My argument against the SR "fix"

My argument against the SR "fix"

in Thief

Posted by: Ghokan.2418

Ghokan.2418

Personally i would just want it to go to the starting point if it is in range and not get caught on every single stone and branch.

My argument against the SR "fix"

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

I just figured out why shadow steps were useful in GW1 and aren’t quite as useful here.

  1. They worked every time because pathing was simpler
  2. They had “max” range, meaning if they wouldn’t go where you pointed them, they wouldn’t activate.
  3. No ground targeting, only your current location and target enemies/allies

QoL fix some people might not like:

If you have a shadowstep that can’t reach its intended destination, don’t allow the ability to function.

Treat shadowsteps as flippin’ teleports. Yes, OMG, we’ll teleport over gaps. Big deal. Let everyone else do it too. There are already enough leaps that can do similar tricks.

This lets you actually use SR skills a bit more intuitively because you know the exact point of destination every time which is the overall intent of the mark/return skills anyway. Range limiting them will be much less of a hassle if you don’t waste a skill activation because the only way to figure out if you’re within range is to “eyeball it” and guess.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

My argument against the SR "fix"

in Thief

Posted by: Fade.5904

Fade.5904

I’m so amused by the OP – none of his arguments are actually about whether this change is a ‘bug fix’ or not, except #1 and #3 (which is actually the same point, made twice in slightly different ways).

Everything else is just discussing whether the skill should be changed to be better or worse. That’s not really the point here, since this entire patch just fixed bugs (if you notice, there were no balance changes).

So let’s take a closer look at this argument – I’ll quote the post here:

1. Counterargument: “But the tooltip says that it has 1200 range!”

The tooltip also says that you “return to your original location”, so obviously the tooltip is contradictory. Furthermore, just because the tooltip says something does not make it theoretically correct in the first place, anyways.

Alright, what he is saying is that
1) The tooltip says “return to your original location” so obviously the intention was to return to the location, regardless of the actual distance in between
2) The tooltip is wrong

For the first argument, let’s check virtually every single teleporting ability in the game

http://wiki.guildwars2.com/wiki/Judge%27s_Intervention
http://wiki.guildwars2.com/wiki/Blink
http://wiki.guildwars2.com/wiki/Flashing_Blade
http://wiki.guildwars2.com/wiki/Ride_the_Lightning

I think that’s enough abilities to get the point across. All of them say that they teleport you to the target/targeted area (I specifically chose skills that say that in the description, just to be very pedantic)

All of them also have a range stated in the description. When Shadow Return allows the Thief to teleport back from an infinite range, I expect to see all of the abilities above work at an infinite range as well.

As for your second argument, that makes even less sense. If the skill description isn’t ‘theoretically correct’ (whatever that means) then we can completely disregard them.

Personally I think that the Engineer Grenade Kit should summon a fotm lv 40 Jade Maw to smite all my enemies for 90 million damage. What’s that? It doesn’t say anything like that in the description? Ah, the description isn’t ‘theoretically correct’.

Good job OP, you posted a huge amount of stuff that is completely irrelevant.

Edit: In case I wasn’t exceedingly clear enough, the patch had only bug fixes.

Whether Shadow Return deserves a buff is another topic entirely, but to call this change not a bug fix is just silly.

You conveniently forgot this skill
http://wiki.guildwars2.com/wiki/Shadow_Pursuit

range 10,000
and its a thief skill
Oh and it doesn’t usually work

My argument against the SR "fix"

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Posted by: ExZee.8109

ExZee.8109

I’m arguing that no matter what ANet does, it will likely result in a bug like this if this is their intention, and is unlikely to be fixed any time soon. Just look at Shadow Trap.

Furthermore, that was only one in six arguments that I used. So thank you for your nonsensical reply.

You expect anyone to read that wall of text? lol.

My argument against the SR "fix"

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Posted by: McFribble.2349

McFribble.2349

I’m arguing that no matter what ANet does, it will likely result in a bug like this if this is their intention, and is unlikely to be fixed any time soon. Just look at Shadow Trap.

Furthermore, that was only one in six arguments that I used. So thank you for your nonsensical reply.

You expect anyone to read that wall of text? lol.

OP feels everyone should address every single point in his wall of text, otherwise any criticism of his thread is null and void. It has been plain to see OP is just crying over spilt milk on a class that is just as viable before and after the patch in question. If 1,200 units of range that can be used repeatedly isn’t enough for a hard escape ability, I literally shutter to think how well these thieves claiming this is a “nerf” perform in PvP.

My argument against the SR "fix"

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Posted by: swinsk.6410

swinsk.6410

I honestly saw this coming and was surprised this nerf didn’t happen sooner. Yes I play a thief but s/d has always been my backup set not my primary. D/p primary.

I like the change because I forget sometimes I have an sr ready and return myself out of a fight of killing a dolyak. I use s/d mostly for boon stealing.

Just another noob thief…