Showing Posts For Bohannan.2069:

Thiefs Discussion Thread [Merged]

in PvP

Posted by: Bohannan.2069

Bohannan.2069

Stealth really is a tough thing to balance. Its definitely one of those things that should come with a tradeoff.

Like being able to be damaged while stealthed and the fact stealth is not permanent. Thieves can hide in stealth for a few seconds at a time unless they use shadow refuge (of which you can still damage a thief in there) Here’s a hint, if you see the circle on the ground, run away from it!

Thiefs Discussion Thread [Merged]

in PvP

Posted by: Bohannan.2069

Bohannan.2069

Avid Thief player here. Most of this thread is people just complaining about why they got killed in a few hits.

I’ll be the first person to tell you that I’ve maybe hit 10k in structured 1-2 times and that would be full glass cannon spec with around 14k hp on a debuffed foe. Most players get hit for around 4-6k. Another point to make of note is that its extremely difficult to actually LAND a backstab like that. What I dont understand is why people complain incessantly about it. What about some of these other classes that can completely annihilate people just as easily?

HB Warrior? Say what 11k dmg in less than a second, check! How is that any different than a backstab?

How about an engineer that will knock you down so many times you might as well just leave the battle because you spend most of it on the ground. There are no diminishing returns right now… And you take dmg while downed.

Mesmer… are you kidding me? Most OP class in sPvP right now, utterly annoying and has great dps to boot. You get two of these who are good on a team and its game over.

Necro. Essentially have to kill twice, great dmg through dots. Can spec for multiple pets out aka hells army. Fears…

Really I think people perceive thieves to be a lot stronger than what they are. We are a strong class, but the above classes I mentioned are just as strong but in different ways. Learn to counter the class, maybe play a thief for yourself just to know what to do. It will only make you a better player.

My exit review of Guild Wars 2

in Guild Wars 2 Discussion

Posted by: Bohannan.2069

Bohannan.2069

Glad you’re leaving Cayden. Remember how you and your guild transferred servers multiple times and nobody liked you an any server?

Orbs and Balancing

in WvW

Posted by: Bohannan.2069

Bohannan.2069

Lets say you love football, and your favorite team was just scored upon by your rivals! In the heat of the moment you are fired up, livid because your beloved team has just been ousted for the time being. While they will get another try (time permitting) even the score, fate has it that because they have scored they are now ahead in the game. Now lets take how guild wars WvW and orbs are thrust into this analogy. Imagine, you defeated, albeit getting another try to score is now a man down on the field. Because under the current guild wars WvW set up the winners are BUFFED and the losing team gets nothing but an extra try to settle the score against a now STRONGER winning side. This is a critical issue hurting WvWvW around the board.

While i see a lot of threads about server alliances, i see this as normal as it is a fitting cause and is a natural progression when multiple sides are in the game. Put three sides together and the two getting smashed can gang up on the stronger force and win. The problem with this is when the two “stronger” sides team up and completely annihilate the less prominent server. This can be extremely frustrating and ultimately result if peoples loss of interest in WvW due to no chance of ever having any real chance at defeating the two sides. Time can aide them and the next server match up could end up in their advantage (said server has an alliance with new server). The problem is making it through the weeks of getting your face pounded. A-Net will have to work on this.

It will also have to work on those combat bonus’ for orbs. I do have a proposal though, one quite fitting for the situation. Why not instead of offering combat bonus’ for the orbs, offer non combat ones that benefit the server as a whole.

Example: If you control one orb, your server gets +10% guild influence gain for your server. Which if you ask me is a pretty nice bonus to have!

If you control two orbs, have a cumulative bonus. Now once you control two orbs you get +20% server wide guild influence gain and say +25% chance of a defeated foe to drop a badge.

Throw three orbs in and get 30% guild influence gain, +35% badge chance off of defeated foe and -50% repair costs for the server.

These type of bonus’ dont offer a combat advantage but more of an advantage to everyone in a more common environment. Because these rewards are useful, having the orbs can have a nice impact without putting one side in the lead for winning already.

TLDR. Make orbs offer some form of non combat related bonus for winning servers to give the underdogs an even playing field. In turn give the winning side who has the orbs non combat related bonus’ for actually having them.

Okay A-net, make it happen!