Patch Notes March 26, 2013
Skimming the patch for words on reveal coming out o stealth.
Wait, what? Haste got “buffed”? XD
Yeah, odd, what is your source for these notes?
Wait, what? Haste got “buffed”? XD
No, it got nerfed.
Before, haste increased attack speed by 100%. They reduced all haste by 50%. This means, your attack speed is now 50% instead of 100% faster.
Interesting, guess the rescinded their decision to apply revealed, that or they forgot to add it to notes. However, the increase of revealed time to 4 seconds was never mentioned before, maybe it simply took the place of the other nerf?
No revealed if no attack. ?
On the topic of Haste, someone mentioned it didn’t reduce Endurance to 0 but removed 100 endurance and could go into negatives. Well :
“- Endurance can no longer be negative.”
No revealed if no attack. ?
I don’t know. They have a history of leaving things out of the patch note. Can someone log and confirm or can a Dev provide clarifaction?
Stealth: The duration of Revealed has been increased to Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.when coming out of stealth via an attack.
what? O.o
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)
Stealth: The duration of Revealed has been increased to Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.when coming out of stealth via an attack.
what? O.o
Hm…
If this is the only thing they are going to do to stealth, I am perfectly fine with this compromise. It could’ve been worst, much worst.
PS. Warrior’s Frenzy + HB just ate kitten.
(edited by Sifu.6527)
Why did they nerf Basalisk. Who wants an elite that only dazes now
That new revealed duration just nerfs rather heavily my S/D PvE build :/
And -33% damage/healing from Caltrops too. I guess thief isn’t meant for PvE at all.
Why did they nerf Basalisk. Who wants an elite that only dazes now
I think the point was that stun breaks would remove the “stun” effect from Basilisk, but it would still leave the user under effect from a “immobilized” effect preventing them from moving or dodging. I never knew the poison had that hidden effect too and I think it makes sense to purge that part too when a stun breaker is used.
As a thief, I never got affected by that problem because all our stun breakers (except Haste but who uses it for that?) remove Immobilize at the same time more or less. Other classes must have been more annoyed by that.
so yeah after all that they put in a stealth nerf but one that actually effects people using it offensively and no effect on the cheesers everyone was getting hyped at being destroyed ><
Well played Anet! Well played ><
At least we no longer go negative endurance with haste… that said thats a lot of overall nerfs to everyone
(edited by Dasorine.1964)
4S holy molly.
Holly
molly
QUIT- RETIRED
No revealed if no attack. ?
I don’t know. They have a history of leaving things out of the patch note. Can someone log and confirm or can a Dev provide clarifaction?
Patch isn’t in effect yet
Why did they nerf Basalisk. Who wants an elite that only dazes now
That poor skill, It used to be sooooo good and then seem to nerf it every major patch.
Zikory – Retired Thief
Zikkro – Zergling Necromancer
And -33% damage/healing from Caltrops too. I guess thief isn’t meant for PvE at all.
…wut?
Why did they nerf Basalisk. Who wants an elite that only dazes now
I think the point was that stun breaks would remove the “stun” effect from Basilisk, but it would still leave the user under effect from a “immobilized” effect preventing them from moving or dodging. I never knew the poison had that hidden effect too and I think it makes sense to purge that part too when a stun breaker is used.
As a thief, I never got affected by that problem because all our stun breakers (except Haste but who uses it for that?) remove Immobilize at the same time more or less. Other classes must have been more annoyed by that.
Meh, the tool tip says “Your next attack turns your foe to stone.” To stone…I think you should be kinda stuck in one place if you turn to stone…
Zikory – Retired Thief
Zikkro – Zergling Necromancer
And -33% damage/healing from Caltrops too. I guess thief isn’t meant for PvE at all.
…wut?
Caltrops duration was reduced by 33% so that’s 33% less damage and less time to proc Signet of Malice heals.
All nerfs and no buffs makes thief a dull class :/
Thief
Corrosive Traps trait:
Applies the correct vulnerability duration with Shadow Trap.
Now applies vulnerability with Ambush Trap.
Healing Seed skill:
Increased radius slightly.
Now displays the combo field ring.
Caltrops:
Reduced duration from 15 seconds to 10 seconds.
Now indicates its radius.
Steal skill: No longer initiates autoattacks.
Uncatchable trait:
Now displays an active combat area to both allies and enemies.
Increased effective radius by 50%.
Basilisk Venom skill: No longer immobilizes targets in addition to stunning them.
Haste skill: Increased duration from 4 seconds to 5 seconds.
Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Thief important only updates here.
Nerf to basilisk, caltrops, haste, and stealth.
I’m surprised to see no Mug nerf.
(edited by swinsk.6410)
I’ll take the 1 extra second on Revealed if they didn’t add revealed anytime leaving stealth!
Zikory – Retired Thief
Zikkro – Zergling Necromancer
General
•Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Well, there goes my S/D dungeon build. Right out the window. Thanks, guys!
Resident Thief
but hey! at least healing seed (because thats totally a thief skill!) is a tiny bit wider and dodge caltrops are a bit bigger! we are really gonna pwn with these buffs!
Unless your not sylvari…. or not being chased…
(edited by Dasorine.1964)
=.= So rather then discouraging stealth stacking they nerfed aggressive thieves who actually stay in the fight. Nice…
Part-time Kittenposter
Healing seed is ranger stolen item, I believe…
Haste nerf is a bit harsh, the drawback is far to massive at this point.
It just seems like they’re throwing random changes, hoping it will do the job.
They reduced all haste by 50%. This means, your attack speed is now 50% instead of 100% faster.
Cries My poor Sword/Pistol thief…it wasn’t even that good to begin with. Whyyyyyy?!
You keep using that word. I do not think it means what you think it means.
They added a whopping 1 second to reveal when dropping stealth while engaging… what does this mean ? It means that CnD will be used as a scapegoat to get to safety far more often then a means to stack damage…
HENCE – For the P/D Thieves, FRET NOT! Those stacking condition damage have to wait an extra second every 3 seconds to drop there opponents… Not a big learning curve!
80 Human Thief – 80 Human Guardian
80 Norn Ranger – 80 Norn Warrior
Maybe they’ll buff back Pistol Whip to reasonable damage for the initiative cost. One day XD Like the mobility buffs they’ll be giving us along (more or less, kind of) the Stealth nerfs right ?
General
•Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Well, there goes my S/D dungeon build. Right out the window. Thanks, guys!
I know the feeling man. Now we blind every 4 seconds not to mention our other SA goodies.
Part-time Kittenposter
Ow god the stealth nerf will hurt me so much in pve.
Basilisk Venom skill : No longer immobilizes targets in addition to stunning them .
This mean stun breakers will work on this? Because that would be a hard nerf for me in spvp.
No nerf to Mug damage either.
Well… unless they left a load of stuff (not unheard of) out of the patch notes… it looks like thiefs in WvW at least… just dodged a huge * bullet… at least for a little while… LOL.
Pretty much everyone seemed content with the original “revealed on destealth” proposal, I just cannot wrap my mind around this. It gave a sense of “counterplay” in that if you could hold off the thief via CC or your own mobility, you would have 3 seconds of burst-free, full visibility combat.
Instead, it’s business as usual, with a pathetic one second debuff addition. I am extremely displeased with the changes, not because I feel it is game breaking (it’s not, and it won’t affect me much at all) but because we were clued into something that was almost a universal plus, and just got a bunch of random bogus changes…
Can we get any Dev feedback as to what happened here? Are these changes still in the works, or were they scrapped, or…W T F??
Pretty much everyone seemed content with the original “revealed on destealth” proposal, I just cannot wrap my mind around this. It gave a sense of “counterplay” in that if you could hold off the thief via CC or your own mobility, you would have 3 seconds of burst-free, full visibility combat.
Instead, it’s business as usual, with a pathetic one second debuff addition. I am extremely displeased with the changes, not because I feel it is game breaking (it’s not, and it won’t affect me much at all) but because we were clued into something that was almost a universal plus, and just got a bunch of random bogus changes…
Can we get any Dev feedback as to what happened here? Are these changes still in the works, or were they scrapped, or…W T F??
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
Pretty much everyone seemed content with the original “revealed on destealth” proposal, I just cannot wrap my mind around this. It gave a sense of “counterplay” in that if you could hold off the thief via CC or your own mobility, you would have 3 seconds of burst-free, full visibility combat.
Instead, it’s business as usual, with a pathetic one second debuff addition. I am extremely displeased with the changes, not because I feel it is game breaking (it’s not, and it won’t affect me much at all) but because we were clued into something that was almost a universal plus, and just got a bunch of random bogus changes…
Can we get any Dev feedback as to what happened here? Are these changes still in the works, or were they scrapped, or…W T F??
Are you a thief hater…
80 Human Thief – 80 Human Guardian
80 Norn Ranger – 80 Norn Warrior
Pretty much everyone seemed content with the original “revealed on destealth” proposal, I just cannot wrap my mind around this. It gave a sense of “counterplay” in that if you could hold off the thief via CC or your own mobility, you would have 3 seconds of burst-free, full visibility combat.
Instead, it’s business as usual, with a pathetic one second debuff addition. I am extremely displeased with the changes, not because I feel it is game breaking (it’s not, and it won’t affect me much at all) but because we were clued into something that was almost a universal plus, and just got a bunch of random bogus changes…
Can we get any Dev feedback as to what happened here? Are these changes still in the works, or were they scrapped, or…W T F??
Would also like to know. However, the extra one second and the removal of culling will certainly help.
Fort Aspenwood
Quickness change is interesting. I have no problem with that change for now as a thf.
No one got shafted harder than war though. All they got in return is buffs in banner (lol). Maybe pushing them away from GS is the idea?
No nerf to Mug damage either …
it looks like thiefs in WvW at least… just dodged a huge * bullet… at least for a little while… LOL.
no. we didn’t “dodge a bullet.” bad thieves did. trolls did.
people who play the class in a cogent manner just got trolled, and it is extremely frustrating.
aa…aa…. AHHH….JON PETERS MAKE LAIKA ANGRY!!!!
I really hope mobs aren’t going to wander around while under basilisk venom. It was actually quite fun to freeze them under a bucket of lava in the dredge fractal!
Are you a thief hater…
Yep. I absolutely hate badly played thieves, which the prior change would have greatly reduced.
General
•Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Well, there goes my S/D dungeon build. Right out the window. Thanks, guys!
I know the feeling man. Now we blind every 4 seconds not to mention our other SA goodies.
It’s even more than that. I had a BRILLIANT melee pattern of stealth, daze, auto-chain, repeat, and I could stay at the front line of a fight for extended periods of time provided that I kept the momentum going. In this chain, Revealed would finish at the exact moment I hit C+D to restart the pattern. I felt rewarded for perfect execution. I was in favour of revealed on attack or not, as it would have little to no effect on skilled Thieves and punish one-trick-ponies that mess it up, as well as reward opponents who effectively counter-play stealth attacks. Instead, we get this hideous and stupid extension to Revealed. Now my entire dungeon playstyle is out the window and I suppose it’s back to crummy S/P or D/D glass like they seem to want to pigeon-hole us in to. Venoms aren’t even worth mentioning at this point and Traps are total BOLLOCKS, this patch doing absolutely NOTHING to make them viable. But hey, we drop more Caltrops on dodge!
Resident Thief
I really hope mobs aren’t going to wander around while under basilisk venom. It was actually quite fun to freeze them under a bucket of lava in the dredge fractal!
nah it still stones them, it just means stun breakers will work on it without needing to pop something to clear immobilize also.
General
•Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Well, there goes my S/D dungeon build. Right out the window. Thanks, guys!
I know the feeling man. Now we blind every 4 seconds not to mention our other SA goodies.
It’s even more than that. I had a BRILLIANT melee pattern of stealth, daze, auto-chain, repeat, and I could stay at the front line of a fight for extended periods of time provided that I kept the momentum going. In this chain, Revealed would finish at the exact moment I hit C+D to restart the pattern. I felt rewarded for perfect execution. Now that’s out the window and I suppose it’s back to crummy S/P or D/D glass like they seem to want to pigeon-hole us in to. Venoms aren’t even worth mentioning at this point and Traps are total BOLLOCKS, this patch doing absolutely NOTHING to make them viable. But hey, we drop more Caltrops on dodge!
Because being able to repeat a chain without the enemy ever being able to hit or target you sounds fair.
I like your reasoning.
Fort Aspenwood
General
•Stealth: The duration of Revealed has been increased to 4 seconds when coming out of stealth via an attack.
Well, there goes my S/D dungeon build. Right out the window. Thanks, guys!
I know the feeling man. Now we blind every 4 seconds not to mention our other SA goodies.
It’s even more than that. I had a BRILLIANT melee pattern of stealth, daze, auto-chain, repeat, and I could stay at the front line of a fight for extended periods of time provided that I kept the momentum going. In this chain, Revealed would finish at the exact moment I hit C+D to restart the pattern. I felt rewarded for perfect execution. Now that’s out the window and I suppose it’s back to crummy S/P or D/D glass like they seem to want to pigeon-hole us in to. Venoms aren’t even worth mentioning at this point and Traps are total BOLLOCKS, this patch doing absolutely NOTHING to make them viable. But hey, we drop more Caltrops on dodge!
I know. I had the same pattern.
Part-time Kittenposter
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
Ha Ha… well now we know… Peters switched his main from Warrior to Thief.