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Showing Posts For Aquin.3192:
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its already out of control just wait until everyone else realizes it. It used to be effective with heavy investment in acrobatics. Now you have the init regen by default and can select different traits for utility/damage ( trickery anyone? )
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You do have an opportunity to cancel the PW at the end with a dodge or movement. ( if you havent experimented with this yet)
I suppose that would be your counterplay to my counterplay. The opening vulnerability is unavoidable.
PW is in a very strong state when it comes to risk vs reward as mentioned by sorrychief.
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Working as intended. There is an opportunity for counter play RIGHT between the stun and the attack and right before the attack completes.
This is where I knock you back with the hammer or smash you while you stare at the screen wondering what happened.
What do you guys want complete invuln? no risk vs reward?
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I like the ideas around making more incentive to play D/D. Also interesting way to make P/P fit ‘both’ damage and condition roles.
No changes to the blind fields?
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Would anyone else like to see counter play based on character positioning for certain conditions?
For example… when someone goes to blind you if you turn your character to not face them should the blind ( projectile ) miss?
I feel like it makes sense and would add a little user engagement and reward for game awareness.
Thoughts..?
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Switch F1 ( arcing slice ) with #2 ( Hundred blades).
Add a nice buff while your doing the 100b like a little quickness or fury.
You could also make the arcing slice knock down which looks like what the animation intends for.
Thoughts?
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These are fundamental utilities that I have trouble dropping. I allow my self one floating optional utility but endure pain and berserker stance will always be there.
Endure pain is just such a great way of dealing with instant pressure like a thief or a burst situation you get caught in and its a stun breaker.
Berserker stance… do I need to explain this one?
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How about they make all stances available to all wars at shorter duration/abilities kind of like an engineer/mesmer F1-F4? Maybe require adrenaline use to switch?
Sound OP? Look at some other classes…
The engineer gets multiple additional abilities depending on their utility seleciton… but the mesmer gets like 4 additional skills that could be categorized as on par or stronger than utility selections of some classes.
I would like to also see this migrate to thief and every thief have something like a blinding powder, knock down trap whatever regardless of utility selection.
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I think you can turn while immobilized. But most of us play a more advanced configuration and are actually trying to move forward while we turn with the mouse.
I’m pretty sure ive seen people turn and think they are keyboard turning ftw – busted!
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Amen. Someone put it into words effectively and eloquently.
Many of us would rather test our killing skills rather than our not dying skills in a competitive fashion. This game has lost its way from the kill or be killed and the meta has shifted into the boring state it is in today supporting boring builds and boring gameplay with the root of the issue being conquest.
Just my opinion but apparently I’m not alone.
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Thief is most definitely in a bad place. Let me give you my perspective after nearly 9,000 games on it.
For play style background I’ve never been a stealth based play style outside of d/d and a short round of fun with p/d and have mostly played in your face damage with s/p + s/b or p/p ( yeah yeah it is effective if you know what your doing and has been in a bad state and even worse with last patch).
It is sad but I almost have no desire to play him anymore and have opted for other classes when logging in for some hot joins or playing tournaments.
The risk vs reward balance and amount of effort contributed for results delivered has been destroyed with the current condition spamming meta. This sense of risk vs reward seemed to be there at one point but has gone astray. Although this effects thief directly it is also a harbinger of where the game is going from a twitch/reactive competitive aspect. I’d gladly go back to the bursty quick kill or be killed metas rather than this dance around the point conquest bunker crap. ( who wants to watch that?)
I maintain some pride by refusing to play that d/p trash which is sadly one of the most if only effective play styles available. ( yeah let me shoot black powder over and over auto attack then heartseeker through it… rather play solitaire)
Play some other classes and see how many mistakes you can make while delivering the same if not more effectiveness and you will understand. Sure it’s fun to play for pride but it has lost its way when it comes to being effective in comparison to other offerings available.
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increase to 4-5 initiative. Reduce range to 3-450. What is it now 600 I think?
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I vote for old flanking strike.
It allowed you to use the dodge ability in succession if you needed to. With current flanking your a sitting duck if larcenous is next in chain.The pathing was a little difficult and required some practice but I prefer the old way it worked.
The dodge and the attack was one motion. Almost like the warrior final thrust with a dodge built in.
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I think withdraw has a hidden delay w or w out lag…
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News flash… conditions are out of control period and they usually are complimented by toughness or vitality… go figure.
You might call me crazy but I think they need to be cut in half. If you want to survive forever sure but dont ‘burst’ me with conditions.
There should be a simple ratio of dmg out vs dmg in and maybe time as a consideration for the longer duration fighting classes. But its way off right now.
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I spend all my time in PVP. Whether or not it means im skilled rank was all I had to show for my efforts. This is pretty disheartening.
You can bet if we were doing something to farm gold, gems etc they would sure as hell fix it and revert it. ( new build available ASAP )
But then again that effects their bottom line and the PVP community does not. Which means this issue goes way into the backlog of priorities.
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Kicked on foe fire… lagging while spawn camping fools on forest.
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I’ll log in to give this a thumbs up! Very creative thinking.
We all know conditions are delivering too much reward for the calculated effort contributed.
This is a good first step!
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No pressure relieving options… like fear me… or that stomp knock down thing… I would consider those equivalent to the utilities you mention in regards to thief mesmer albeit of different mechanics.
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I think you and skyro would get along with your spreadsheets… hes also good with math homework… maybe you should join the group.
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Good team… good guys… always playing.
Also… Skyro is good at math.
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AoE is over the top. Personal opinion. Why bring single target to the fight when you can kill everyone at once?
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Aquin / Ackwin – Thief – hot join hero and tournament failure. Happy to help out.
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They must realize things are out of hand… the power vs energy invested is just off balance.
Id like to see the following :
1) shorter range on pets
2) ranger responsible for all pet actions other than maybe a measly auto attack ( no auto jump/knockdown on you make them initiate it )
3) pet dmg reflect ranger specs – if the pet hits hard the ranger dies quick to compensate
4) less ability to switch out pet instantly under duress for salvation or buff/benefit maybe even one pet
What do you guys think of that?
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The map is great.
Just equalize mobility across classes. We all seen the ranger dancing around by now and realize something is wrong here…
Make sure all invuln skills result in dropping of the orb.
Fix the teleport spots that should work… etc.
You know… I’d like to see it be more of a dredge up the hill as a team in a moving team fight instead of one class utilizing unbalanced mobility or invuln skills to one handedly run the orb.
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I think this is a side effect of your quickness expiring. But like someone mentioned wait for the points to come up or acknowledgement of finish.
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Please remove spirit watch from your ranked rotation until you get your mechanics together.
Thanks.
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It’s a sleezy combo and it rewards sucker thieves all day long. Donno what happened to having to earn your stealth or doing something of value leading up to such dmg.
You know… if you land the cloak and dagger you deserve a chance at a follow up combo of big dmg.
Nah now they just chain a couple skills and guarantee the backstab. Silly design choice if you ask me but maybe im just jealous.
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Great Idea… But you must have missed their leader board attempt that was put to shame by a guy with his off time…. ( gwshack ) . Your innovation/standard feature of modern apps is a little too advanced and new era for these guys.
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The more you play you will realize the potential of it. Its not only for the ability you actually steal but for movement and gap closing. It also doesnt effect global cooldown and can be used in conjuction with other skills that are ‘casted’.
Mug ( dmg when stealing – DA #3 ) will be changing but right now it adds a HUGE damage bonus.
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Wow… you heartseekered him like a boss… more respect to the build that has to earn his stealth.
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I have to agree with Jport… might stacking is key here.
This may be more of a global issue than a class issue… like quickness.
I think the first adjustment needs to be made to the might stacking runes. This will resolve the problem of eng having too much power along with condition and eles having more dmg than they should for their survival and sustainability.
Put a 10 second min internal CD on the effect. These things were obviously designed with only 2 weapons in mind and ~10 sec CD for switching not to be spammed to gain might.
I also disagree with supply crate being ‘unnoticed’ in team fights. IMO the AOE stun is the killer…
What do you guys think?
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If this does dmg before the backstab I hope they realize this is screwed up and revert it… personal opinion. Same crap as heartseekering through black powder and hitting the heartseeker AND stealthing.
I’m guessing your saying this is only to close gap and not dmg twice?
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I use it every night in top rank tournaments and hot join… come watch if you want to see its effectiveness.
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You have to dodge or stealth their burst attempt then control the fight… use infiltrator and steal into the pistol whip. Hit the headshot on the heal attemp. PW/head shot the heartseeker and watch them sit there trying to figure out what happened.
If you know they are around and eyeing you throw up the infiltrator strike wait for the venom hit when they burst and infiltrator the f out then initiate pressure.
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use evasion as your invuln. Build on bio… twitch in signature. R54.
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The build is strong…and there is no denying the increase in the numbers you see. ( Too bad for the original purveyors )
The range…amount of conditions… the ability to reapply quickly if removed… the ability to gain high power while maintaining great condition dmg.
The ability to be offensively powerful yet have an immediate slow/stop to incoming dmg through invulnerabilities ( elixir s ? ) that allow you to maintain offensive pressure while invulnerable ( intended? donno )
The supply crate… stun/control/recovery ( I know not build specific )
The build/class has a lot going for it.
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Vik,
Thanks I’m glad you found it entertaining. The better you get at the more rewarding it is with kills and laughs = ).
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Hey guys,
Leader boards have renewed interest and set a reason to have players to come back. This is Great! However, does anyone see the need for another tournament game mode that doesn’t contribute to leader board rating?
For example… does anyone have casual friends that they’d like to tourny with that are starting to be leary about playing with because it might effect their ranking?
I would propose a system that allows almost like the old paid/free where you can queue for ranked game or queue for casual game.
Has anyone noticed the unintended social effect of the leaderboards making people very cautious to … well… just play the game with friends?
What do you guys think? How do we resolve this social divide while allowing for competitive growth ?
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Hello,
I have 6k games on my thief and play an unorthodox build that is built around evasion for survival but is still mostly all glass for dmg.
Come check it out on twitch nightly for the playstyle.
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Here is the link :
http://gw2skills.net/editor/?fYEQNAsaVlYmiP3eS6E/5Ex2jeqTeqVgm9MuKXB;TsAg0CnoixEjIGbMuYkxssYYxECA
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Yes..!
Something for the rest of us hot join heroes so we can play the builds we want and still smash face competitively instead of havin to conform to this bunker conquest crap…
Oh but you guys forget that takes development resources… which are much better spent on snowball games in Lion’s Arch.
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I like and agree with your thoughts Hackkz. There seems to be a great imbalance in this game between some classes on the thought, energy and reflexes contributed vs results delivered.
I was dueling with a ranger like that last night and the fights lasted 2-3 minutes and afterwards im sweating at my keyboard while the AI did the work…
But I choose engagement over ease and still enjoy my class… but the question is – should it really be that easy?
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What class to do you play?
For me they are dangerous but there is a typical pattern… I play sword/p and shortbow thief so that’s all I can offer. But the mechanics might also apply… daze/blind.
The typical ones I run into are the GS and S/P.
When engaging them I watch for the hand raise of the iberserker coming. I either daze shot them or blind/go invis with blinding powder or black powder. This makes them miss it.
When they stealth I stealth if I have blinding powder or refuge still because this is when they hit you with the sleezy pistol shot from stealth then case the duelist on you. They seem to depend on that stealth time alot and if your not targetable then they cant do kitten.
If you cant stealth your gonna have to break that sun quick and dodge roll to evade a majority of the duelist attack.
They go down smooth when you get on them… I have a harder time with the more survivable ones that kill me with confusion and conditions from chaos armor.
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Retaliation or reflect damage of any sort has no business in any serious competitive games. It’s simply too rewarding for the effort contributed.
If you MUST have such a mechanic lower the duration and increase the damage to cause players to put more thought into when and how they use it. The equivalent of a non physical counter attack and make it easier to read like a ranger holding up their sword blocking. I have the same feelings about confusion.
But then again I think people should have to work for their kills… maybe im wrong.
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Ill log in to post this… Seriously… can you please put a quicker timeout period on the game is full notification. If the game is truly full then ill just try another one after you tell me it right away… However…
I as well always go for a game that is below threshold… and you know right away when your gonna have to wait for the game is full crap and then u refresh after it and its still not full…
As simple and little as it is these guys aren’t on top of the things that makes a polished end product… They got Quagan packbacks to make instead.
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Um… does not one else see the problem here?
Does it really make sense for heartseeker to hit the player and not give reveal?
They really should adjust that to limit this nonsense.
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Ele is strong as heck. I’m almost jealous… I should make one… but then I couldnt stealth stomp people in front of their home boys….
In all seriousness thief does it sneaky where as ele does it in your face. Very strong in the right hands.
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I guess most of the CC i can tolerate but its how the knockdown mechanism works that seems to be the most frustrating.
Maybe some traits that reduce dmg while under the effect of control? I still feel like they need some diminishing returns.
But to be fair… I’m mostly a spvp hotjoin troll and thats where the CC can be at its worst with the sheer number of players in one spot.
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Stop derailing the guy’s post. I agree with him. The CC reaches points of hilarity sometimes.
How can you not have any aspect of diminishing returns? Silly.
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