Showing Posts For BoX Legend.4027:

how does roll for initiative work on deadeye

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Posted by: BoX Legend.4027

BoX Legend.4027

Same way Withdraw works. The skill plays out normally, it’s as if you dodged in Kneel. You end up back in kneel in the new position.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

My two cents:
-As other have mentioned, we need another way to cancel kneeling. Pressing spacebar would be optimal. I suggest keeping dodge+kneeling the way it is: this opens up more ways to play (it is really useful with silent scope; silent scope->dodge (a melee is on your neck)->burst him down in a few secs).
-This weapon definitely needs more range: 1500 standard and 1800 when kneeling or even 2000 would be good. For example; ranger longbow, even though the range states 1500 range, the projectile travels at least 1800 range, and the ranger can move while shooting (=more range than deadeye kneeling+moving at the same time).
The deadeye SNIPER rifle should have longer range than ranger longbow when kneeling-considering you can’t move while kneeling and all that (don’t go and nerf ranger longbow now).
-Projectile speed is kinda low and the AA damage is too weak.
-Kneeling should be faster.
-Maintaining swiftness out of combat is also a problem on deadeye (spamming traited steal for swiftness on all the creeps is not so intuitive).

You don’t have to maintain swiftness. This is not a required mechanic, not all classes get a reliable swiftness upkeep. We have one, it’s called Daredevil or Acrobatics.

[Deadeye] Rifle 4 doesn't work with traits.

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Posted by: BoX Legend.4027

BoX Legend.4027

As the title says, the rifle’s (not kneeling) 4 skill Death’s Retreat does not proc Lead Attacks, the Trickery minor trait. Very easy to replicate, anyone can try it and see within just a few seconds of testing it.

Deadeye is so boring to play.

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Posted by: BoX Legend.4027

BoX Legend.4027

The initiative cost of rifle is too high.
If deadeye would offer a kind of faster initiative regen, this would shake up meta alot.

The costs are fine and in line with any other set if not cheaper for the effecs achieved.

since there are so many blocks and reflects and on top of that, gap closers literally everywhere, even costs of 0 wouldn’t help, since deadeye doesn’t have the possibility for unblocking attacks.

That’s the problem, the class is so all-or-nothing, it feels completely unrewarding. Either I completely tear you down with that utility cantrip that knocks down, spamming kneeled 2, or you have defenses up blocking/reflecting.

When you play thief D/P, its much more dynamic, you go in, do some damage, you get out, then you go back in. You can be very dynamic with the deadeye, i’ve vsed some players who are, teleporting about, but they are just not efficient, and they usually end up getting killed.

You have to unlearn DrD and relearn how to play without those extra dodges. If you get down to the basics when it comes to the ability to survive longer it pretty well all about the extra dodges and to a lesser extent Bandits defense.

It is a rethink as to how you fight. If they just made it like DrD with the same amount of dodges and evades , it hardly becomes a new spec.

That said keep in mind that DE is NOT rifle anymore then DrD is staff. You can use D/P specced to DE. You can still use Rifle at extreme range and when an enemy does close change to your preferred melee set.

DE is heavily rifle. Not completely, it functions without it, but DD wasn’t staff in the same way as this is rifle. The new steal is tied to the idea of range, there is a skill on the weapon that utilizes the new passive that otherwise is just +15% damage.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

From what I tried I felt like the class have NO flow gameplay on it and doesn’t fit for fast paced combat GW2 style whatsoever it felt half finished and clunky here is some suggestions to make gameplay smoother for Deadeye
______________

1: Death’s Retreat function should remain the same in Kneel stance

2: Move Death’s Judgment to replace Free Action

3: Make ASWD breaks Kneel stance / give us Swiftness on breaking Kneel to synergy with Don’t Stop trait line

4: Make Kneel stance cast time shorter / remove aftercast

5: Move Deadeye’s Mark ranged steal to function with Silent Scope trait line / rename it to something else [ without using this one Steal should be once again a grab closer tool and make it available to all weapon sets and you actually buff power D/D weapon set which is forgotten and no variety in the play nowaday ]

6: Kneel becomes Sniper’s Cover should be default on Kneel

7: Lower overall CD on skills, there’s no rewards using Cantrips or add 20% cooldown reduction trait line + other benefits

8: Deadeye’s Mark should be instant not projectile / It’s makes no sense when you can’t precast it without target anyway and should not be obstructed

9: Iron Sight should be 20% DMG reduction while using Kneel not just on the marked target

10: Make Renewing Gaze flat heal number instead of 3s regen

11: Improve the projectile speed of Cursed Bullet it’s kinda useless in real fights

12: Precast on AA animation takes ages for each shot and projectiles speed are slow and deal crappy DMG even with full zerker gears

13: Reduce initiative costs on some weapon skills

14: Make new stolen skills relate to profession you use steal on

Alright, this is interesting. I have to say, you are asking for a bit too much.

1- Nah. While I agree with changes to how kneel works, you should have to commit in at least the smallest way when you kneel.

3- Agreed. The swiftness idea is a good one, put that in the master trait line as an alternative to the rifle stealth to allow for a more shoot n’ scoot playstyle.

4- Some have suggested no cast time, including me. I think it should be 1/4s cast time, currently it is 1/2s.

5- No, I think the new steal is important and is the only thing really making this spec unique, even if most hate it.

6- I really like the idea of having to trait to gain stealth, it makes it so the rifle isn’t just a swap-stealth-swap-backstab kit.

7- YES. The cantrips are really unrewarding and on too long a CD for what they give.

8- Should be instant and should not be a projectile. Don’t understand why it wasn’t like this. It feels unbearably clunky.

9- This trait is fine, I think it adds survivability. I don’t wanna see bunker thieves on points in PvP.

10- This would be nice, but I think it’s too much of just a straight buff. We don’t need it.

11- Agreed. On top of this, improve the projectile speed of the ALL skills on rifle aside from the kneeling 4.

12- I think with other changes the auto will feel better. Its dps should not be higher IMO.

13- Initiative costs are… maybe fine. It’s hard to tell, the only one that would need changing is the standing rifle 3 IMO.

14- They do, all stolen skills are like how they are in core and DD. Steal/Mark and gain the same skill from the target based on their profession.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

Rifle need an unblockable option and piercing should be mandatory on all skills, at least autoattack.
Right know rifle is missing utility, reliable CC, AOE capability, fast bullets and damage beside unrealistic 7 Malice Death`s Judgement.
Sniper’s cover need to be core, and removed ini costs, but I think that’d be too far.
Trait to reduce cantrip CD.
Mark no projectile, but instant cast without line of sight.
Kneel should be a class mechanic and effecting other weapons as well, as well as being snipers cover by default to help with those underwhelming new stolen skills.

Having no pierce on the auto has been triggering (get it?) me. There really should be a trait option in the master tier, there isn’t a good option outside of the first one there. Maybe the stun, but that’s it.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

So final feedback is that I really like it. It brings about a whole different playstyle which really focuses on positioning.

There are flaws though…. (this order is not in priority)

1.Stolen skills are sometimes useless. I don’t want to trigger superspeed when i am kneeling.
2. Something has to be done about kneeling, it’s true that pressing a button to stand again can be cumbersome.
3. Malice needs to be flashier. The dark spots are too dim.
4. Malice should benefit other weapons, not just the rifle.
5. I understand that the Death Mark is a contract, so I also understand that the stolen skills disappear when a contract is terminated.. but … i mean can we keep it?
6. Auto Attack seems a little slow.
7. MALICE MUST BE IN SYNC WITH OTHER WEAPONS.
8. Malice should build fast but not add 15% extra damage per point. how about 7%
9 the Heal is terrible really. Maybe decrease the CD ?

It’s viability in sPvP is not sure. he can definitely +1, but cannot guard, nor decap. Which is expected.
WvW will be fun.

I really had fun with this class man. GG.

Each stack adds 3% damage.

Fixing Rifle kneel

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Posted by: BoX Legend.4027

BoX Legend.4027

One of the main problems is that you cant un-kneel during a kneel skill, which makes it feel clunky going out since you cant move until after the skill is over. A decent step in the right direction would be changing it so that after the skill has started you can un-kneel. Basically making it so that going out of kneel doesn’t require you to be doing nothing for it to work.

This part hurts the most. Having to stop whatever skill I’m channeling; or worse, waiting for that skill to end, seriously makes it feel clunky. There have been at least a dozen times in my time with the spec where I’m desperately trying to stand as I’m being beaten to death, having to waste my dodge because a skill isn’t written the same way a dodge is. You can’t self-interrupt to get out.

To those QQ'ing about deadeye..

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Posted by: BoX Legend.4027

BoX Legend.4027

After playing around with DE some more, I would say the bigger problems are more with Rifle than the trait line for sure… I’ve been having a decent amount of fun with P/P DE.

The Rifle is chock full of all the classic Thief anti-synergies that tend to come from hasty implementation: clunky skills (KNEEL), long after-casts for no discernible reason, easily dodgeable projectiles, buggy teleports, and so on.

It’s all fixable, of course, the question is how long Thief will sit on its ceremonial position upon the back-burner before ANet remembers to give Thief its once a year look-see. I personally will not be buying the expansion until Rifle is whipped into shape.

I main thief. Thieves have never been the once a year look-see class, we have always been considered by others to be Anet’s favorite. Let’s hope that meme is true this time around.

To those QQ'ing about deadeye..

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Posted by: BoX Legend.4027

BoX Legend.4027

As someone playing against deadeye, I am not upset about the burst, the damage the range. I am upset about the direction players are taking it…

The SA mark stow firing squads are just not enjoyable to encounter…

Ultimately I find it fun to play, just not enjoyable to play against.

Don’t worry. Many here are going to change their tune once they play around with it more.

Scenario- Five Deadeyes coordinating in teamspeak, Specced Critical Strikes, Shadow arts, and Deadeye.

Right side bar:

Hide in shadows, Signet of agility, Smoke Screen, Shadow refuge.

Elite- Basilisk Venom.

Let’s start off by saying yes, you do reach your full potential sniping by kneeling. But you don’t have to kneel. It just makes buttons one-four for rifle better.

In wvw, all five thieves coordinate, each is assigned a number, one through five. This is for calling out who uses shadow refuge and when.

Find a spot not far from a border keep or a well traveled road or along the rout from one to a tower being attacked by your side. When targets are coming SR focus one, when target is in range apply basilisk, All five use Double tap twice.

Long range, insta gib, and the target doesn’t know where it came from and couldn’t have blocked it if they’d wanted to. Next number thief SR for the group- reposition or go for another.

The group could have run along in stealth to get better positioning for the double tap as well- no need to kneel.

You won’t need ascended gear. You won’t need funky exotic gear either- a set of rampagers, assasins, or berserkers will do with travelers runes. Put fire and air on your rifles.

You don’t need to be particularly skilled either. Just coordinate in TS.

Said it before in other threads- Done right, nobody’s going to want to leave a border keep in anything less than a thirty person blob. Otherwise there is no countering this.

It’s everything thieves have wanted in WvW. High range, high damage, you keep your mobility, and instead of just tapping someone and then running away if it gets hot you just end your target from the start, then reposition.

Every anti-stealth ability out there is reactionary at best, short of a prescient Ranger variant or similar squad of thieves running traps along a path you won’t be found out before you take at least one or two of your targets. The rest of the time the enemy will be looking over their shoulders for you.

If that wasn’t tempting enough,- if you don’t want to do that then you still have options with twelve to fifteen hundred range shots. In a blob you’ll still do exceptional damage out of stealth, on the run, and what’s more, you’ll no longer have to be fragile front line melee. This means you actually have a shot at not being kicked from squads.

Let that soak in guys- at least for your own sides you’re not going to be the pariah’s you used to be.

Try and be a little happy for once. It’s still a bit rough, yes, but even so Thieves got dealt a good hand this time around.

You can easily do this with the current thief… Or even any thief, even more so with older variant builds. I’ve done it and been doing it with three, you easily backstab one-shot someone. ANY CLASS CAN DO THIS, legit it isn’t some kind of special ‘thief’ skill to be able to blow up some random ranger trying to get back to his zerg when you have two more friends also using all their burst.

Rifle Kneeling #4

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Posted by: BoX Legend.4027

BoX Legend.4027

Are you a world boss? I just don’t understand how you managed to get hit by that ability. Also, spammable? It takes a deadeye at the least 10 seconds to charge up that shot, and forces them to be rooted in place for its duration. If they somehow have full initiative, they will get to shoot twice. If they want to guarantee a crit, they can only fire once. This is the buildup shot, the all or nothing ability. If they miss, you can kill them. If you die to this it’s because either A: the thief has outplayed you, using other high dodge chance skills (kneeling rifle 3) to blow your dodges, you have exhausted your blocks on his other attacks, you no longer have any gap closers as you’ve used them only to be evaded, and all of your stun breaks are on cc just as he locks you down and fires, emptying his initiative bar for the kill. Or, more likely, B: you didn’t dodge it and died. Maybe you were in a fight with someone else, or maybe you just aren’t too great at watching for tells.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

I really think that a slight range buff to 1700 would be ideal, (keeping it 1200 when not kneeling, making mark 1700) plus the removal of the cast time for mark and kneel. The suggestion to make space pull you out of kneel is brilliant, it can be very difficult to even see if you’re in kneel so just tapping jump as you try to move would feel much more fluid. Besides this, give the 4 when not kneeling a small (1/4 s) evade, speed up all velocity by 50% both in and out of kneel, and increase the auto damage slightly. The 2 skill has very little use, and is boring to fire if I’m honest. I would love to see this reworked into a bouncing build-up ability, increasing bounces based on current Malice stacks. The 3 could get the pistol pistol change, refunding 1-2 initiative if all shots land. It’s too expensive for what it does, and focusing on landing it all instead of having to spam it would be nice.

(edited by BoX Legend.4027)

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

On the Rifle:

Kneeling and Marking needs to be instant for this to mechanic to be of any use, and kneeling should be canceled by either dodging or jumping along with it’s current method.

By the time you can fire, your target has either moved away, or will counter-play you with ease because of how obvious the tells are.

To my experience, Rifle becomes pretty much useless as soon as someone is aware of you, which doesn’t help the synergy it has with Mark Target… I think it’ll see very limited use… If any.

Now other weapon sets are pretty great. The amount of boons you get with S/D this time around is awesome, and the quickness and power boost on activation from mark target can cause some hilarious results with P/P, and does far more burst than the Rifle could just dream of.

Exactly this. If arenanet does anything about this, make mark target and kneel instant cast.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

The 4 needs a bit of love, or needs a tooltip rewrite. It does not shadowstep you backward, which I would love, it shadowsteps you away from your target. Using this to gap close in a fight is awful; I have to drop the target, about face, then 4. Also, the 2 should be reworked. It feels bland, and I don’t know why thief should get a constant source of fury. As I and many others have said, a bit more range on the kneel and out of kneel positions. It is too short for the lack of mobility, most gap closers are 1200. The moment someone wants to kill me, I’m dead.

Deadeye Demo Weekend Feedback

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Posted by: BoX Legend.4027

BoX Legend.4027

New spec feels rlly nice with s/d, rifle —> sb ( if moving orbigger groups )

Although i would change these things :

- rifle skill #1 needs to pierce
- make projectiles faster ( kneel and not kneel )
-1750 range while kneel 1500 while not ( should have an advaantage vs longbows since u are static target )
- make kneel range indicator more visible ( mby add a slider ? )
- using WASD while kneel will automatic cancel kneel
- reduce cd of cantrips ( rlly underwealming )

I don’t agree with many here, or others on the forums saying this spec is trash. I have the same mobility as core thief in Deadeye; however these are all issues. NONE of the cantrips save the elite (which btw is just called a cantrip because reasons) have any use that isn’t already provided. Why does Mercy stun break? What? The stun break should be on Shadow Gust. The WASD thing should be a thing, and now would be the time to make that change before people get used to having to click the skill again. I would at least like to see how that feels before deciding I need to hit the same key twice. Make the range just an even 1800, it’s laughable right now unfortunately. 1500 just isn’t enough to justify locking yourself in place, especially a thief of all classes. With more range, I would use the skill much more often. 1 should pierce, and stealth 1 should speed up. WTF is with that skill? It’s crazy slow. I get that the idea is to have the enemy see it and dodge, but it just isn’t worth it. It’s very hard to see the kneel indicator, and with 1500 range I don’t see the point. More range, and increase its opacity. Quicker projectile speed, especially if you increase the range. Malice should build faster, I think the idea of having it slowly dwindle is not what the spec is. If the build increase speed was up by 50% by default, on top of another 50% from Maleficent Seven I think it would be possible for me to fire the four before either ending a fight or dying. Seriously, I’m a thief! I am no tank.

(edited by BoX Legend.4027)

Malicious restoration too underpowered.

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Posted by: BoX Legend.4027

BoX Legend.4027

What the… Do people on the Thief forum actually play Thief, or even Guild Wars 2 for that matter? No. Channeled vigor does not heal you for twenty-one thousand health. While it is the highest potential heal Thief has, the whole point of the class is to avoid damage, not soak it up.

Swindler's Equilibrium: Bug or Intended?

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Posted by: BoX Legend.4027

BoX Legend.4027

Ignore this as well, no more bugs.

(edited by BoX Legend.4027)

Swindler's Equilibrium: Bug or Intended?

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Posted by: BoX Legend.4027

BoX Legend.4027

Ignore this, I made a mistake.

(edited by BoX Legend.4027)

Swindler's Equilibrium: Bug or Intended?

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Posted by: BoX Legend.4027

BoX Legend.4027

With the August 8th patch came a change to thief, reworking the Swindler’s Equilibrium trait in Acrobatics. How I assume it is supposed to work is to reset your steal upon evading damage, and this is true… But the trait procs no matter what. If you have not even used steal, dodge and happen to go through a damage field or anything, the trait procs; resetting your steal and moving its cooldown from 0 to 0. It makes the trait nearly pointless, and is against what the Acro line is trying to push. I have near constant Vigor, allowing me to dodge often… Why should I have to sacrifice that just to make sure this trait works for me. I desperately hope this is bugged, as it would be the most important step in putting S/D up against D/P. If a dev could possibly respond, I would be incredibly grateful.

Swindler's Equilibrium, a bug?

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Posted by: BoX Legend.4027

BoX Legend.4027

i’d rather have it like it is now than being able to get lucky and steal twice as much.

The thing is, currently it is luck; and completely random on if it will work for you. With no way of knowing before you fight if the trait is on CD, you’re left to pray that after stealing your next dodge resets it. If it doesn’t, you’re left in the dark. You’ll have to either wait for steal to recharge fully, or hope your next dodge resets it. That part of the trait just shouldn’t function until steal is on CD, then you could easily guarantee a second steal at any point. This trait is crucial to bringing back power sword, I really hope this gets fixed ASAP.

Swindler's Equilibrium, a bug?

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Posted by: BoX Legend.4027

BoX Legend.4027

If this really is how this was intended, that’s awful. I hope this is a bug.

Thief Builds

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Posted by: BoX Legend.4027

BoX Legend.4027

So I’ve been trying out plenty of builds since the patch and have noticed other thieves running p/d builds. Was just wondering what others are running as I am lost on what to do.