Ini regen changes - why it's not that bad
I always played without the abuse of stealth and ini-regen traits, so I guess I will like it, but I really wonder why we still have to wait about 40 days for the patch.
And I really hope that we will see something that isn’t just a change in numbers, but a change in effect that opens up a few new builds.
Init regen change was great, I agree. I’ve argued for it on the boards 2 or 3 times, in fact.
Leaving init based traits where they were, only kittentier? That’s my issue. Some of the now worthless looking init traits (Opportunist, Quick recovery, Klepto) should have been changed to better define their trait lines, instead of being left in place – it’s only conjecture, but they all look borderline worthless.
At least with Quick recovery I can just not take it, but any CS or Trickery trait line is stuck with this placeholder crap.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
(edited by evilapprentice.6379)
To all people that think init regen is better now the answer is NO its way far behind from what it was just because of this one change:
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
This is a HUGE nerf CD increased from 1s to 5s means at least 5 less init regen while fighting, This is a BIG nerf on PvP and PvE
To all people that think init regen is better now the answer is NO its way far behind from what it was just because of this one change:
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
This is a HUGE nerf CD increased from 1s to 5s means at least 5 less init regen while fighting, This is a BIG nerf on PvP and PvE
In PvP, you weren’t critting 4-5 times per second, so that math is not accurate. Overall, the opportunist change is in line with new, faster base init regen – it’s just a kittenty trait now.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
Init regen change was great, I agree. I’ve argued for it on the boards 2 or 3 times, in fact.
Leaving init based traits where they were, only kittentier? That’s my issue. Some of the now worthless looking init traits (Opportunist, Quick recovery, Klepto) should have been changed to better define their trait lines, instead of being left in place – it’s only conjecture, but they all look borderline worthless.
At least with Quick recovery I can just not take it, but any CS or Trickery trait line is stuck with this placeholder crap.
This.
The reworked traits just will be more sub-par traits. Not only they are halfed in efficiency but looking at the higher base-regeneration they will be even more unneccessary.
To all people that think init regen is better now the answer is NO its way far behind from what it was just because of this one change:
Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.
This is a HUGE nerf CD increased from 1s to 5s means at least 5 less init regen while fighting, This is a BIG nerf on PvP and PvE
In PvP, you weren’t critting 4-5 times per second, so that math is not accurate. Overall, the opportunist change is in line with new, faster base init regen – it’s just a kittenty trait now.
You dont need 4-5 second you need only 1 attack/second to the actual version be better than the next one and this is also a huge hit on S/P both in pvp and pve since it hits up 9 times in less than 2 sec so you wont be able to use it as many times as you can now… this affect more pve builds though
this affect more pve builds though
Exactly what I was about to say Thieves in both SPVP and WvW used to rely more on infiltrator’s signet/quick recovery than on opportunist minor trait.
I have a question for you guys: 0.5 initiative is 0 or 1 initiative? I mean, now it’s 7.5 initiative every 10 seconds, but is that 7.5 a 7 or a 8?
this affect more pve builds though
Exactly what I was about to say
Thieves in both SPVP and WvW used to rely more on infiltrator’s signet/quick recovery than on opportunist minor trait.
I have a question for you guys: 0.5 initiative is 0 or 1 initiative? I mean, now it’s 7.5 initiative every 10 seconds, but is that 7.5 a 7 or a 8?
Not really s/d evade thiefs suffer hard with opportunist cause they dont fight with time gated bursts, they fight with a stable non stop chain of attacks linked to evades so they will regen far less initiative and guess what… s/d evade is one of the two viable thief builds we have in tpvp with the current meta so we will have less build options fo tpvp too