The problem with deathblossom

The problem with deathblossom

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Posted by: Dakarius.3284

Dakarius.3284

d/d is obviously a direct damage set, however its #3 skill is condition focused. As it is, power d/d never uses its #3 and is hampered as a result. I suggest that #3 have its direct damage buffed to account for 80-90% of an above 50% heart seeker, as well as to have better power scaling, and to have it’s evade frame increased to .5 seconds.

The increase in evade frame brings it inline with other evade skills theives have and actually makes it useful for evading. As it is currently the skill animation is so out of whack with the evade frames that it is 100% useless as an evade. this will give d/d a much needed survivability boost as well as allowing d/d to synchronize better with DD.

The increase in damage is needed for it to be used period. It needs to deal less damage than HS so it’s not spammed (unless in an aoe appropriate environment), but enough extra damage that you don’t feel like you’re totally gimping your damage to add a little survivability.

The bleed can be left on as this is inconsequential damage to power thieves and it allows those few condi d/d thieves to still enjoy their build

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Posted by: PopeUrban.2578

PopeUrban.2578

It doesn’t need a damage buff at all. it simply needs an evade buff so it’s useful for both types of builds. The raw damage is low on purpose as it’s theoretically supposed to be an evasive skill with DoT damage to continue pressure, not a major source of direct damage so it can spam people to death with crits.

Would I complain if it also got a white damage buff? not at all! but I think if the evade is fixed it already hits the usability point for crit /power builds, and if anything it could use another non-damaging condition like cripple or even a short immob.

Like, put the evade at the front, immob on hit for .15 secs, thus, you can use it to evade, and the immob, if not broken, prevents the target from turning around and blasting you as you land? The catch is to really “land” the immob you’d have to strike with all three hits to stack the duration. This means you could use it to set up backstabs, etc. and due to the multitarget nature of the skill might actually increase d/d’s staying power in group fights?

Of course, my math is off and doesn’t account for condition duration and such but it could be a more interesting mechanic useful to both build styles

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

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Posted by: Kolly.9872

Kolly.9872

OP do you remind me of my first days on GW2.
Good point but this was discussed a lot of time ago, it was clear from the beginning that deathblossom didn’t fit well with the rest of the set. Anet obviously didnt change that.
Btw a reminder from time to time is a good thing.

Thief might not be as strong as last year
but they’re a lot stronger
than they will be next year!

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Posted by: babazhook.6805

babazhook.6805

Given number 3 for new scrapper has a very hard hitting attack with a range of 1000 in a leap AND a 1 second evade, I fail to see why the evade on DB is as low as it is.

It should be 3/4 sec minimum and start at the beginning of the DB as a minimum.

If there an added condition it should be Vulnerability in addition to the bleed IMHO but that longer evade is essential. This would serve a power build as well. 1 stack per of vuln so a db on single target would load 3 stacks bleed three vuln with that evade.

Put blind instead of vulnerability on CND and the set a long ways to being fixed.

Cripple not a good idea as that should stay with #4.

(edited by babazhook.6805)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I do think that death blossom could use some tuning, now that the starting strength of bleeding has been cut tremendously. Originally when bleeds were 0.05 + 42.5, Death blossom could still wrack up substantial pressure even on a power build. That extra condition damage has been more than cut in half.

And yes, at least 1/2 second evade.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: babazhook.6805

babazhook.6805

As I recall DB also used to hit 5 targets prior to the changes to bleed and was downtweaked even before those bleed changes.

In adding vulnerability rather than cripple to the DB at the same rate bleeds applied we can also improve the overall condition damage a D\d thief can inlflict as it would help all sources of conditions tick harder but also give a power dagger user the ability to increase his own damage.

With a longer evade the power user is not than wasting INI just to evade. He will hit harder.

(edited by babazhook.6805)

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Posted by: BobbyT.7192

BobbyT.7192

you’re only allowed to evade so long as you don’t have control

- Karl
https://forum-en.gw2archive.eu/forum/professions/thief/BWE-3-Daredevil-Specialization-Changes/page/7#post5518373

I’ll just leave this here

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Posted by: Tringsh.2380

Tringsh.2380

I keep seeing this topic being raised over and over again. With pretty much the same suggestions. I totally agree with them, it just annoys me that the Devs haven’t done anything with the feedback.

What concerns me more is that with specialisations the thief base class will just be overlooked. However the devs have said that they are going to rework P/P. So it’s not all doom and gloom.

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Posted by: Selver.1307

Selver.1307

Is the evade frame.

Kill after cast completely, evade full duration, change bleed to 2 per strike for 5s. 6ini. Bam. Better for condi and power, just costs more. Expensive, but not really a downside anymore.

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Posted by: babazhook.6805

babazhook.6805

Is the evade frame.

Kill after cast completely, evade full duration, change bleed to 2 per strike for 5s. 6ini. Bam. Better for condi and power, just costs more. Expensive, but not really a downside anymore.

Nope. Bleeds were downtweaked and we need far more stacks to do the same damage we did before. Making INI higher with less bleeds will not help in any way shape or form.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The REAL problem with DB are;

  1. pre-cast delay
  2. evade time frame
  3. post-cast delay

The solution is to remove the pre- and post-cast delays and increase the evade time frame to coincide with the skill animation. If the skill animation is 1s, the evade needs to be 1s.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Driften.8716

Driften.8716

The REAL problem with DB are;

  1. pre-cast delay
  2. evade time frame
  3. post-cast delay

The solution is to remove the pre- and post-cast delays and increase the evade time frame to coincide with the skill animation. If the skill animation is 1s, the evade needs to be 1s.

I will 2nd this. Death Blossom is meant to be a defensive skill used to assist with draining health and dropping dots to weaken enemies when you are out numbered. The skill has saved me countless times when I have low health and multiple enemies. If any buff is needed it is the cast chokes and the short evade window. Damage is fine. Mind you if you chose the DD trait line it will remove conditions when it evades.