Showing Posts For Aladdin.4603:

Reported for winning a fight?!

in WvW

Posted by: Aladdin.4603

Aladdin.4603

Yea same happened to me on my thief. I killed a group of FSR players and one guy pms me saying Im speedhacking…?! Is that even possible? I run mostly zerk with Traveler’s run and he wouldn’t believe me even after I linked him my gears… lol I noticed it happened once when I stealthed into a tower after an enemy zerg rolled through it and I capped it after they left and a guy reported me for soloing the tower!? I stopped for a while and I just started playing again… Is guildwars 2 that bad that everyone accuses each other of hacking now? Shame…

(edited by Aladdin.4603)

Nerf Wish list

in Thief

Posted by: Aladdin.4603

Aladdin.4603

What: Thiefs !!!
Why: They are OP,they stoled my girlfriend and one is dating my mom.

i must infer from this that your mom was your girlfriend.

Oedipus complex anyone?

Nerf Wish list

in Thief

Posted by: Aladdin.4603

Aladdin.4603

What: Stability
Why: OMG a thief can whirl in lala w1th th3 St@bi1ity… omg we can’t throw a thief around… WHY CANTZ WE KNOCKS HIM DOWN!? Thief Stability is so OP! NERF NERF

Indirect Imbalance to Thieves? 2H changes

in Thief

Posted by: Aladdin.4603

Aladdin.4603

This is a buff to Shortbow, not an indirect nerf, how you could even think of it like that is beyond me. Even if you don’t use it a lot in WvW, it’s still a buff to Shortbow when you are using it. Those of us who use it 90% of the time in tPvP are also getting a buff through this.

Honestly, how the hell can you call it a nerf, lol?

Please reread what I said… I did not say that it is a nerf… In fact I said that is a buff to all classes (some classes will get a better buff than others since they utilize more 2 Handed weapons). So I should say rather it is an imbalance like Dahkeus is saying since Thiefs don’t have any other 2 handed weapons.
Also, SB Skill #4 is getting a nerf if you did not know already.

@Dahkeus- no Sigil of Night won’t stack with itself, but it will stack with Sigil of Force

(edited by Aladdin.4603)

Indirect Imbalance to Thieves? 2H changes

in Thief

Posted by: Aladdin.4603

Aladdin.4603

Is it me, or is allowing 2-Handed weapons to have 2 sigils a big change that’ll hurt thieves indirectly? Thieves will get 2 sigils on shortbow, but lets face it… who uses Shortbow as their main weapon on thief in close encounter fights (I am a big wvw roamer)? Great for tagging, but for actual fights….
I always saw thieves being able to use 2 sigils as an advantage that mildly compensates for the constant nerf that we have been enduring the past year to our 1 handed weapon sets.
While engis (rifle), eles (staff) and necros (staff) are getting buffed to only 1 weapon set as well, they are all effective in fighting mid range.
With this change, I see no reason why I shouldn’t play my GS/Hammer warrior, who is much tankier and has near the same damage output as it is with 1 sigil in each weapon (they are getting a buff to 4 weapons- hammer, GS, rifle and longbow)

I’m not even going to begin discussing the 10% nerf to crit damage that my d/d thief will endure.

So what do you guys think of the coming changes?
I know some have discussed new weapon sets for thief… like sniper rifle for thief or sword off hand…

(edited by Aladdin.4603)

Defeated State

in WvW

Posted by: Aladdin.4603

Aladdin.4603

My suggestion:
downed players can be rezzed any time, but rezzing is interrupted uppon receiveing dmg.
—> rezzing traits can be changed, so that you can trait to be a medic/rezzer who is not interrupted by dmg.
defeated players can be rezzed only out of combat.

I agree with this as well. It not only brings in more build diversities, it brings a fair advantage to outmanned players in whatever area they are in.

As a night capper in a lower silver tier EU server, it is a small organized group of 10-15 fighting off blobs of 40-50+ (aka karma train). Sometimes it just feels insulting to easily lose a T3 keep with WP when we are well sieged and all sieges manned, but they can just kitten the gates down (pvd) and rez anyone that dies in our cross fires… Often enough we down and kill many through skill, but those defeated players are rezzed back almost instantly as if nothing has happened and proceed to roll over us or capture the keep by preventing us from entering ring due to the massive AOE damages they lay.

Speaking of capturing keeps, why is the ring dependent on the number of players on the circle rather than just having a minimum time to capture? I mean it should be constant regardless of 1 person or 50 people in the circle, right? Why should a keep flip near instantly because 50 players are standing in it?

(edited by Aladdin.4603)

New Agony Infusion System

in Suggestions

Posted by: Aladdin.4603

Aladdin.4603

Well let me ask you something, if you want to get 20+ AR, won’t it be miserable to know you lost that 10+ AR which you invested 300g for nothing?

I also noticed that prices don’t really change that much overall for items past the first few days for items that will remain. Sure it will go down, but it won’t make up for the exponential rise in AR costs at higher levels.

(edited by Aladdin.4603)

Fun Facts about new agony infusions

in Fractured

Posted by: Aladdin.4603

Aladdin.4603

Math request.
How much to craft a +5 and a +10 at current rate of 30s per +1 including materials cost?

At 30s, For + 5 it will cost 4.8 Gold (16 pieces), for + 10 it will cost 153.6 Gold.
This doesn’t include Thermocatalytic Reagent
For that add: 22s for + 5 and +10 7g

http://wiki.guildwars2.com/wiki/Agony_Infusion
http://en.wikipedia.org/wiki/Powers_of_two

(edited by Aladdin.4603)

AR System

in Fractured

Posted by: Aladdin.4603

Aladdin.4603

I made a suggestion for the New Infusion system so that it doesn’t seem so broken.

Maybe I should have posted it here. xD

Anyway he is the link:
https://forum-en.gw2archive.eu/forum/game/suggestions/New-Agony-Infusion-System

Fun Facts about new agony infusions

in Fractured

Posted by: Aladdin.4603

Aladdin.4603

I made a suggestion to the AR system to make it more balanced.

https://forum-en.gw2archive.eu/forum/game/suggestions/New-Agony-Infusion-System

New Agony Infusion System

in Suggestions

Posted by: Aladdin.4603

Aladdin.4603

Hello,

I have a suggestion for the new infusion method. Since these new infusions can only be placed in an Infused item and they have no maximum cap on how much infusion can be placed I think the process for infusion should be changed.
Currently there is no requirement to place an infusion into the new slots i.e. putting in a

+ 30 is the same as putting in a + 5, but this creates a major problem….

The difference in producing a higher level infusion is that it will cost exponentially more infusions than the lower infusions…. That means that players have no incentive in slotting their infusions. i. e. why slot + 10 when I can save it and eventually slot + 20.

Slotting a + 10 would be a tremendous investment and that would be completely gone if you tried to upgrade the Infused equipment further rather than using it. Thus my suggestion is that Anet should give value to slotting lower level infusions. Not that it would combine, but rather be a prerequisite for slotting higher levels…
Such as:
+ 1 no cost.
To infuse + 2= there must be a + 1 already in the slot.
To infuse + 3= + 2 must be in the slot (+ 1 for the + 2)
+ 4= + 3 in slot (+ 2 and + 1 were slotted in sequence)
+ 5= + 4 (+ 3, + 2, + 1 were slotted)
+ 6= + 5 (+ 4, + 3, + 2, + 1)
etc….

This would make it so that there is an equivalence in how the infusions are slotted and give value to slotting lower levels rather than just storing all infusion until a player deems they are ready to infuse. Also, it would proportionally give meaning to infusing a + 11 vs a + 10

This also makes the infusion process an additively more expensive endeavor which would benefit Anet in the end.
Ex. To infuse a + 5 infusion a player must utilize:
31 (+ 1 Infusions) rather than 16.
+ 1, + 2,+ 3,+ 4 in the Infused equip and 16 (+ 1) to make the + 5 Infusion.

For a player this would mean…. Using a + 10 in their Infusion would have meaning rather than saving it in the bank to make a + 11 and never being able to use the lower levels that they accumulate. This would also give players a sense of achievement knowing that they progressively increased the level of AR infusion through a series.

(edited by Aladdin.4603)

Dec 10th thief changes

in Thief

Posted by: Aladdin.4603

Aladdin.4603

@messiah I wasn’t trying to compare the warrior to thief, but rather the play style of initiative regeneration versus weapon set cool downs. All our skills are linked to how much initiative we have at a given moment, while most classes do not have this unique mechanic- this serves as a benefit (can chain the same skill multiple times) and a hindrance (no initiative means all our weapon skills are on CD) . I can just as easily do the same example with my mesmer or any other class with weapons CD in rotating their weapon skills (except I would need utilities to sustain through some of the CD) to stay longer in battle- funny thing is that mesmer is a light class and from experience I can stay inside a fight longer with her than with my thief. In the end it comes down to keypad crunching (skilled players fine tune this to an art) for most classes versus tactical response and dodging for thieves.
Simply put a thief is more of a reactive class… we watch and see what our enemy does before we strike then we put pressure on them when we feel we have the right moment, which results in 3 scenarios: they play skillfully and an epic battle ensues, they get the best of us and down us or they become flustered and start making errors that get them downed (assuming the fight is gone until completion).

I think we are arguing the same points. I really like how you broke down the list of damage mitigators in the game. Two additions are that a few of the warrior weapon sets and utilities give them the ability to evade, I would also add retaliation and fear to the stealth list while they do not prevent taking damage their mechanics intuitively negate damage.

(edited by Aladdin.4603)

[video] My thief in some wvw action

in Thief

Posted by: Aladdin.4603

Aladdin.4603

Very Well done messiah! You make TEO and GH proud.

Dec 10th thief changes

in Thief

Posted by: Aladdin.4603

Aladdin.4603

Last post:

Basilisk Venom- Why is this an elite skill? With the previous nerf to duration and the ability for opponents to come out of its stun, it seems like a pointless skill. Even mobs can come out of it or maybe it is just very buggy…. I thought the unique feature of petrification along with its animation was to be something that cannot be broken with break stun. In its current state, it cannot even stack stuns and seems worthless comparative to other class stuns which don’t have a cast time and are stackable.
Yea, I understand that bs thieves were abusing it by using it while in stealth. Maybe change the mechanism so that it can be stun broken while applied in stealth, but in any other situation it is not.

Lastly, why has this game moved more to Condition damage and stuns (reinforced by Anets latest updates)? Seems like us thieves are left in the dust with the limited condition removals, while other classes have so many means of cleanse.

Only ways any build thief can cleanse (not including racial skills):
Heal Skill
-Hide in shadows: Cures burning, poison, and bleeding
-Withdraw: Cures immobilized, chilled, and crippled.

Utilities
-Shadow Return: Cures 3 conditions
-Activate Signet of Agility: Cure a condition for each nearby ally.
-Roll for Initiative: Recover from crippled, chilled, and immobile.

Trait
-Shadow Embrace (SA IV): Remove conditions periodically while in stealth.
-Fleet of Foot (Acrobat VII): Dodging removes conditions from you. Specifically only cripple and weakness.
-Pain Response (Acrobat VIII): Gain regeneration and remove conditions when struck while your health is below the threshold. (bleeding, burning, poison)

S/x
-Shadow Return: Cure one condition
No other weapon set gives cures innately.

Im not even going to begin on how many condition cleanse other classes have….

I always thought a thief was meant to be ‘slippery’ and avoid conditions and that is why they have such limited removal. If dodge is taken away…. yea…. Also, I wonder if Anet sees the correlation between which utilities and trait lines are used more often than others. Seems pretty clear cut.

Sorry for the long posts, I just wanted to give my 2 cents and see what others think.
~Aladdin~

(edited by Aladdin.4603)

Dec 10th thief changes

in Thief

Posted by: Aladdin.4603

Aladdin.4603

@Sanduskel- Yes, permastealth via p/d is going away. Yes, it needed to go away. Most people will agree including us thieves. Now stop beating an already dead horse and move on with the discussion please.
I have been playing thief since open beta and have tried many builds over this time… d/d bs, s/d evasion, s/p (mainly in pve), p/p perplexity, p/d condition- I have unique sets, weapons and trinkets for each (yea a bit of a thief enthusiast here xD)… but aside from d/d, I have pretty much heavily relied on stealth, evasion or initiative management traits- which I am sure all non-pve thiefs worry about/trait in one way or form.
Let me ask you… you say there are some great builds out there, I would love to know which ones you are talking about… please enlighten us, especially if they don’t utilize stealth, mobility, evades or initiative (last 3 of which Anet is nerfing) since after Dec 10 most thieves will need to look for a better means to cope with the current meta.

(edited by Aladdin.4603)

Dec 10th thief changes

in Thief

Posted by: Aladdin.4603

Aladdin.4603

Seems like they are going to be worse starting Dec 10th.

The main problem lies in initiative management and how Anet has designed it. Players want more control of how much initiative they can gain at any given moment. Why? Every one of our skills are linked by that one core factor. All our skills depend on how much initiative we have left. This is a great for linking burst attacks, but it limits the number of combos we can operate at a given moment. If we blow our initiative puts us at a major disadvantage at constantly bursting (imo a thief is a very reactive class that plays on the opponents actions and hesitates to unload until the right moment). While other classes (ahem… warriors) can near consistently use at least one of their weapon skills with little to no cool down.
[ex. From personal experience on my warrior (GS/axe, shield), when traited correctly can have a near perfect rotation of GS5, 1, 1, 1 swap 1, 1, 1, 1, (dodge or 5), 3, 2, (~5-10 sec) 4, burst, swap, GS 2, 3, 5, 1, (dodge) 1, 1, etc… notice that I did not have to use any utilities. Adding in, healing signet, invulnerability, and instant condition removal and fury signet I have MANY options for remaining in a fight for extended periods of time or to pop out when needed. With the easy mobility I can very easily escape from fights (all movement skills remove immobilize) and reset into a defensive position if my health is low or take too much condition damage. Add in perplexity runes and I can pretty much take out any class in 1-2 combo rotations. On a thief (my main- (d/d & s/d with sb), I have to HEAVILY rely on confusing my target to my position and react according to their moves in terms of what skills I use and how often I can attack effectively, most of the time I use my initiative as a defensive mechanism rather than to burst- this means I have to often rely on positioning down my foes, weapon swap usually means that I am retreating or chasing.]
This is just to show that a class like warrior has little to no need to reset fights (except when playing defensive), while it is vital for a thief who has lost all their initiative to mount an offensive/defensive. IMO some classes are keypad crunching to wins, while thief is something that has to be played gracefully.

The buff to initiative as a means to keep us in the fight will pale in comparison to the trait nerfs simply because thieves will have less control of their initiative management. The end result will be the opposite of what I think Anet is trying to achieve… which is rather than keep thieves in fights longer, we will be forced to retreat and wait for regain more often (even if it means waiting less, the enemy will still have time to reset as well).

Regarding the IR and vigor nerf… yea, that will destroy the weapon set (see arguments above… all well written I might add).

(edited by Aladdin.4603)

Bone Pick Tools axe and scythe coming?

in Black Lion Trading Co

Posted by: Aladdin.4603

Aladdin.4603

Well.. if they dont they are making me unhappy about misiing out on maybe the only type of sickle to buy these few days and they will be unhappy for not getting my money.

I would love to get a matching set so if they can tell me that the axe and sickle will be made at some point they are garanteed to have my money when they do come out:P Else i will be sad for having the jackin the box but hey least they will get my money if they say other ones will not be coming to match my bone pick. however if i dont get a response ill end up missing out and they dont get my money

No offense dude, but they don’t care if you will spend your money or not. If you talking about buying gems in game with gold, they are not making direct profit. If you already bought gems, they already got the profit regardless of how you use those gems. Only way they would make money is if you are planning to buy gems with real cash, in which case this is called potential gain. A company won’t cater to one customers’ demand for such a low monetary gain (almost $10USD for sickle?). They would rather you keep guessing and release it when it comes.

From the past updates and current trend most likely they will come out with an axe and then in a few months a new type of pick… etc…

If you really want an unlimited sickle, just grind out the some 40g it would cost and buy it. In the end you are either buying it for convenience or cosmetics, but it definitely is not cost effective.

Stealth removing stealth?

in Thief

Posted by: Aladdin.4603

Aladdin.4603

If you attack something while being stealthed, u get revealed. Simple thief mechanics. Thats how it allways worked. You never played a thief before, or you just trolling.

Dude, you didn’t even answer his question properly…. L2R

@GOSU- I assume you are talking about Shadow Refuge and Blinding Powder (recently changed so that it will work)… This is due to the mechanics of how it works while in combat. It is the only stealth skill that will not stack with other skills from another user. All other stealthing mechanics will work in stacking stealth ex. Combo Fields. It is one of the major pitfalls of playing with other thieves… you both have to be careful when you stealth the other.
I think this was introduced as a way to prevent abuse of perma-stealth by a group of thieves during combat. If you and your team mates are skilled, well timed and coordinated then it is possible to achieve this while in combat.

(edited by Aladdin.4603)

game client unable to access login server

in Account & Technical Support

Posted by: Aladdin.4603

Aladdin.4603

Update: My girlfriend, using my computer, can log in to her account and she has no problems at all, but when I log in I get the error message.
Seems it is account based and only affects some users.

game client unable to access login server

in Account & Technical Support

Posted by: Aladdin.4603

Aladdin.4603

Getting the same message here. I have had no connection problems until now. It was working fine yesterday. I could do dungeons and talk in guild, etc… now I can’t do any of it.

Uncontested Temple of Balthazar

in Dynamic Events

Posted by: Aladdin.4603

Aladdin.4603

Closed now.
Missed the timing.
:(

Any other EU server open?