@Boggs.6482 and Shaogin.2679, I appreciate the response!
@Laraley.7695 – I’m not sure how you saw a complaint out of anything in what I said, but I have yet to complain. But what you said was as pointless as what Gabriell.4856 was trying to troll about.
@Gabriell.4856 – I’m not sure how you’re getting 3 traits but, if your only argument is still a comparison (“1 master trait being countered by 3 traits.”) after I explained it, then there’s no real reason for me to explain to you.
Thanks for reading anyways.
@Gabriell.4856 – I’m not very sure why you’re “comparing”. It’s not a comparison between Incendiary Powder and Soothing Mist, it’s a chain reaction from applying Incendiary Powder on crit, to gaining regen when crit, and removing a condition when you gain regen.
@Gabriell.4856 – No, condition removal is not FIFO in this case. At first, I thought this too. The reason why this is an issue because when burning procs on crit (Incendiary Powder), Regen on crit (Soothing Wave)will also happen at the same time which means it will automatically trigger the Cleansing Wave trait; removing burning instanteously. You will not see this with your eyes.
(edited by Crucify.1649)
Hi there.
For the TL;DR people who don’t want to waste their time – this talks about how Sigil of Torment/Earth can bypass the Incendiary Powder/Soothing Wave nullification
If you are unaware, when an Engi vs Ele using the Engi’s Incendiary Powder against the Ele’s Soothing Wave whilst having Cleansing Wave (6 into Water traitline), Soothing mist will completely nullify Incendiary Powder since they have the both internal cooldown as well as behaving critically.
I have tested a curve around this nullification and have figured out that Sigils that apply a condition on critical hit can work through these two traits:
Sigil of Torment/Earth – When applied, most of the time, Incendiary Powder will be nullified against Soothing Wave. An odd event that the sigil will crit before Incendiary Powder and will break the interval canceling between both traits. This will last a few intervals but will go back to the two traits nullifying eachother again. Note that these 2 specific traits are divisible by 10 seconds (soothing mist/incendiary powder ICD), meaning they are able to occur before or after the trait(as in the condition can be applied before or after burning) – that is why this is able to happen. Sigil of Blight will not work because it is not in the interval divisibility and will never apply when both traits proc.
Even though this is not 100% guaranteed, the meta sigils for the Celestial Rifle engi should still be considered since it does not perform the best overall but only specifically against eles whereas it doesn’t always bypass the two traits nullifying eachother.
Although, I would still consider this as an option because of possible scenarios of a 1v1(engi vs ele) on point, engi would have an upperhand against the ele if the sigil procs before the trait since a good meta cele ele against a good meta cele engi would be stalemate.
Thanks for reading.
(edited by Crucify.1649)
Nice thought second
.
Ohai, Initialose!
For sure, I believe a new player with 20606 against a new player using 26600 will completely dominate them. Although, from my opinion, I still think 26600 is still better than 20606 regardless of the advantages it has over 26600, an experienced player playing 26600 should know how to counter 20606 and what the weaknesses are.
Perhaps I don’t play at the level you’re talking about, but in my experience, 20606 beats 26600 even when experienced players are using those builds. 26600 would only win if the player could land the burst, but 20606 makes that very difficult with its daze, permaswiftness, vigor, and more frequent engages. In my experience, the D/D thief that is able to gap close more often will win because just straight up CnDing in melee range is very risky. That said, 20606 also loses less from missing CnD’s because of the extra initiative.
Of course this is just talking about D/D vs. D/D. I think 20606 does much better against a ton of builds that 26600 struggles with because 26600 offers no boon strip and subpar poison application.
I’ve noticed at least one person in the video already posted defensively about this, and it does not show an accurate honest fight between each “better” player. In my opinion, I would post a video that shows numerous fights against each “better” person to show an unbiased perspective for both players.
Well, the intent isn’t to suggest I’m a better player than the people I dueled, nor is the intent to suggest that I win the majority of the duels (I don’t keep score anyway). I just wanted to showcase some fights against builds that 26600 struggles with, played by enemies who know how to use those builds. I thought about using more footage of those duels, but the video was already 12 minutes long, and some duels (like the ones against Pillowcooke) last 5 – 10 minutes each.
You say I’m talking about a “level” as if I am better than anyone simply because of what I said. I didn’t mean to imply that if you took it that way, but I just assure you that 20606 does not greatly overcome 26600. As you said, 26600 wins when they land their burst, and that is the moment, regardless if they wait until that time, that is the counter to winning against 20606. The weakness against 20606 is that pushing 6 into trickery does not gain any useful stat bonus which allows 26600 to match over 20606 with more health and armor.
“In my experience, the D/D thief that is able to gap close more often will win because just straight up CnDing in melee range is very risky. That said, 20606 also loses less from missing CnD’s because of the extra initiative.”
With your quote above; still with the example of both players being experienced, a 26600 thief should not miss a CnD because they know 20606 has the initiative advantage from trickery minor trait. However, 26600 will usually always use infiltrator signet and have opportunist that allows 26600 to still compete with 20606, whereas 20606 has only initiative on steal (if it hits), no opportunist and no infiltrator signet (20606 simply does not need infiltrator signet and has more value with blinding powder).
If it is 26600 against 20606, boon strip does not really matter, and poison is almost on equal terms depending how patient people are to actually proc the 3rd chain on dagger auto attack.
I did not say anything about you being better nor implied you were better. I was quoting the first sentence of your original post when you were fighting against better players.
P.S. All I am really saying is that your title speaks a strong statement that is incredibly false. It is also not the meta because people still play 26600 and prefer it over 20606. I didn’t mean to argue this much but people who read this will be mislead, I just want to defend the people who still play 26600 (I hardly play 26600, I still play 20606 and other non-SA builds but that does not mean it’s better, I play it because it’s more fast paced) so they aren’t discouraged by what other people think of what the “meta” is now for SA thieves.
If it was anyone else, I would not care. You are a friend of mine, and I just don’t think you should take this mindset of thinking.
(edited by Crucify.1649)
Nice thought second.
I just wanted to agree that 20606 can be better than 26600 in most scenarios mainly because of the higher CC, life gain, ability to engage faster than 26600, thus making it more noob-friendly. However, I believe that players should have a choice on what to decide what’s better for their own, even though it is a game, choosing the “meta” lets a person gives them more reason to feel secure about the option knowing that many people will be playing the build, they have no shame in it.
For sure, I believe a new player with 20606 against a new player using 26600 will completely dominate them. Although, from my opinion, I still think 26600 is still better than 20606 regardless of the advantages it has over 26600, an experienced player playing 26600 should know how to counter 20606 and what the weaknesses are.
This may be one of the first times I have seen a title like this to push people in a certain direction with a video in the thief forums that has populated enough. It may be because you’re showing a montage of beating known people, or it may be because you’re making a strong statement.
I’ve noticed at least one person in the video already posted defensively about this, and it does not show an accurate honest fight between each “better” player. In my opinion, I would post a video that shows numerous fights against each “better” person to show an unbiased perspective for both players.
@Xae Isareth.1364 – Off topic, but if they even think of creating the other damaging conditions such as poison and especially burning to stack like bleeding, they should reconsider the scaling of burning whereas burning alone can do as much as 900/sec with a normal condition build.
@GenoGar.5497 – It does not make sense that you are whirling around them; causing bleed stacks and not do direct damage. That is why choking gas was nerfed to deal a sliver of damage just to reveal yourself and simply because it was a strong skill (still is).
Every dual-wielding skill is different in its own way, I don’t think they would change the animation to something similar of another one due to originality. The only thing I agree with your statement is the little evade; everything else is fine – the utility of the skill is great, you just need to use it correctly.
@Einlanzer.1627 – I really… don’t think that’s a good idea. In general, I am really against condition damage because of how it scales, where engineers can hit you once and do 1k dps + and can kite away whilst doing damage/block/invuln. Burns double, sometimes triple their damage (if they’re a guardian) with the amount of a regular condition build and bleeds can be stacked recklessly. I really don’t think condition damage needs another boost or any change for that matter. It is good where it’s at right now. Poison can already be applied every 9-10 seconds with doom sigils by any class, already enough to dominate another player with multiple condition removals with a base of 6 seconds multiplying up to a max of 12 seconds of poison.
@Ensign.2189 – Your answer is much more superior than mine since it covers all three aspects of combat however mine is only fixated on one of them. The damage deduction I am neutral with seeing that the only thing I want is the evasion frame increase (it feels like I’ve repeated this 100 times >.<) but the increase target cap I don’t really see it happening.
Yes, I see it being very good in PvE where people are backing up their points with caltrops + DB, and it can last 20 seconds with 100% condition duration builds, but if it’s increased target cap, then it could also have a larger drawback due to hitting more targets – proc’ing more retaliation boons and would make the people who do like to spam it feel negative about it because of taking too much damage at once for the sacrifice of only 1/2 second evade. In some points, people could take more damage during the evasion frame if they could hit 5 targets than they could without using DB.
I just think that increasing the target cap; even though it can be very flexible for PvE and PvP, can have some negative feedback.
@NinjaEd.3946 – Really great point, I almost forgot about the poison from Veteran Scouts in WvW. I would like to see dancing dagger to have maybe a 1-2 second poison on it and could name it to Venomous Dagger instead. As of now, I am only curious about death blossom, however, since you brought up the idea; you should consider posting a thread about it and I will try to support you as much as you supported me =).
@DeceiverX.8361 – Yeah, again, I don’t mind any nerfs towards DB, as long as they add in the increased 1/4 evade duration to what it is now, I would be happy. The location of the evasion frame, I also am not too worried about, as long as they fix the evasion frame of it now and redevelop the skill to work more accurately, that can also sound nice.
@Jana.6831 – Also a really great point. I do think they already have enough potential and I believe all projectile skills suffer from that "wonky"ness where the pathing is ridiculously off, haha.
(edited by Crucify.1649)
@Highlie.7641 – Not going to lie, SA d/d thieves in general have enough blind in the world, they can blind every 3 1/2 seconds, adding an additional blind would be too much I think. I really like the idea but I’m not sure how Anet would implement an idea like that. Would the blind be a certain radius or would it only blind targets you hit? If so, I think it could be very strong and very weak; 1/4 seconds of blind is very minimal, but it can lead to really lucky situations such as just simply DBing around a mesmer during their animation of summoning a phantasm – in which it would be canceled due to the blind. A 1/2 second blind could suffice, but again, just not needed.
NinjaEd.3946 – I would have to agree with Jana.6831. I hardly see thieves use auto attack often, sadly I see more people abuse CnD because of the insane damage it does over and over, and wait until they can get them low enough to burst them down with a final backstab. Poison is really a game changer for most classes and can cancel out their entire build, people just need to learn to auto attack more for the poison on 3rd chain.
Chapell.1346 – I used to do Fight Clubs months ago, and then it got really outdated and/or people kept on using the same builds because they had the urge to win rather to test other things out/learn/have fun. I know Fight Clubs are about learning, I posted that on my posts when I posted them (feel free to look at all of my posts I’ve posted). If you’d like a 5v5, we’re on FA; feel free to hit me up in PM.
Ensign.2189 – No doubt, it’s really effective in PvE, but I am more focused on WvW pvp aspect (no npc fighting (camps, towers, keeps, smc, etc)) because that’s where I find fights are more interesting when you can fight 5v20s, or 10v30s; it may seem I am just talking about wiping really bad pug zergs, but it’s more of the communication that goes on in the outnumbered group in voice communications rather than fighting the zerg.
I wouldn’t mind the increased target cap, although I never really considered it seeing that the reason I only wanted was higher sustainability/survivability rather more AoE. After all, “most melee attacks made with a sword (or larger weapons) will also hit up to 2 other (3 in total) foes if they are close enough to actual target of attack.” (http://wiki.guildwars2.com/wiki/Aoe). If they added a higher target cap with one skill, it would have to change it for others; especially melee weapons, regarding that quote.
@Einlanzer.1627 – Dancing dagger is probably the 2nd most useful skill to me, behind cloak and dagger. The reason I say this is because for d/d, your movement is very crippled compared to all of the other weapon sets (even p/d, pistol 3 has an insane distance range that makes it have such an advantage and it can also deal a lot of damage (5-6k from my tests)).
Dancing dagger:
1) It allows you to catch up to your enemy
2) It can be used as a bait to make your enemy use their evades
3) It removes blind/aegis for more accurate auto attacks to increase poison duration and/or cloak and dagger/steal combo for full efficiency.
This is nothing to brag about nor to think I am better than anyone. I have hosted months and months of Fight Clubs from T6-T8, and I have fought many d/d thieves. The only skill I use least of is Death blossom, and most of the times I get lucky when I avoid their steal/cnd combo, basilisk combo, or crippling dagger to keep distance. I just really think the evasion from does not look realistically evasive in the full duration of the animation. When I use it, sometimes I get hit at the beginning of the whirl, at the end of the whirl, and sometimes at the very top of the whirl animation.
I really hoped no one would compared this to the D/D death blossom condition build with caltrops. This is the perfect example of people spamming death blossom as if it is nothing. I mean, how hard is it to just stand out of the caltrops radius for 10 seconds and dodge the very slow animation of Death Blossom. I agree that it can do a lot of damage over time with the immense stacking of bleeds it can build up, but it can be easily dodged by walking out of the 240 radius.
@Xae Isareth.1364 – I agree, the evasion frame does not occur right away, sometimes I think it occurs at the top of the whirling animation but sadly I’ve been hit and hit people during the top of the animation as well.
@Maugetarr.6823 – I also think that could be nice. As good as it sounds, I don’t think there would be any realistic way to show that animation with d/d. I actually think that’s what makes d/d better to me, is that there is no easy way to get closer to your opponent (besides heartseeker). From my experience, it makes me think more of how to get to my opponent without using shadowsteps/steal/signet and it allows me to think differently of where I should position myself in combat. My other point is that, changing the skill would really displace the meaning of some of the skills Anet implemented since GW1; they brought so many GW1 skills back to GW2, it brought good memories to many people including myself.
@Renegade.6240 – /age http://wiki.guildwars2.com/wiki/Chat_command (if you need to know anymore)
Please take in notice that I would not like to change this thread into what’s better than d/d or a replacement instead of d/d. My preference has always been d/d, I have always enjoyed it for as long as I can remember; hence why I usually only play thief. I find it much more challenging than any other weapon set for thieves, where weapon sets such as s/d and d/p have incredible gap closers (d/p 3 and s/d 2 (especially the s/d infiltrator strike glitch for people who are aware of it)). Dagger main-hand does have heartseeker where people repetitively use it. Just because a skill can be used in a certain way (such as spamming), does not mean it’s supposed to be used that way.
@Ensign.2189 – I would not mind a damage reduction, seeing that d/d already has a large damage output. The only reason I would like this change is for more survivability with d/d.
@Chapell.1346 – Look, I realize this “perma evade” is an issue. A lot of new people misinterpret these kinds of ways of fighting and just play for fun. I cannot win that argument, after all, it is a game. However, if you compare an average thief to a thief that actually knows what they’re doing, then the skill level is pretty obvious when you see each other fight. A lot of big names in PvP for thieves can be listed, and you can interview them how to play it, and they’ll give you a different answer than the average person would give you. I also realize that DB spam and s/d evade spam is very easy to play, but it does not mean that everyone is good at it; it just means that they’re trying to have fun.
Hey, NinjaEd.3946 and Chapell.1346, I don’t mind you guys sharing your thoughts, but you guys bouncing back at each other of who’s right and who’s not isn’t really supporting this suggestion. The least I want to do is to start something against you guys, but if this is getting too serious, please take your argument in PMs please.
P.S.
@Maugetarr.6823 – This is what I am trying to get at. People are just spamming DB as nothing, and don’t realize what it’s capable of. I did a bit of math in my previous post of the calculations, and what it can really do. My intention of this increase of evasion frame is not to spam it, even if I wanted to spam it, it could not do as much damage as I wanted to with the initiative I could have used it for. The difference between DB and FS is clear: FS does a large amount of damage, it’s a single hit and does not rely all accumulative hits to equal to FS, it’s a boon strip which allows it to give it a higher chance of doing it’s full potential damage (removing protection), and is a precursor to a stronger hit (larcenous strike). DB is also a “stationary” weapon skill, as in, the movement distance it outputs does not even come close to what FS can travel (excluding swiftness for further distance). I really am not concerned about the damage it does, it’s like the burning application D/D eles gives, it’s not the main source of damage, but it cancels out a lot of regeneration a person can do.
To rephrase my suggestion, this thread was posted to increase the evade frame for survivability; not for spamming (even though it may be taken the wrong way if it goes through).
(edited by Crucify.1649)
@NinjaEd.3946 – “https://forum-en.gw2archive.eu/forum/professions/thief/death-blossom-replace-inspire-the-devs” – Forgive me if I’m wrong, but I went through 11 pages back in the “Thief” category and this is the only one. Yes, it talks about Death Blossom but the person who started this thread is talking about a complete change of the skill, I am only talking about a slim change of correcting the evasive frame. Death Blossom really does not need to be reworked completely, d/d is already strong as is; people have not given it its full potential yet.
I’ve read through the whole thing and it really is full of people who are just trolling or are flaming others for no reason. I know I sound one-sided here, but please take a good time to reread that thread, the ideas are ridiculous and people aren’t even taking it seriously.
I really hope you would read about what I said of your idea back to what I responded to @Maugetarr.6823. I would give you the same response.
@Liewec.2896 – I am going to have to agree with Faeyd.5094. D/D already has a lot of damage capability towards it, the only thing it lacks is survivability. The bleeds may not look like it’s a huge deal, but it really is.
Math: Death Blossom does a base bleeding of 42.5 at level 80, 3 stacks (considering the situation that all 3 attacks hit), is 127.5 bleeding/second. From most D/D thieves, the highest chance of sustainability, thieves use D/D with shadow arts (26600 or 20606), being able to usually maintain 6-8 might stacks (210-280 condition damage) which is equivalent to 159-169.5 bleeding ticks (still considering all 3 hits hit), enough to cover soothing mist (1050/10 seconds (105/sec) and 1/3rd of regeneration boon (192.5/second) with an average celestial ele of roughly 500 healing power~ .
The reason behind this is because in order to lock down a regeneration of an ele is to constantly apply poison to reduce their healing efficiency by 33%.
Now for a warrior, The generic healing signet is 362-370/sec, which we can already deduct 1/3 of it (241/sec) with poison – using the math earlier (159.5-169 bleed/sec) reduces the healing to 81-91/sec from healing signet. Applying CC such as crippling dagger can be a very large mistake due to regeneration boon – pumping their natural regeneration for 3~ seconds from 81-91/sec to an average of 211-221/sec.
This math is theoretical and is not experimental whereas in real combat, constant evading, immunity skills, defy pain/endure pain, CC (if you’re stunned, they regenerate, and/or inability to get close from movement debuffs (cripple/chill, etc)) will reduce this math immensely.
TL;DR – The bleeding makes death blossom great in various aspects.
@Bazzoong.7145 – I have no interest in s/d (quite one of the easier weapon sets of the rest), I realize it was nerfed before, but that was when it cost 5 initiative. There may have been a time when they only changed the initiative where it was 4 initiatives with 1/2 second evade still, but was quickly changed to 1/4 second evade.
@Maugetarr.6823 – don’t get me wrong, some of these skills beared the same ability, usage, and animation as they did in GW1, death blossom was one of them where they did twirl around them. I think it would ruin the concept, but yes; it would be interesting if it was changed like GS #3 for warriors. I would also like to say that the animation on GS #3 on warrior is probably one of the strongest animations in the game. Basically anything that allows you to move while having an evading frame is really strong (burning speed has become very strong). I think this because you can adjust how far you evade with swiftness and have an insane additional mobility range (especially for thief when thieves use infiltrator signet, steal, shadowstep, shortbow, heartseeker, withdraw).
@vincecontix.1264 – Hey shika. Yes. Also, "This skill used to cost 5 initiative prior to the 25th of June 2013. " (http://wiki.guildwars2.com/wiki/Death_Blossom)
(edited by Crucify.1649)
Hello.
I would just like to suggest that Death Blossom’s evade frame should be increased from 1/4 seconds to 1/2 seconds considering the animation time frame.
The reason why I would like to suggest this change is because, from looking at a comparison span with the rest of the 3rd weapon skill using dual wielding weapons for thieves (excluding the “no off-hand” weapon skills), death blossom is the easily the weakest of the combinations.
1/2 of the dual wielding skills are evasive skills, whereas for s/d, Flanking Strike is an evade, a boon removal, and a precursor to a secondary 3rd weapon skill that does almost half the damage as backstab, and for Pistol whip, a CC with a ~1.25 second evade frame that pumps up large amounts of damage the more hits you hit on your enemy; similar to Death Blossom but with a drastically low damage drop off, low conditional application and a small evasive frame.
I realize the dual-wielding 3rd weapon skill is unique to each and every dual-wielding option, but from all of these points listed, I believe Death Blossom deserves some buffing, regardless if it’s a very weak skill to tweak, increasing a small portion such as the evasive frame from 1/4 second to 1/2 second can make a large deal.
In conclusion, this is more of a biased opinion towards having more survivability with d/d compared to the other dual wielding options, but I believe out of all weapon skills, Death Blossom could be improved from its weak perspective.
P.S. I just wanted to show how many hours I’ve put into my thief out of all my characters to show that I know at least a small fraction of thief ;-;
Thanks.
(edited by Crucify.1649)
hi initialise its me ur pal lad guy
hi lad <333333333333333333333333333333333
This golem used to do about 4k max with Gatling Fist before September 9, 2014 patch.
What do you think?
P.S – I died in about 1 second, I have almost 2700 armour.
I don’t play warrior much, but I doubt I am the only one who thinks this adrenaline nerf is ridiculous.
Good job, Anet. You’re managed to nerf adrenaline so hard that it goes down faster in combat than GW1 adrenaline does out of combat.
What’s better than ruining the easiest class with the most nonsensible change. (probably buffing PU mesmer)
looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
(perma evade never took skills anyways)
Cant disagree. But that’s acrobatics not S/D like im explaining I think If anything should get nerfed it should be feline grace not S/D.
It’s the fact that s/d is a synergy with acrobatics and SoA, making it “perma evade”. s/d evade has always been an issue since launch whether it was 20066, 26060, 02066 because of how frequently a thief can evade than any other class. Evading is already the most broken mechanic in the game giving it an almost 2 second “invulnerability” to physical damage/condition damage applications.
My personal opinion was to change SoA to give half your endurance back rather 100%, and make Flanking Strike a 1/4 evade, but again; I don’t really care what Anet does because I still play the game and adjust to whatever they “nerf” or “buff”.
Adjust to the game mechanics because you really don’t have any say in Anets changes, don’t make it a viral deal about it.
Why adjust to something that shouldnt be happening anyways? You dont know what youre talking about bro, stick to d/p plz.
I mean, I will lmao. I find s/d fairly easy so I don’t play it. Evades carry the game and what do you mean “shouldnt be happening anyways”, it doesn’t matter if it shouldnt be happening. I agree a lot of nerfs and buffs should not be happening, but what I’m saying is you should find a way around the nerf. At least people gave you intel about what’s changing in order for you to have time to adjust, otherwise you would whine more if you found out there were no intel on it, and a new patch came out unexpectedly with changes.
I’m not here to start crap, but you’re the one insanely kitten about the changes. Live with it. It’s the reason why not all of the other popular players have quit yet; they adjust.
Uhuh, D/P is the easiest weapon set imo. I’ve went through every single S/D nerf time and time again and frankly it gets old as kitten. This nerf is just going to make S/D blow which you probably want because you play D/P anyways. I didnt want to start anything against anyone im putting it out there that this nerf is literally pointless and not thought out at all and should not happen, if they read it cool if they dont thats their fault for ruining a weaponset.
“This nerf is just going to make S/D blow which you probably want because you play D/P anyways.” I didn’t argue that s/d was the easiest, I’m just saying it is too easy to play, d/p is easy too, that’s why they are the most popular specs in pvp. I play d/p because d/p and s/d have the highest sustain and burst in pvp. I chose d/p. I’ve only started to play pvp again because WvW is boring, which I always play d/d. If there was a sustainable d/d build in pvp + 3 second reveal, I would play it.
looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
(perma evade never took skills anyways)
Cant disagree. But that’s acrobatics not S/D like im explaining I think If anything should get nerfed it should be feline grace not S/D.
It’s the fact that s/d is a synergy with acrobatics and SoA, making it “perma evade”. s/d evade has always been an issue since launch whether it was 20066, 26060, 02066 because of how frequently a thief can evade than any other class. Evading is already the most broken mechanic in the game giving it an almost 2 second “invulnerability” to physical damage/condition damage applications.
My personal opinion was to change SoA to give half your endurance back rather 100%, and make Flanking Strike a 1/4 evade, but again; I don’t really care what Anet does because I still play the game and adjust to whatever they “nerf” or “buff”.
Adjust to the game mechanics because you really don’t have any say in Anets changes, don’t make it a viral deal about it.
Why adjust to something that shouldnt be happening anyways? You dont know what youre talking about bro, stick to d/p plz.
I mean, I will lmao. I find s/d fairly easy so I don’t play it. Evades carry the game and what do you mean “shouldnt be happening anyways”, it doesn’t matter if it shouldnt be happening. I agree a lot of nerfs and buffs should not be happening, but what I’m saying is you should find a way around the nerf. At least people gave you intel about what’s changing in order for you to have time to adjust, otherwise you would whine more if you found out there were no intel on it, and a new patch came out unexpectedly with changes.
I’m not here to start crap, but you’re the one insanely kitten about the changes. Live with it. It’s the reason why not all of the other popular players have quit yet; they adjust.
(edited by Crucify.1649)
looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
(perma evade never took skills anyways)
Cant disagree. But that’s acrobatics not S/D like im explaining I think If anything should get nerfed it should be feline grace not S/D.
It’s the fact that s/d is a synergy with acrobatics and SoA, making it “perma evade”. s/d evade has always been an issue since launch whether it was 20066, 26060, 02066 because of how frequently a thief can evade than any other class. Evading is already the most broken mechanic in the game giving it an almost 2 second “invulnerability” to physical damage/condition damage applications.
My personal opinion was to change SoA to give half your endurance back rather 100%, and make Flanking Strike a 1/4 evade, but again; I don’t really care what Anet does because I still play the game and adjust to whatever they “nerf” or “buff”.
Adjust to the game mechanics because you really don’t have any say in Anets changes, don’t make it a viral deal about it.
looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool
(perma evade never took skills anyways)
This thread is like watching 100 starving children choosing what’s better to eat – another child, or a baby.
WOW! CREAM DRIVING? THAT’S LIKE WATCHING A BABY SLAM HIS HEAD IN CONCRETE WALLS. WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH????????
jk. you are my favourite person cream
alyrico has a massive kitten
(edited by Crucify.1649)
I really hate posting about this garbage trash talk, but you blocked me after joining my party to get my name and you say this.
I came after you because you jumped on me after 5v2 my friend and I, apparently you got angry after several deaths since you whispered me with this bad manner.
After you blocked me I asked my friend to whisper you for a 1v1, and you’ve denied. I beat you 1v2 with that mesmer and you keep talking, I don’t understand.
(edited by Crucify.1649)
I present to you: Hitler of [NA] aka Gwyndor aka Mao Zedong
This isn’t the only time it has happened. He has randomly whispered our guildmates and started flaming us for no apparent reason. This is a commander from APS.
1st encounter: As we all are, just wanting to find some people to kill; although not specifically targeting this person, we have killed him many times. He has whispered our guildmate who played a ranger and spoke about how bad of a permastealth thief he is.
2nd encounter (this screenshot): We fought these guys 7(us) vs 9-11 APS and they have wiped every single time. I do not understand this bad manner from this person. We, as a majority of the guild, do not bad manner such as emote spamming, tea bagging, and flaming.
Although this makes us laugh, whether it is a troll or not; we just seek to find why he specifically calls people out for absolute ignorance.
belarr.com/bakercat/
hi. that is tequila the dragon, and we are all the mesmer clones
make pve easier plz.
belarr.com/bakercat
dog 1 dog 2 dog 3 reporting for duty
or should i say charles xavier 1 charles xavier 2 charles xavier 3
we r in cerebral reading ur mind
helobelarr.com/bakercat/
helo initialise
a gift for u
helo ladguy
how could i deny this lovely gift, i cannot look away from ur adorable eyes. they see through my heart like a laser beam shooting through a cows milky way with many cows being hatched from its buttox. the cow moos into millions of cries and the sheep run away b/c they think its a wolf. its not a wolf, but a cow, giving birth to many baby cows b/c u are see my heart. i luv u
dog 1 dog 2 dog 3 reporting for duty
or should i say charles xavier 1 charles xavier 2 charles xavier 3
we r in cerebral reading ur mind
helo
belarr.com/bakercat/
To the [RAD] Thief, I would like to apologize for ruining your duel. I wasn’t aware that both of you bow’d until I scrolled up. After numerous attempts to join your party just to apologize, the repetitive party invite denial just because you thought the conversation outcome would go a negative way, I do apologize for that as well for what you have experienced in the past.
Hey guys! Fight Club is still going! I heard many people would like to come but only a few at the moment ;[. Also, if you got a group, make sure you bring your team! Team duels will be an excitement.
Hello Sea of Sorrows and Borlis Pass! I will be hosting a Fight Club and everyone is welcome!
Location – Crystal Desert Borderland under Victor’s Lodge Camp
Time – 5 PM Server Time. (You can simply check by going through your Game Menu – Options – User Interface – In-Game Clock : Server Time)
Standard Rules/Tips:
- /bow before each duel
- Duels end when the opposed is downed
- If an interruption divides a duel, please warn the player that an event is occurring and should be told to immediately stop interrupting. If the player continues the interruption, the opposed should down the interrupting player. Finishing a player is absolutely unnecessary and is not tolerated.
- Team Duels are allowed, if you would like to start one, each team must have equal amounts of players, and the duel initiates when all team players /bow. The team duel is finished when the opposing players are finished and the last person is downed. You may resurrect your team player if they’re downed, but not when they’re finished until the team duel is complete.
- Siege weapons and items from the “Traps and Tricks” outfitter is not permitted.
- No Stacks are permitted. ex. Corruption, Perception, Bloodlust, Life, Luck, Applied Fortitude, Guard Leech, etc.
I hope to see many people there as I have seen on the forums, hope everyone can make it!
If there are any questions about this event, please whisper me anything you misunderstand before Fight Club.
Fight Club will be starting in approximately 9 hours and 40 minutes.
Hello! I would like to announce that I will be hosting a Fight Club this week on Thursday afternoon. Time, location, rules, and other information will be given earlier on in the day of the event, so stay tuned! Also, make sure your bring team! Team Duels will be open for anyone who is willing!
P.S. You probably know why I didn’t bother capping this point. =[
(edited by Crucify.1649)
Hello Northern Shiverpeaks and Darkhaven! I will be hosting a Fight Club and everyone is welcome!
*Location – Crystal Desert Borderlands under Champion’s Demense Camp
Time – 5 PM Server Time.Standard Rules/Tips:
- /bow before each duel
- Duels end when the opposed is downed
- If an interruption divides a duel, please warn the player that an event is occurring and should be told to immediately stop interrupting. If the player continues the interruption, the opposed should down the interrupting player. Finishing a player is absolutely unnecessary and is not tolerated.
- Team Duels are allowed, if you would like to start one, each team must have equal amounts of players, and the duel initiates when all team players /bow. The team duel is finished when the opposing players are finished and the last person is downed. You may resurrect your team player if they’re downed, but not when they’re finished until the team duel is complete.
- Siege weapons and items from the “Traps and Tricks” outfitter is not permitted.
- No Stacks are permitted. ex. Corruption, Perception, Bloodlust, Life, Luck, Applied Fortitude, Guard Leech, etc.I hope to see many people there as I have seen on the forums, hope everyone can make it!
If there are any questions about this event, please whisper me anything you misunderstand before Fight Club.
Fight Club will be starting in approximately 8 hours and 30 minutes.
Why can’t you fight off-balanced team duels?
That’s no fun?
Off-balanced duels will be allowed as you wish, but both teams must respectfully agree on the terms towards being outnumbered to have the situation confirmed that there will no be excuses or boasting towards winning or losing.
Hello Northern Shiverpeaks and Darkhaven! I will be hosting a Fight Club and everyone is welcome!
Location – Crystal Desert Borderlands under Champion’s Demense Camp
Time – 5 PM Server Time.
Standard Rules/Tips:
- /bow before each duel
- Duels end when the opposed is downed
- If an interruption divides a duel, please warn the player that an event is occurring and should be told to immediately stop interrupting. If the player continues the interruption, the opposed should down the interrupting player. Finishing a player is absolutely unnecessary and is not tolerated.
- Team Duels are allowed, if you would like to start one, each team must have equal amounts of players, and the duel initiates when all team players /bow. The team duel is finished when the opposing players are finished and the last person is downed. You may resurrect your team player if they’re downed, but not when they’re finished until the team duel is complete.
- Siege weapons and items from the “Traps and Tricks” outfitter is not permitted.
- No Stacks are permitted. ex. Corruption, Perception, Bloodlust, Life, Luck, Applied Fortitude, Guard Leech, etc.
I hope to see many people there as I have seen on the forums, hope everyone can make it!
If there are any questions about this event, please whisper me anything you misunderstand before Fight Club.
Fight Club will be starting in approximately 8 hours and 30 minutes.
(edited by Crucify.1649)
Hello friends! I am here to announce that I will be hosting a Fight Club on Thursday afternoon! Rules, location and information will be given earlier on in the day of the event. Have fun guys!
Thank you everyone for coming to Fight Club. A decent amount of people came and stayed until this time. I may have hope to keep hosting, but higher tiers seems to have more attention to other aspects of the game rather than dueling.
I’d also like to thank EK and Mend for the wonderful performance. I believe EK was running 15~ against Mends 25+. I am much appreciated by the entertainment that was given by the two guilds.
Hello Henge of Denravi and Darkhaven! I will be hosting a Fight Club and everyone is welcome!
*Location – Crystal Desert Borderlands under Hero’s Lodge Camp
Time – 5 PM Server Time.
Standard Rules/Tips:
- /bow before each duel
- Duels end when the opposed is downed
- If an interruption divides a duel, please warn the player that an event is occurring and should be told to immediately stop interrupting. If the player continues the interruption, the opposed should down the interrupting player. Finishing a player is absolutely unnecessary and is not tolerated.
- Team Duels are allowed, if you would like to start one, each team must have equal amounts of players, and the duel initiates when all team players /bow. The team duel is finished when the opposing players are finished and the last person is downed. You may resurrect your team player if they’re downed, but not when they’re finished until the team duel is complete.
- Siege weapons and items from the “Traps and Tricks” outfitter is not permitted.
- No Stacks are permitted. ex. Corruption, Perception, Bloodlust, Life, Luck, Applied Fortitude, Guard Leech, etc.
I hope to see many people there as I have seen on the forums, hope everyone can make it!
If there are any questions about this event, please whisper me anything you misunderstand before Fight Club.
Fight Club will start in approximately 9 hours and 15 minutes.
Hello! A friendly reminder that Fight Club will be up and running tomorrow afternoon! Rules, information, and location will be broadcasted earlier in the morning for everyone to be acknowledged.
(edited by Crucify.1649)
I like the idea of having trait effect cooldowns displayed, seems like it wouldn’t be terribly difficult to implement, and if you make it a toggled on/off option defaulting to off, it won’t clutter up the UI for players who don’t care to see that info.
The multiple targeting thing I’m less keen on. In addition to making for a really cluttered and convoluted UI, in order for it to really be useful, you need a group that is going to pay attention to the targets you’re calling and their types. In my experience, if your group is on the ball to that extent, they won’t need the additional target designations to get the job done.
I agree that the trait effect cooldowns should have toggle on/off considering that a large portion of players don’t bother nor realize the effects of the traits.
For the additional targeting system, I thought it’d be a nice touch for higher coordination since ANet has been increasingly using their time to make the WvW/PvP system better in ways to create ideas to attract more players into WvW/PvP.
Thank you for your input. Possibly the targeting system could be reduced to minimal additional targeting but still be able to be added onto the system.
I would like to suggest as an add-on the two things towards Guild Wars 2:
Advanced Targeting System
As of now, the targeting system allow you to only focus on a single individual. As important as one target is to eliminate a group or a monster, there are other individuals that have equal important as to a single target.
A multiple targeting system allows people to target players of importance in order to eliminate to have more coordination and visual communication. A simple targeting system would be a sub-panel into the GW2 interface could include:
the smallest number defines the higher importance of the target and the greater number shows the least importance to target
ex. 1, 2, 3, 4, 5, etc.
That is not all, extending this system into specific targeting systems can enhance easier directional commanding and/or being able to improve the success rate of your team by completely disabling a player or mob by targeting.
ex. A target could resemble “CC” which is short from for crowd control, enabling players to focus a player to disable the target while your team can focus on the importance of the order of targeting.
ex. A target could resemble “X” to show not to attack that target and to move pass to show that there are more important things beyond the “X” target.
Specific targeting such as “CC” and “X” should have more than one targeting to show who should be “CC” ‘d or “X”’d out, knowing that there are more than one target to disable or to leave alone.
I have not entirely polished this idea, although it is a suggestion to improve the interface of GW2 for better communication within groups in WvW, PvE, and PvP.
Trait Cooldowns
As the engineer, I noticed the trait “Kit Refinement” in the trait line Tools has it’s own reference in your status bar (above your utilities) to show when it can be active and disappears when it is on cooldown. The great part is that it reappears when the cooldown is off and shows you when you can reuse it.
I ask myself, why is this cooldown system in your status bar not implicated through all the trait cooldowns?
ex. Zealot’s Speed – Create a Symbol of Wrath when your health drops below 25%. (30-second cooldown).
The example above should be visible into your status bar that it is active and ready to go, when you drop below 25%, the icon in your status bar disappears and reappears when the cooldown is off.
Trait cooldowns should have it’s own status bar as the classes permanent status out of combat (example – they would be lined below status’ such as Signets, Virtues, Mantras, etc) and will take in effect when you are in combat as to reaching a “below %” point or when it is in use such as Kit Refinement.
Trait cooldowns will be useful for each players showing when to strategically trigger a trait cooldown (example – Last Refuge – Use Blinding Powder when your health reaches 25% (60-second cooldown)) when to not attack and be revealed to have the full effect such as the example listed above.
This idea was not specifically targeted towards Engineers, Guardians, and/or Thieves they were examples to show an idea of how this would take in effect into the interface.
Hello everyone! I would like to inform you all that I will be hosting a Fight Club on Thursday afternoon! Information, rules, and of course, location will be given earlier on the day of the event! Another remind will also be given the day before to hopefully promote this event. I hope to see as many people there as I saw on reset.
(edited by Crucify.1649)