Showing Posts For Aegletes.8461:
1. Improved reporting system
2. Separation of solo queue and team queue tournaments
3. Class balance? lolz
There was no change in the RD and volatility for any of the NA worlds since last week?
Looking forward to the upcoming tuning for dynamic leveling as the current downscaling is far too weak. It is now possible to receive level appropriate loot from any enemy, but these enemies can be grouped up and mindlessly 1-shotted while these other enemies require you to be awake. High level characters can still rip through enemies before level appropriate characters even have a chance to land a hit on them for kill credit. The downscaling penalty needs to be upscaled.
Elaboration of a thread posted on the Thief forums a few months ago that never made its way to the Game Bugs forum:
The regeneration boon from this trait does not stack with itself. Moreover, it does not stack with any regeneration boons from any source once applied. For example, a thief goes into stealth, triggering this regeneration. The thief then receives regeneration from another source, increasing the duration of his regeneration as all other sources of regeneration will do. However, the thief is unable to stack further duration with this trait by entering stealth again. Only after the regeneration boon wears off does the trait effect become available.
To further clarify, there is not a cool down on this trait. The regeneration can be reapplied as soon as 5 seconds (that is, if no other regeneration was present and none is received) or, conceivably, never again if the player continually receives regeneration from another source.
This bug persists even if a second thief attempts to apply the regeneration with this trait.
The uniqueness of this restriction is the reason for reporting this as a bug; however, it is possible that this is simply a poorly designed trait that is working as intended.
Concerns regarding the potential power of this trait if the regeneration was consistent with all other sources of regeneration in the game were brought up in the aforementioned thread. While it is beyond the scope of this bug report, it is worth mentioning that a cool down (added to the trait and, ideally, noted on the trait description) would allow for balancing of the trait as needed. For example, with no cool down, Shadow Refuge could apply up to 25 seconds of regeneration. Adding a 2 second cool down to the trait would reduce the maximum duration of regeneration applied from Shadow Refuge to 10 seconds.
then remove the teleport. hearseeker spamming thieves are unstoppable. wouldn’t be so bad if heartseeker didn’t do as much damage as it did and was more a gap closer OR it kept it’s current damage and gap closing but had a cooldown.
they nerfed hundred blades and put most of its damage on the last couple of hits precisely because it became the go-to ability for all warriors in pvp. you are a little daft if you think nothing is going to happen to heartseeker.
Likening the live iteration of heart seeker to a beta version of hundred blades seems almost a desperate comparison. Both personal experience and common sense contradict the notation that heart seeker spam on full health opponents is a prevalent tactic. One must begin to question the accuracy of such accounts offered here.
While remaining highly skeptical of the supposed wide spread existence of unstoppable thieves that are downing full health opponents in 7 seconds by spamming heart seeker, this weapon skill is useful on targets below 33% health. At this point, a thief with the executioner grandmaster trait swapping to his dagger set can achieve massive damage with a single heart seeker. Of course, unless he spent another 30 points in the acrobatics trait line for quick pockets, he will need to have 3 initiative left to even be able to use heart seeker.
Heart seeker seems to be designed primarily for high single target damage on low health opponents. As a gap closer, infiltrator’s strike and shadow shot offer longer range and greater functionality. The additional damage of heart seeker is an underwhelming concession for its short range and the absence of additional effects. Below 33% health you can expect a dagger thief to use this ability. Above 50% health a thief is only using this to get back into melee range after dodging.
I know that a heartseeker against a full HP elementalist still hits for a good 3-4k. Thats[sic] just silly.
Out of curiosity, how much defense did this elementalist have?
Or perhaps more importantly, how much defense did this thief have?
It is not impossible to achieve a lucky 3-4k critical strike with heart seeker against a target with no defense if the thief also sacrifices defense. Silly? Maybe. Suicidal? Most definitely.
Others in this thread have already outlined simple, clear strategies for countering heart seeker spam. The “tactic” quickly becomes inviable against even minimally experienced opponents. It is important to remember that this game is balanced across multiple, diverse game modes and is not balanced solely around your personal gameplay.
Heart seeker is a short range (450) leap that does moderate damage. It does about twice as much damage to targets above 33% health than infiltrator’s strike, but does not immobilize, has only 75% of the range, and cannot remove a condition and retreat for an additional 2 initiative. It has half the range of body shot and does not apply vulnerability but does more initial damage. It does less damage than cluster bomb, does not apply bleeding, and is about one third of the range, but does not rely on a slow moving projectile. All of the 3 initiative weapon skills have positives and negatives.
Contrary to some of the opinions in this thread, heart seeker is not broken and exclusively spamming it is by no means an effective strategy.