Showing Posts For Clownshoes.5463:
Posted by: Clownshoes.5463
Thanks Eric i was just about to start world 2 again but came to the forums to find out when SAB is going away if at all. You have saved me a lot of grief. I agree though if i want to put in the hours it takes to clear trib mode i should kitten well get tokens every time. It is one of the hardest things i have ever done in a video game and should be rewarded handsomely every time.
I understand not getting the full amount of baubles because anyone can farm those on any mode but trib tokens are another story. Nothing about getting the tokens is easy even if there was no time gating.
It has always been an issue in GW2 that the spell effects clutter the screen. My biggest issue is not being able to see the Mob I’m trying to hit even in a small group. Melee are the most affected by this. Most of the time i have to just look for my damage numbers or the words miss to know if I’m in range.
My main is not only melee but a thief and my build relies on back facing attacks. I can never see the mob though, so I never know if I’m hitting them in the back or not unless I pay close attention to my damage numbers. Still though it is guess work to try and locate the mobs back through all the spell effects.
One solution may be to let character models have priority over spell effects but I think the best and maybe easiest would be to have an option to have your current target always be highlighted. I understand some people do not like the highlighting of players and mobs. They feel it breaks immersion. That is why this would be best as an option.
Just to be clear about the “highlighting”; I am talking about when you have your courser over a mob and the out line of the model is highlighted, red for an enemy or green for a friendly. Also an option to make the highlight thicker would be great.
Well thats just my 2 copper.
(edited by Clownshoes.5463)
IF you were listening hard enough when that patch went live, you could actually hear the palm of a Dev hit their forehead.
As a thief myself I agree it is very lame. In sPvP being in stealth does not prevent a cap, so i’m not sure why it does in WvW.
I have been using this tactic at every chance. I would like to not do it but i’m not going to be some white knight when I have to deal with it from the enemy.
The good news is there is an easy counter. Group up in one spot and AoE bomb the ground around your group. The thief then has no other options but to come out of stealth and be ranged down, leave the cap circle or die to the AoE trying to use CD.
In the mean time I would hope that ArenaNet is planing to apply the revealed debuff when exiting any stealth and or a complete overhaul to the stealth system. I would also like to see stealth and node capping work as it does in sPvP.
I am a thief main and I approve nerfing thiefs.
LOL that video was awesome!
The real problem with thief stealth is that pretty much only a thief knows how to deal with stealth. The simple solution is AoE. You do not need to know where they are just AoE and do it a lot, the thief dies, yay you won!
For instance when i end up one on one with another thief most of the time at some point they will go stealth with that group AoE stealth, then i switch to my short bow and spam 2 into the red circle. Most of the time they are dead before the stealth runs out and if not they are running for their life.
In the case of your video those baddies were so busy fighting the dolyaks or standing around doing nothing you had free rein on them lol.
Ruin Spy: “Ok guys I have infiltrated enemy lines. They don’t suspect a thing!”
Ruin Guild: " Thats great! Our plan is coming together. Ruin Spy can you tell us anything? Where is the enemy now? Do they have a plan?"
Ruin Spy: “Well they are in their spawn point or at least the one guy that is left in WvW next to me is in his spawn point.” From what I have been able to gather so far, his plan is to go AFK , make something to eat and maybe watch some TV."
Ruin Guild: “Oh. Well I guess we will just keep dancing!”
I really don’t mind the hard part but it is obvious that some boss mechanics do not work as well as they should or have enough of a tell that something is about to one shot you.
The reward though as OP said is not nearly enough for the effort you must put into these dungeons. If I wanted to get a full set of armor two daggers, two pistols and a short bow and I do want that, I will have to run the same dungeon 99 times. At least in the gear treadmill of other MMO’s I have never had to do one instance more than about 30 times max. Even if i was so hardcore that I went in and cleared the same raid every week for a year it would still only be 52 times. Sure there will always be a next tier of gear to get but at least its something new.
Coming into this game I thought I would be farming for many sets of gear that I like but now I’m not sure I could handle farming one set. I mean really 99 times? I don’t even want to know how many times I would have to run the same dungeon to get all of the weapons I could use.
I’m a big fan of dungeon finders. However I could see it not working out so well in this game with how often you can die in these dungeons. With a dungeon finder people would always be leaving the group as if they were so much better than you because they could just instantly get in another group. I have yet to have someone get buttfrustrated and leave a group so far and i think this is due to the difficulty of getting in a group.
Having put together several groups though I have to say we need something to help get things going. This is because chat does not even allow us to find groups the old fashion way unless we get lucky and fill the group the first time we /m LF2m blah blah. I do not post in chat more than once per minute but in no time, I think about four posts and I get locked out of /m for several minutes for “spam”. One way or another I feel we need better tools to find a group.