Nine Tail Strike Nerf

Nine Tail Strike Nerf

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Posted by: Malvagite.3254

Malvagite.3254

While i agree, thief pve underwater combat was quite strong pre nerf, i feel helpless now when facing more than one tough enemy at a time.

For example, 2 risen sharks. On land, i can fight 2 or 3 enemies of this calibur, but underwater im toast now. I have next to no sustainable defense since the nerf. Stealth underwater is basically nonexistant and dodging isnt something i can pull off like i can on land.

How have you changed your method of combat since this nerf to be successful against more than one tough enemy at a time underwater?

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Posted by: Rottaran Owain.6789

Rottaran Owain.6789

I rapidly tap 5 with a spear, and use initiative regeneration abilities.

Sadly, this is probably the best way to play thief underwater.

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Posted by: Craziplaya.2103

Craziplaya.2103

What was nerfed about it? I thought they fixed it?

edit: Oh wow, they did nerf it. We used to be able to interrupt it to regain initiative. Now we must not get hit to regain them(how is that even possible when getting hit by 3-5 mobs…)… they even changed the description to match it. WTF. So they disguised a massive nerf as a “fix”. How the hell are we suppose to fight more than one mobs underwater now?

(edited by Craziplaya.2103)

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Posted by: bwillb.2165

bwillb.2165

I haven’t done any underwater combat since the update. What exactly was changed? Before the update you could just put 3 on auto-attack and go afk, so it definitely needed some sort of a change, just not sure what.

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Posted by: Malvagite.3254

Malvagite.3254

What changed is that Nine Tail Strike generates less initiative now, much less.

It only gives enough to sustain casting itself. You no longer can also cast 5 to attack and evade vs multiple foes.

So the options i see are cast 3 and have initiative for nothing else (which works for single mob encounters, albeit very slowly) OR cast 5 until you run out of initiative (which isnt long since 5 is a single target attack).

(edited by Malvagite.3254)

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Posted by: Manta.7962

Manta.7962

The initiative regain was only there to refund what you spent going into the block stance, if any of you were thinking that you should be able to gain initiative overall need to remember what having no-recharge time does to a mechanic like that.

The change merely brought it into line with its original intention by the looks of it. Nothing wrong there.

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Posted by: Craziplaya.2103

Craziplaya.2103

The initiative regain was only there to refund what you spent going into the block stance, if any of you were thinking that you should be able to gain initiative overall need to remember what having no-recharge time does to a mechanic like that.

The change merely brought it into line with its original intention by the looks of it. Nothing wrong there.

If this is how they want it, they really need to “fix” how mobs work underwater as well then.

(edited by Craziplaya.2103)

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Posted by: Manta.7962

Manta.7962

Why? What’s wrong? They attack in hugely telegraphed ways and really slowly, Ninetail practically hard counters PvE.

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Posted by: Devildoc.6721

Devildoc.6721

Shark attacks are actually not synced properly to their animations last I knew. They’d do their charge and you’d actually get hit while they looked to be quite far away, like 600 units.

Zapp – 80 Asura Afromancer

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Posted by: Malvagite.3254

Malvagite.3254

Why? What’s wrong? They attack in hugely telegraphed ways and really slowly, Ninetail practically hard counters PvE.

It doesnt hard counter multiple opponents, which is what this thread is about.

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Posted by: Hermes.7014

Hermes.7014

Well now they must nerf that overpowered Dart enemy skill, that’s what.

Whether something is either wrong or right, someone will always complain about it.

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Posted by: DanH.5879

DanH.5879

i just skip the underwater map/leave pvp and join another map.