Make s/d great again

Make s/d great again

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Posted by: babazhook.6805

babazhook.6805

this that silly bug again

By the way I am used to other forums where one uses just an >>> to quote another player wherein you can pick just a line rather then the entire post to respond to. I try that “quote user” here and that just does not work the same. I know I did this in the past but for the life of me can not remember how What am I missing?

(edited by babazhook.6805)

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Posted by: Vornollo.5182

Vornollo.5182

I know what you mean, yeah… No idea what happened to that function.

Anyhow, I do see where you’re coming from and I admit, I totally read that Endurance suggestion wrong. Apologies!
I just always feel like S/D is lacking a way to keep up pressure once your target gains a bit of a gap. Previously the jump+IS trick used to take decent care of that, but that’s sadly no longer in place. Poison has always done a great job at keeping a kiting target in check a bit by suppressing the healing potential and S/D lacks ways of applying this, outside of the standard traited Steal, which results in low uptime.

To keep S/D in a bit of a “slow but steady” sort of way, adding the poison in there somewhere seems like a good place to start, without stepping on any other weaponsets.
Simply increasing AA damage and/or speed is horribly dull, Poison to me achieves that dull kitten, but in a more interesting and counter able way.
Most of the suggestions in this topic would simply increase the powercreep again, just as it’s settling down a bit. Poison/Blind are relatively harmless and easy enough to play around with.

We’ll probably have to agree on disagreeing.

[PUSH] Constant Pressure

(edited by Vornollo.5182)

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Posted by: DeceiverX.8361

DeceiverX.8361

>>>When you look at what makes certain kits viable or strong – and/or why a single one is dominating, the dominating factor needs to either be toned down, or have other kits provide similar functionality or have better, compensatory alternatives. All of the buffs to the dagger have pretty much come in MH form, and the game-state as it is really inhibits the OH skills from working effectively.

This statement in particular is just SO WRONG. If you break it down into its fudamental meaning it is saying In order to have balance we need to take the set that “works the best” and have other weapons act in the same manner . Taken to its logical extreme we might not as well have different weapon sets or for that matter different professions. It not a thoery of game design that I can agree with. (if this not your intent in the statement please clarify)

I think you should re-evaluate what I wrote again. I said nothing about copying mechanics directly but am talking about the very high-level concept of why certain things are superior to others and providing mechanisms to allow them to compete for measures of utility – the yield of efficacy of a given mechanic on a given actor.

As of now, we have a few kit options with high utility when compared to others for reasons much more than numbers. Looking within the identity of what the profession is and should be capable of in this optimal state and then distributing some of that with more emphasis on other styles of play is how to achieve a balanced and diverse game-state.

The thing is, we’re also playing an MMO and not just a hyper-balanced strategy game. It’s important to recognize the significance of aesthetic and playstyles being driving factors in what’s generally decided as balance; there will always be a hard-set meta, and the real matter is defining how well any given player can deviate from it while not losing tremendous efficacy.

Given the lack of complexity and restrictions on it (Limited ability slots/raw mechanics, stat restrictions dependent on game type, game type restrictions, etc. (read: complexity vs depth in games) of this game-state, we’re not provided with many options to take very abstract routes or ones which simply add more complexity to the game to achieve new identities. Certain aspects of the game – and this applies to any game out there – are confined to the rules of the game itself and will this have more/less overlap depending on the number of viable methods of play are desired.

If you push too much emphasis on breadth of balance, you have redundancy in higher level constructs (professions themselves), which is seen as a very bad idea to do for the sake of diversity on the broader scale due to the whole nature of aesthetic which is often how we define balance (and why we never talk about a game being balanced when only one construct (profession) is viable, no matter how many options within it exist which all may be equally so.

If you push for depth in diversity, you’ll ed up with no redundancy on the lower-level construct levels (weapons/traits), which enforces a strict meta of one option for each higher level construct there are regardless of how many higher level constructs there are. We’re currently leaning more towards this way with the professions right now due to HoT.

A healthy mix of both needs to be blended. High-level design concepts like the very nature of “mobility” or “damage” or “sustain” need to be balanced individually towards their low-level implementations (coefficients, hitboxes, etc.) and then cross-compared to other options to allow for the enablement of as many possible combinations as possible via a mix of slight redundancy and “appropriate” power differences on the more granular level.

So as a concrete example, the nature of applying poison on Dancing Dagger isn’t intrinsically a good way to handle the high level concept/problem of boon-less sustained durability preventing S/D from getting kills, but making S/D more evasive/defensive and bursty may not satisfy its needs, either, as it may be stepping on other kits’ toes or may lead it to have very finicky performance based on niche roles.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

hum…
things just got philosophical.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Fat Disgrace.4275

Fat Disgrace.4275

Tbh I think it’s too late to do anything with not just s/d but other none meta sets while the dd line im it’s current state. There is no reason why to play an evasive/defencive build any longer when you have all of the evades you could ever want while playing a stealth burst build, which also interupts at will. Sorry but that’s what in think now.

Fat Disgrace (banned) Man Flu Survivor – war/The Cabbage -Thief (gunners hold / [TaG])

gw1 – healing signet/frenzy/charge

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Posted by: JonnyForgotten.4276

JonnyForgotten.4276

I’ll just repost this (since it’s a long post) regarding an overhaul of OH dagger.

https://forum-en.gw2archive.eu/forum/professions/thief/Off-hand-Dagger-Discussion-Thread/first#post6427223

No-cast-time IR is just way too strong, particularly with Daredevil, since it’d allow an Acro/Daredevil an effective stunbreak/disengage on average once every 3s

Think this would go a long way towards fixing the set(s)

Perhaps add a very short range (450) shadow step and speed up the animation on CnD to make it a bit easier to land.

(edited by JonnyForgotten.4276)