing a skill that has always been pretty terrible. Instead of removing the vulnerability or having it apply concurrently with boon removal, it’d be nice to see it apply 2 stacks to targets with zero boons.
Put a boon removal on body shot (not a steal, just a one boon cancel) Body shot is supposed to be a debuff attack.
This is a legitimately good idea for fixing a skill that has always been pretty terrible. Instead of removing the vulnerability or having it apply concurrently with boon removal, it’d be nice to see it apply 2 stacks to targets with zero boons.
Believe it or not, I actually posted a very similar idea a while ago, but that was before boon hate, unblockable necro skills, etc. I think boons are getting put under control enough and that the init cost for body shot seems about in line with a single boon removal, even if we have to lose the vuln (which isn’t resource effective in any pistol setup) It’d still be a resource ineffective attack with a long attack time, but the payoff would feel worth the init you could have spent on something else.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Put a boon removal on body shot (not a steal, just a one boon cancel) Body shot is supposed to be a debuff attack.
Make headshot instant and unblockable, but leave its initiative cost and nerf the damage a little. Headshot is first and foremost an interrupt, not a debuff.
Add a pistol trait that increases backpedal speed to 100% and grants + move speed while unloading.
You just fixed pistol.
4got add dmg to auto attack :/
After you headshot, you should have you target automatically defeated. Just common sense.
Agreed
GL – “The Afternoon’s Watch” [OATH]
After you headshot, you should have you target automatically defeated. Just common sense.
So freaken true. They should give headshot at least SOME damage.. lol… what a fail skill design….
After you headshot, you should have you target automatically defeated. Just common sense.
So freaken true. They should give headshot at least SOME damage.. lol… what a fail skill design….
I love the HS design though. Great interrupt spammable skill. Giving it more damage would make it too strong imo.
Imo they should just change the name of the skill because seriously. Headshot = dead
GL – “The Afternoon’s Watch” [OATH]
After you headshot, you should have you target automatically defeated. Just common sense.
So freaken true. They should give headshot at least SOME damage.. lol… what a fail skill design….
I love the HS design though. Great interrupt spammable skill. Giving it more damage would make it too strong imo.
Imo they should just change the name of the skill because seriously. Headshot = dead
I wouldn’t quite say it’s spammable. The thing about HS is that it has no dmg whatsoever.. If you compare it to Dancing Dagger, Headshot becomes quite inferior and not viable at all imo. That’s when you know HS needs a buff. And plus it’s also a combo finisher, why not give it at least SOME damage to actually make the skill worth of it’s skill’s name?
After you headshot, you should have you target automatically defeated. Just common sense.
So freaken true. They should give headshot at least SOME damage.. lol… what a fail skill design….
I love the HS design though. Great interrupt spammable skill. Giving it more damage would make it too strong imo.
Imo they should just change the name of the skill because seriously. Headshot = dead
I wouldn’t quite say it’s spammable. The thing about HS is that it has no dmg whatsoever.. If you compare it to Dancing Dagger, Headshot becomes quite inferior and not viable at all imo. That’s when you know HS needs a buff. And plus it’s also a combo finisher, why not give it at least SOME damage to actually make the skill worth of it’s skill’s name?
In a 2v2, it’s enough to make the bunker ele die (if you are coordinating with your partner). It could use a small buff, but the damage should still be low since it’s an utility skill. It should be used pure for the interruption. Great skill for healing denial.
GL – “The Afternoon’s Watch” [OATH]
After you headshot, you should have you target automatically defeated. Just common sense.
So freaken true. They should give headshot at least SOME damage.. lol… what a fail skill design….
I love the HS design though. Great interrupt spammable skill. Giving it more damage would make it too strong imo.
Imo they should just change the name of the skill because seriously. Headshot = dead
I wouldn’t quite say it’s spammable. The thing about HS is that it has no dmg whatsoever.. If you compare it to Dancing Dagger, Headshot becomes quite inferior and not viable at all imo. That’s when you know HS needs a buff. And plus it’s also a combo finisher, why not give it at least SOME damage to actually make the skill worth of it’s skill’s name?
In a 2v2, it’s enough to make the bunker ele die (if you are coordinating with your partner). It could use a small buff, but the damage should still be low since it’s an utility skill. It should be used pure for the interruption. Great skill for healing denial.
You have a great comeback, but that’s really situational.
Idk, HS is debateable. I use HS when it really matters such as when they are nearly dead and they are about to heal (like you stated) but i interrupt them. And when the battle is so intense, you’ve wasted ur last inits on HS. and that HS is pretty useless when they’re running away while trying to heal. Sure, you interrupted them, but they are still running away from you and now you can’t catch them as fast as you can think you can. Half the situations, i Do manage to down them with S/B but the other half, if they’re actually decent, my half decent S/B dmg shouldnt be enough to kill them. So as a plead, I believe HS needs a slight buff in Dmg. I run with 3k attack power, 42% crit chance w/ 57-67%? additional crit dmg, and the highest HS dmg i’ve ever seen was 800 critical.. lol. Not viable against skilled players in most then half the situations imo (esp that ele).
I’d be perfectly fine w/ 3 init cost though.
HS dazespam to autoattack chain is one of the most evil things on a d/p set. That skill is totally fine.
the lack of damage on head shot is only really an issue if your trying to use it as a burst/damage skill, which is silly.
Sure dancing daggers does more damage but it also does a generally less powerful condition as well.
Though namewise something that doesn’t make people think of a sniper headshotting would be nice, perhaps we should steal the name “concussion shot” from rangers
the lack of damage on head shot is only really an issue if your trying to use it as a burst/damage skill, which is silly.
Sure dancing daggers does more damage but it also does a generally less powerful condition as well.
Though namewise something that doesn’t make people think of a sniper headshotting would be nice, perhaps we should steal the name “concussion shot” from rangers
spamming HS is awesome for assisting and trolling but I generally use it as it should be intended, which is being a combo finisher. I wouldn’t want OP dmg such as HSeeker, formal steal mug, or C+D, but a very average dmg count to add onto my dps. Instead I’d get 800 crit.
But its not really a combo finisher, in terms of an attack combination finisher you generally end with a big hitter to ensure the target goes down, which headshot isn’t, its more of an opener to disrupt your target setting them up for the rest of your attacks.
At best its a combo finisher in the sense that its a projectile finisher for combo fields but then so is almost every pistol shot in game.
Which makes the skill itself a bad design imo. It’s such a bitter sweet skill. D/P sets are set to go and are really good. While the other two are lacking DPS. So from a D/P side, they can exempt the no dps on HS.
Head Shot is fantastic as it is, I’d be ok with it if it dealt zero damage. The quick, ranged interrupt is all you need.
My only problem with it is the skill queue system, where I often times won’t Head Shot in time or AT ALL when I press 4 key. This leads me to want to spam it, and now I’m using 2 Head Shots and wasting initiative.
Turbo Seksophonic – Ele / Guitar Wolfe – Mesmer
Isle of Janthir
All HS really need is to make it always critical. This way it CAN’T never get overpowered yet making it more useful with sigil trigger on Crit.
Head Shot is fantastic as it is, I’d be ok with it if it dealt zero damage. The quick, ranged interrupt is all you need.
My only problem with it is the skill queue system, where I often times won’t Head Shot in time or AT ALL when I press 4 key. This leads me to want to spam it, and now I’m using 2 Head Shots and wasting initiative.
I like Head Shot, but the problem with it is opportunity cost. Even if a person uses it like a pro, most situations cost the thief more in:
1) Initiative spent
2) Damage lost compared to free autoattack
3) Time spend (arguably double dip on damage lost, but which you would be most concerned about is situation specific)
In most real situations where it should make sense to headshot, it actually ends up being more productive to use other buttons because using it can deny the thief as much or more than the target getting hit.
IMO, they should either make Headshot cost less initiative, or they should make it do substantial damage (more than Vital Shot, including its bleed damage.)
And I agree, it would be nice if Headshot emptied your current skill queue and just executed asap whenever you hit the button. Being off gcd like Steal would actually be the real ideal, but that’s probably too much to hope for (and would also not be compatible with the doing significant damage idea.)
(edited by Daeqar.8965)
I like Head Shot, but the problem with it is opportunity cost. Even if a person uses it like a pro, most situations cost the thief more in:
1) Initiative spent
2) Damage lost compared to free autoattack
3) Time spend (arguably double dip on damage lost, but which you would be most concerned about is situation specific)In most real situations where it should make sense to headshot, it actually ends up being more productive to use other buttons because using it can deny the thief as much or more than the target getting hit.
IMO, they should either make Headshot cost less initiative, or they should make it do substantial damage (more than Vital Shot, including its bleed damage.)
And I agree, it would be nice if Headshot emptied your current skill queue and just executed asap whenever you hit the button. Being off gcd like Steal would actually be the real ideal, but that’s probably too much to hope for (and would also not be compatible with the doing significant damage idea.)
I will confess, Head Shotting someone’s heal at low health could sometimes not be as efficient as a Heart Seeker or simply auto attacking, but it’s all situational like you said. I’d rather interrupt another thieves Hide in Shadows than try to squeeze more damage in and potentially not kill him.
But the uses definitely extend beyond securing a kill. Head Shot can be a massive tactical advantage for your team, where damage might simply have done nothing. Stopping stomps or rezzes, Heart Seeker through smoke fields, big attacks like Churning Earth or Hundred Blades … Sometimes Head Shot is most useful when you least anticipate using it.
It would be phenomenal if it cost 3 initiative, or did more damage, or was instant cast. But I’m still gonna use it as best I can, and I think one of the hallmarks of a good ?/P thief is knowing how to use it most effectively. I’m still learning.
Turbo Seksophonic – Ele / Guitar Wolfe – Mesmer
Isle of Janthir
Headshot is fine., but i agree on pistol #2 , this skill is soooo kittening useless !
They buffed Warrior’s Rifle:
Brutal Shot (Rifle) skill: Increased vulnerability duration from 10 seconds to 12 seconds. Increased vulnerability stacks from 5 to 8.
I mean, if our pistol #2 would add that amount of vulnerability for that many seconds, i would perhaps think to use it.
But i doubt they will ever change it.
If you want to help your team and stack vuln, you either run an Engineer or a Necro, perhaps a ranger….