Showing Posts For Average Momo.8153:

New armor in April patch trailer

in Guild Wars 2 Discussion

Posted by: Average Momo.8153

Average Momo.8153

So I was going through the trailer for the April patch again, and I noticed something I hadn’t noticed before.

The asura in the bottom right corner seems to be wearing a new kind of armor, which looks like the same armor that got datamined by that_shaman quite a while ago. If I remember correctly, these armors (light, medium and heavy) had two versions, one more basic, and one more elaborate version. It’s been speculated that these were going to be the precursor and legendary armors.

Do you think this could be the precursor/legendary armor? Or is it something else entirely. Regardless, very sneaky of ANet to put it in there!

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I dueled a very good daredevil (video)

in Thief

Posted by: Average Momo.8153

Average Momo.8153

don’t burn important cooldowns frivolously.

Not gonna repeat what others have said, but tying into this, learn how to cancel-cast your elite by stowing your weapon. I noticed you missed it quite frequently due to dodges or being out of range, especially agains that s/d thief. On top of that, even when you cancel Chilled to the Bone, the animation will still complete, which can catch a lot of people off guard when you use it again a few seconds later.

Please Nerf D/P

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Posted by: Average Momo.8153

Average Momo.8153

It only took a small trait rearrangement before D/D became largely not viable for you, however, D/P has survived multiple nerfs to traitlines because it is well designed and not trait dependent. The ideal goal would be to get weaponsets functional first, utilities second, and traits third.

I think this is the main point for me. D/P and Staff have this strength, and I don’t think it necessarily makes them OP (individual skills are another matter). Weapon sets shouldn’t be dependant on traitlines, they should be amplified by them.

Please Nerf D/P

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Posted by: Average Momo.8153

Average Momo.8153

Is it D/P as a weapon set that’s too powerful

“Please nerf D/P” sounds like it, doesn’kitten

Is it just D/P #3?

Yes as it’s the only distinctive D/P skill – but overall the synergy of all skills is what makes D/P extremely powerful and in case of most other thief sets: “OP”.

Is it the traits?

Also, yes as D/P itself is self sustained – it’s the weaponset that can chose any traits they like and still be viable.

It would be nice for discussion if we had some concrete points to address, because as the OP stands atm, it will lead nowhere.

I agree that the OP isn’t really worded that well, but we’ve got 5 pages of discussion right now, with different people who joined in, you could’ve saved yourself some time by reading the first page and realize that all your questions have been answered there already.

And with that: I already wrote everything, it’s on the first 2 pages max, the second last post I adressed to Maugetarr sums my opinion up pretty nicely – hopes that helps “her or him”.

There are so many repetitive posts in this thread I honestly couldn’t be bothered reading through the whole thing. And yes, I did read the first page, hence what I mentioned in my comment. I guess what I’m trying to say is there seem to be so many issues in this thread going on at once, I’m surprised you thought this could lead to a proper discussion.

I guess I don’t really follow how you go from D/P being an all-around solid set, which it is, to that meaning it’s OP. Shouldn’t every single set strive to be like D/P, with synergy between its skills? Shadow Shot may be slightly overtuned in the damage department, yes. I think the blind is needed for D/P thieves to be able to sustain in fights, otherwise we’d all be going back to the old 5>2>1>repeat [Edit: Come to think of it, the blind duration could be toned down by a few seconds]. Also I’m not sure if you’re aware of this but the only unblockable part of Shadow Shot is the projectile that shadowsteps you to the target — the actual attack can still be blocked. I believe someone already mentioned why that is the case. Other than that, I really don’t see too many issues with D/P — especially with regards to thief’s performance against other professions.

I do agree D/D needs work, but I’ve already addressed that in my previous post.

(edited by Average Momo.8153)

Please Nerf D/P

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Posted by: Average Momo.8153

Average Momo.8153

Honestly the first post in this thread is so vague with such questionable logic that I don’t even know what to address. OP fails to clearly identify where she thinks the cause of the issue lies. Is it D/P as a weapon set that’s too powerful or is D/D too weak? Is it just D/P #3? Is it the traits? Is it everything together? Then she fails to suggest any way to solve her supposed problem, but just goes on to say “let’s nerf D/P!” It would be nice for discussion if we had some concrete points to address, because as the OP stands atm, it will lead nowhere.

In all honesty I fail to see how nerfing D/P would help D/D in any way. Nerfing one weapon set in order to draw attention to another? Really? Have thief players become so masochistic that we just think thieves should become unviable entirely before we can start addressing where the real issues lie?

D/D as a weapon set is inherently flawed because it’s third skill, Death Blossom, is completely disconnected from the rest of the weapon set. In condition builds, D/D revolves around spamming 3, almost completely ignoring every other skill. In power builds on the other hand, Death Blossom is usually ignored entirely. There is no synergy whatsoever. IMHO, fixing D/D should start with finding a way to incoorporate Death Blossom into the rest of the weapon set and creating synergy between the skills, or, failing that, just replace it with an entirely new skill. Perhaps too bad for condi thieves who can’t spam 3 anymore, but there’s always P/D. Maybe a future elite specialization can then bring a proper condition set for melee.

Furthermore, I don’t think any D/P thieves in high tier play use Shadow Arts, so I don’t see how D/P is holding back D/D there. Can someone explain this to me? Do ANet not balance around high tier play?

Confounding Suggestions Suggestion

in Mesmer

Posted by: Average Momo.8153

Average Momo.8153

On interrupt, as I said earlier, would delete the trait from the game.

If you can only stun on interrupt, then it literally turns the skill into a weak version of CI. A stun is a daze + an immobilize, that can be broken by a single stunbreak. CI applies an immobilize on interrupt, without removing the daze, which means it would be objectively stronger in every way (without even counting the additional condition and boons).

On interrupt is a hilariously awful suggestion that only shows how little people actually think about what they suggest.

Can I ask why this would be a problem? The traits are in different lines and furthermore, CS is an adept trait, whereas CI is a grandmaster trait. Shouldn’t it be a little weaker? I feel the ‘on interrupt’ suggestion is a lot more nuanced than just another ICD increase. A lot more ‘skillful’, if you will, since it prevents MoD just being used in order to land those insane Mirror Blade shatters, which is ridiculously easy right now.

Edit: Yes, it might make the trait less useful for CI builds, but surely not for everything else.

(edited by Average Momo.8153)

Thieves need a fix.

in PvP

Posted by: Average Momo.8153

Average Momo.8153

Shadowstepping.

Thief is not the only class that has blinks available. Yes they are available in greater numbers but thief is supposed to be one of the more mobile classes.

Stealth not removed when blocked or evaded

With the exception of Blinding Powder (and Last Refuge) every instance of thief stealth can be prevented (Cloak and Dagger, Smoke Field finishers, Hide in Shadows, Shadow Refuge), or punished (Shadow Refuge).

basilisk venom piercing stability,

… What? Have you been playing the game for the last two and a half years?

phletora of instant casts including a heal skill that breaks movement inpairment and has massive evade,

Again, thief is not the only class that has a plethora of instant cast skills available (mesmer and elementalist come to mind). Withdraw can be countered by poison.

initiative unaffected by chilling or interrupt induced skill cooldown.

Working as intended. If there is to be added some more counterplay to initiative, I’d rather see it implemented in some other way, perhaps making the thief lose 1 initiative every time one of their attacks are evaded, blocked, or blinded.

Edit: To be honest, considering how powerful chill is, and with the advent of the Reaper, I think certain applications of chill (including the thief’s Ice Shard Stab) could do with a drastic toning down in duration (the same goes for immobilize), but that’s a different matter entirely.

(edited by Average Momo.8153)

We need more counterplay to Thief Stealth

in PvP

Posted by: Average Momo.8153

Average Momo.8153

Well, I can see OP has thought this through.

What a logical, well-constructed argument.

[sugestion] Telegraphed Steal?

in Thief

Posted by: Average Momo.8153

Average Momo.8153

Just thinking out loud here: how would it be for mesmers if their shatter skills were given a 1/4 second casting time?

Now I don’t main mesmer, but I assume it would be a pretty big deal. Not necessarily because of the fact that it’s suddenly telegraphed but simply because it would destroy a lot of existing combos. The same would go for thief with regards to steal.

Regardless, it would probably be smart to wait and see how the trait changes and the reworking of stolen skills will affect the game before making suggestions like these.

Anise's Coat Support Thread

in Guild Wars 2 Discussion

Posted by: Average Momo.8153

Average Momo.8153

I for one will be glad when I will finally be able to wear this on my mesmer after years of waiting. Not too fussed about it not being a set of armor – the outfit is perfect as it is.

Giver's stats on legendary weapons?

in Guild Wars 2 Discussion

Posted by: Average Momo.8153

Average Momo.8153

Bumping this because I would really like to get a response. Just seems weird to me that these stats are unavailable.

Giver's stats on legendary weapons?

in Guild Wars 2 Discussion

Posted by: Average Momo.8153

Average Momo.8153

So I crafted my Bolt tonight, hoping to use it on my Warrior with Giver’s stats. Much to my disappointment I noticed that we can’t actually choose Giver’s stats for our legendary weapons — and the same goes for some of the other stat combinations, I believe. Is there any particular reason these stat combinations are unavailable on legendary weapons, or would it be possible to update legendary weapons to accomodate Giver’s stats? Some clarity on this would be much appreciated.

cultivated seed swapped with pet seed

in Bugs: Game, Forum, Website

Posted by: Average Momo.8153

Average Momo.8153

Having the same issue.

-Made Mysterious Vine backpiece before the patch.
-Cultivated Seed was in my character’s inventory (now replaced with Pet Seed).
-I’ve completed all the Episode 4 story instances and so far made the Chaos Infused Clay Pot, Attuned Grow Lamp, Package of Ley Line Dusted Plant Food and Heat Stone.

Pet Seed?

in Living World

Posted by: Average Momo.8153

Average Momo.8153

Same problem here. Made about any item I could make in the Mystic Forge so far, but the Pet Seed seems to be useless; also no clue as to how to make the Mists Infused Clay Pot that the Pet Seed’s description hints at. My Cultivated Seed seems to have vanished into thin air.

Basilisk Venom after october 15 patch

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Posted by: Average Momo.8153

Average Momo.8153

Looks as though you have Sleight of Hand and Mug traited, which I think is what causes this. It’s happened to me a number of times where Basilisk Venom triggers upon Mug’s damage, but the daze seems to cancel out the stun somehow, allowing your target to keep moving.