(PLEASE) Fix Test of Faith
I’m not sure how to respond to this other than.. well.. maybe you shouldn’t be teleporting around but use the same technique everyone else is using. If as a thief, you’re short a dodge, please know that you have an extra dodge which all other classes do not have. If other classes can get through, you with an extra dodge roll shouldn’t have a problem. if you do have a problem, maybe you need to practice priorities
(ps, i’m assuming you were refering to the Dragonhunter trap)
To be fair, different professions, by design, have different means of mitigating damage. This can be: not being where the damage lands; use of blocks, evades, and invulnerability frames; reducing the damage they take when it does land; being able to outheal the damage; being able to prevent the enemy from attacking in the first place; and a variety of other possible means I may have forgotten.
This isn’t a problem that just affects thieves. Mesmers, elementalists, and guardians themselves all have teleports which will damage them if they cross the ToF. However, thieves are probably affected more than other professions because their damage mitigation is heavily weighted towards ’don’t be where the attack lands’: most professions, if caught inside a ToF, can pretty much tough out staying inside the circle and meleeing the dragonhunter for a bit. Thieves generally don’t have that option, although a staff thief might be able to get away with it if they have high initiative (but that staff thief can probably get out anyway).
Possibly the more interesting question is whether this is actually intended behaviour of the skill. It may be intended to be a kind of ward against teleportation as well as a physical blade barrier.
If not… it might be that the issue is that the teleportation skills need to be redesigned. ToF is doing it’s job “damage anyone who crosses” perfectly: the problem is that teleports are programmed as being fast movement from A to B.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
I’m not sure how to respond to this other than.. well.. [i]maybe you shouldn’t be teleporting around but use the same technique everyone else is using.
As stated above, many other professions have teleports too (including other Guardians using the sword blink). Thieves may have an extra dodge, but Elementalist’s stuck in a test a faith do not. This problem just hurt’s thieves more as they tend to be more glassy and rely more on teleports. Also, if I’m knocked down/stunned inside a test of faith and taking massive damage, how do you propose I dodge out of it? Sometimes Guardians stack up all of their traps in one spot, and even though this is usually a moronic choice, a Dragon’s Maw on top of a Test of Faith makes it literally impossible to dodge out of the trap and avoid taking the Threshold damage.
Possibly the more interesting question is whether this is actually intended behaviour of the skill. It may be intended to be a kind of ward against teleportation as well as a physical blade barrier.
I’m pretty certain it’s a design oversight. The same thing is a problem with Ring of Warding/Line of Warding. I’ll teleport over these barriers and still get knocked down by them even though I never touched them. Test of Faith is just the worst instance of this problem since the random knockdown usually doesn’t get me killed.
If not… it might be that the issue is that the teleportation skills need to be redesigned. ToF is doing it’s job “damage anyone who crosses” perfectly: the problem is that teleports are programmed as being fast movement from A to B.
Yes. Though an easier solution would probably be some kind of workaround (largely leaving teleports the same) as a complete overhaul to how teleports function might not be feasible. Perhaps during the .001 seconds (or however long the fraction of a second is) your teleporting they can make the player invulnerable?