Showing Posts For Cubotrix.1723:
yes but we still need a damage buff. Warrior and other classes that have more HP and more survivability ( invul for example) WHILE bringing good support to the team can deal more dmg than a full dmg full zerk thief…… WTH.
10% dmg buff for 5 of your allies despite what some people have said here IS NOT OP. DRUID GIVES A 15% dmg buff to allies with his trait grace of land.
And the truth is the thief needs a MASSIVE dmg buff to be comparable to other classes.
The worst is they give us ZERO responses……. i agree with however said devs dont pay attention to thief AT ALL because its true.
Let me get straight to the point : Thiefs and DD nowadays face a huge problem, they are a high-risk class ( what i mean by this is they have REALLY low HP and not really ANY group utilities or support abilities (( plz do not count stealth… stealth is to avoid combat i mean IN COMBAT ) and they are encouraged to play in a melee range ( ranged thiefs and DD also exist i know but u can deny that there is a favoritism to play melee) but they don’t really profit from this risk.
Thiefs and DD have mediocre DPS ( great burst but not the best ) when compared to other classes like warrior who in melee just like the thief and with the same GEAR can provide more damage, more survival ( bigger HP pool and invul ) and more utilities that provide buffs to party.
But why? the thief and daredevil HAVE ALOT of bonus to his dmg in his traits….. well the problem from one side is honestly the base damage his skills do is not really that great, not one reaches 3k base like the warrior. They also have a focus on single target DPS which limits their oportunity in groups ( staff i see it as a solution to this problem).
But this is not their biggest flaw, DD and Thiefs have in my opinion really crappy Utility skills. is really abnormal when 80% of the player base never touches on traps and tricks honestly. 2 ENTIRE skill types of the thief that feel honestly VERY WEAK, provide no reasonable support to himself OR others, dont do damage ( or very low), and have quite big CD.
and they have Acrobatics….. probably the most useless trait line in the game when compared to others.
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SUGGESTIONS : ( will update as time goes by)
Improve base damage – this is a really basic buff wich will put the thief a little more viable for PVE at this moment. i speak for myself and can be totally wrong but a 10% buff on base dmg would be good? maybe a little too much …. idk.
Change Acrobatics trait line – the truth is acrobatics gives really NOTHING that daredevil can not give. What to do then? Give acrobatics line a more support approach that thiefs desperatly need. ACROBATICS SUPPORT makes no sense. well u can always do it like this. Example :
ACROBATICS
minor adept – stays the same
major adept 1 – pain response – provides 1 stacks of toughness each time u get hit . stacks to 5
major adept -vigorous recovery – u and your allies gain vigor when u use a healing skill. ( 3sec vigor)
major adept 3- Gymnastic – each time u dodge you and your allies do 10% more damage on their NEXT attack ( CD:5 sec) (maximum allies 5 )
Minor master : Feline grace – the effects of vigor on you are enchanced
Major master 1 – hard to catch – stays same
Major master 2 – Evasive initiation – removes 1 condition from your allies if u evade an attack ( 15sec CD) (allies 5)
Major master 3 – Critical agility – people with swiftness gain 100precision 100 ferocity ( why should only 1 class provde precision buff ? ) (idk if this is even possible with the engine)
Minor grandmaster : Aura of displacement – when u reach 25%HP u go invulnerable(2sec) and gain 3sec of quickness ( CD:60) u take half damage from fall dmg.
Major grandmaster 1 : Assassins promise – when u crit a foe it receives a debuff called assassins promise receiving 10%% increased damage and 10% condi ( values may vary i just like the ideia ) for 3 sec.
Major grandmaster 2 : Viper’s defense : whenever u EVADE an attack u receive 20% less damage for 2 sec and your next attack deals 50% bonus dmg( 10sec CD)
Major gransmaster 3 : Way of the Master : Whenever u evade an attack u and your allies receive Protection (6sec), Resistance (3sec) and retaliation (5sec) CD=30sec allies=5
SHADOW ARTS
ALL minors stay the same except minor grandmaster
major adept 1- enduring toxin – your venoms last 1 extra strike
major adept 2- Heart of shadow – While stealthed u gain regenaration (5sec) and a perodical minor heal ). deception recharges lowered.
major adept 3 -shadows embrace – stays same.
major master 1 : seeping wound – your venoms add 1 stack of bleed (2sec) and give might. this one might be OP.
major master 2: Shroud of Silence – whenever u and your allies attack from stealth they do 1/2sec daze (u need to go Revealed for this to happen)
Major master 3 : Unseen fury – blinds deal damage now
minor grandmaster : shadow resilence : when u stealth u blind neaby foes
Major grandmaster : SHADOWFORM ( ) – whenever YOU apply stealth IT CANNOT BE BROKEN FOR 4 attacks and u deal 30% dmg while stealthed. the bonus dmg applies to allies aswell
major grandmaster 2 :Venomous Aura – same
major grandmaster 3 : Shadow shroud – effects of protection on u and allies are enchanded -allies=5 protection instead of 33 gives 50%.
getting quite late so ill stop for now tomorrow ill see. I know it might sound OP for some but hey i just want to make my class viable in PVE thats all. give your feedback and opinions.
Dont so much think about the numbers values but the idea itself
(edited by Cubotrix.1723)
HI.
i want to thank everyone for their support AND constructive feedback.
While i do agree that thieves have a very good mobility lets not forget that other classes can have similar mobility ( mesmer portal, that also serves as an escape and port to decap/cap), D/D ele WHILE maintaining a capacity do instadown ANYONE WHILE evading. This is ridiculous im sorry.
Thieves were supposed to be from the start high risk high reward class and although I DO AGREE that thieves should be able to be a bunker thief IF they spec purely on support/tanky line…. SHADOWFORM ?!?!?! anybody? :P
One problem as of now within the thief class is that we only have 2 roles : dmg and supp BUT if a thief decides to go full DMG they can never even reach the level of a mesmer or ele or burning guardian ( but burning guardians should be nerfed and nobody should look at them as a place to be.) AND IF they go full support, they come to the realization that they are out-classed as support by at least necro and guardian ( even water ele ) so even if spec fully for support they feel subpar.
Now a number of you have said and correctly : Thieves are a constant in PVP tournaments and teams at least one. to these people i say that please do remember that pvp tournament are high-end i can express myself correctly so let me recall and example : Saying that a high-end LoL player is LEGENDARY on poppy DOES not alter de fact that to the general masses poppy is awfull. the problem is that Thief played high-end is good but unless u are a high-tier PVP player the thief class SHOWS A MASSIVE dificulty to achieve the same reward when compared to other classes that people call balanced example : dd ele and perma clone zerker evader mesmer ( yes i do hate them)
another problem in the thief class is the Subpar "power"of Steal , while it provides a usefull and free shadowstep the stolen skills which were due to be the thief unique passive falls rather sort when compared to the other calsses uniques. i can safely say its the weakest "passive, but its skills are also relativity weak.
Lets take one example : Signet of agility passive increased precision, active : refill endurance (100 endurance) and remove 1 condition a OK skill and one of my favorites but when compared to other utilities from other classes is feels REALLY weak. suggestion? easy. refill endurance and transform 1 condi in 1 boon or remove 2 condi.
Scorpion wire? its just a normal pull that can easily be dodged or blocked. one way to increase its value would be for example if it hits and the enemy is pulled they get for 2sec 5 stacks of vulnerability.
So in the end we thieves main ARE NOT asking to be a uber-zerker kill all be all we are just asking little buffs to increase of survival that is severely denied … in order to at least having a mediocre chance 50% of dueling another player of the same skill level as ours IF WE SPEC THAT way. A EXTREME mobility thief should not be able to duel. but forcing one class to 1 role ONLY is really bad is with leagues ANET want gw2 to become an esport
i just feel that as a Thief we get outclassed in EVERYTHING…..
burst assassin style = warr does it better
stealth = mesmer and rangers also have acess to it
HUGE lack of condi removal when COMPARED to the other classes
lack of a block X attacks for x time skill ( i think all classes have this except necromancer but he has DS )
i wont even talk about the guardian that can be FULL DAMAGE and still be a tank cause of infinite aegis and invulnables etc….
the only thing that was supposed to make the thief well…. the THIEF was the steal mechanic but lets be honest here….. it may sound cool and yes its a free shadowstep but the stolen skills SUCK so bad, the only decent stolen skill is the warr stolen because the majority of times u get a tooth it equals low damage plus 1 bleed ( really anet) or feathers that stealth for 3 sec.
because from my experience Thief is underpowered to the extreme right now…. every other class can duel him…
can anyone give me any tips?
Please remove the colored daggers from impairing daggers…. its reallky silly throwing a red and green orb at the enemy while what u really want its just the skill Dancing Daggers from GW1….. simple and effective….. and visually pleasing.
Thiefs ARE NOT a magic-type user and in a Physical SKILL do have red and green giant orbs its really silly.
not gonna repeat what already has been said but yeah staff = too clunky and ir lacks unique animations im sorry but it honestly feels like u guys did 0 work on the Daredevil it just feels like it was rushed and u guys recycled one piece of everything else. u guys have 10000 kungkittenmovies with shaolin monks to draw inspiration. heck watch a youtube competetion with bo staff professionals
Ok im back, so in my opinion cutting short raids should focus primarily on Bosses and not trash mobs but trash mobs should feel revelant lorewise and not out of place.
one of u guys gave me an really cool idea:
Xhtolos the Mystic
specials
Spectral sight kinda like lysa boss fight… A player can only look directly at Xhotolos for X time, if player exceeds X time he dies. Looking away will slowly erase the debuff so u can fight again u will be dazed however while turned back
Accumulated Pain long CD . Xhotolos raises a chaos armor that causes all damage and conditions caused ON xhotolos to go to a random ally of yours ( anti-bersekr FOR SURE XD)
<50% HP
Backfire Any ground targeted ability u cast becomes a enemy ground targeted ability. ( a ele casting meter shower is like a enemy ele casting meteor shower in that area) but it will target one of your allies
Confusing images Xhotolos conjures 2 identical clons of him and he teleports to one…… whenever u kill the wrong Xhotolos… chaos storm apllies on its corpse dealing X damage and applying 15 stack of confusion to you
<25%
Ether Lord medium CD. Spectral sight is lost but Xhtolos drives his ultimate power. Xhtolos divides all 10 members into private arenas. Each member of the group will be alone in a arena against 10 Xhtolos. Only 1 is real…. little tips will be given etc… if 2 player fail… Xhtolos causes u to lose yourself in the dream and die.
(edited by Cubotrix.1723)
i was thinking of like 10 but i really didnt have more time… maybe tomorrow ill put more
wanted at least 1 boss fight centering on conquering the courtyard of a white mantle base in order to advance and it would have siege weapons. also wanted extra bosses unlocked trough masteries, like master lore. a dual boss thing 2 bosses at the same time and finally wanted a boss that somehow involved the eye of janthir.
(edited by Cubotrix.1723)
THE SEER you free a seer emprisoned in the instance. but he is heavily hurt.
- The Jade Emperor a huge jade construct made to protect Lazrus at all costs
- Jade armor* reduces melee damage received by 20%. and crits deal 50% less dmg
Empowered Smash the Jade Emperor uses his magically infused power to deal heavy damage to surrounding foes and apply 5 stacks of confusion (10s)
- Jade Bombs* the jade emperor throws jade shards to ranged enemies and they deal damage to foes they hit entraping anyone they hitted for 4 seconds. After 4 seconds the bombs will Explode dealing HEAVY damage.
<50%
Summon the empire summon 3 Jade constuct with bows and 3 Jade constructs with Hammer . Bows deal heavy ranged damage and hammer are CC heavy. they have jade armor aswell.
Jade Barrage same as jade bombs but alot more shards spited out
Infused Existence gain 1 stack whenever he is attacked at melee , Upon reaching 10 he activates Infused existence REFLECTING all projectiles… these reflected projectiles cant be reflected back and deal 300% damage. stacks go away at a rate of 0.5 per second.
<25%
Jade eruption emperor strikes ground, ajde spikes rise form gound from him to the end of the room increasing in size kinda like subject alpha mordremoth thing.
Final Directive The jade emperor senses defeat and utilizes its final resort dealing MASSIVE damage to foes he hits. The emperor implodes his armor targeting ranged or melee ( huge area) very little reaction time ( people need to be very aware) but he shatters his armor increasing damage he takes by 20%. and losing the crit penalty. crits now deal more 50% than what they should
- Lazarus the Dire The final boss the surviving mursaat. he is a necromancer
Taste of Death Lazarus stealths himself, his next attack deals 200% damage. if revealed the buff will be lost. people can dodge this.
Protect me he summons jade constructs
<50% now empowered by bloodstone
Defile Corruption Lazarus applies ALL his stacks and conditions to a random foe ( 1min CD)
Edge of Extinction Defeated enemies CANNOT be revived. Downed people can PASSIVE
Atrophy Might has no effect for a period and puts weakness on everybody
Awaken the Blood Lazarus creates wells of blood targeting players that heal lazarus and apply 5 stacks of bleeding with each pulse
Cacophony deals X damage and applies Daze whenever a player uses a spell(skill 1 doesnt count) or uses a shout. (10sec) (medium CD)
<25%
Consume Corpse Lazarus consumes the corpse of one fallen ally of yours to create a golem minion ( or a diferent really cool minion) that attacks you. its attacks are vampiric towards Lazarus and its attacks apply cripple and torment. IF a golem dies it casts death nova.
<10%
Spectral Agony Lazarus uses all his power to create a vast massive damage dealing area that will also stun oponents. stun breakers work. Applies 10 stacks of torment and 5 stacks of confusion
tell me what u think just for the kick of it…. i would detail it more but have no time right now to write about scenery, terrain etc….
Raid title : The Rise of Lazarus 10-man
Story what appears in your news mail : we found the last remaining force of the White Mantle in the maguuma jungle worshipping but appears to be pure air. Are they crazy? and what are they doing here? we better find out…..
during the instance we find trails of the crew that disapeared after going after the White mantle along with warnings to warn the queen. Along the raid you will need to or talk with a seer or somehow ascend in order to see the mursaat. The instance culminates with a epic fight with Lazarus empowered by a neaby bloodstone
Bosses
1 – Justiciar Abbot ( warrior type boss surrounded by enemy forces)
specials
None Shall Pass Upon reaching 30 stacks of None shall pass (gw1 skill name) Justiciar Abbot will call ranged reinforcements and minor melee reinforcements.
If Justiciar Abbot is more than 5 seconds without at least 20 stacks of None shall pass Justiciar Abbot will call melee reinforcements and minor ranged reinforcements.
Coward Whenever a an ally doges away from Justiciar Abbot they will receive 2 stacks of Torments ( dogde still avoids dmg )
Tiger stance Justiciar Abbot attacks 100% faster . ENDS if justiciar misses an attack ( recharges in 30sec)
Zealot Dhumbala ( Necromancer/ranger , battle divided in two rooms 1 up and one down) ( bodies of frog people whose name i forget scaterred kinda like he studied them and their toxins)
specials
attacks apply poison but he has slow attack speed
Knowledge of the Jungle POISON deals 300% more damage
in the up room there is a closed vent if one person activates it this debuff dissapears for 2 mins however doing so spawns assassins on the top room.
Expert Focus you can NOT enter stealth while fighting Dhumbala …. up room is cool though….
<50% HP
- Aura of the Lich * Dhumbala will call upon his power to summon twisted bone golems from the frog corpses, these apply bleeding and poison with its attacks.
Whenever a minion dies it apllies a stack of insidious parasite to the other golems.
Insidious parasite Golem hits heal dhumbala for X.
<25%HP
Jagged Bones Dhumbala as last resort uses necromancy on his own body. Jagged bones causes 5 stacks of bleeding whenever dhumbala is attacked at melee.
Putrid Bile Dhumbala uses it knowledge of poison and necromancy to create a virulent plague that if given enough time will burst causing 20 stacks of poison to entire party. can only be bursted by being attacked in melee range….. and it is growing in dhumbala body.
golems still exist and respawn like every 3 min or 2 min
puzzle involving the mists and what u can or cannot see…… mursaat stuff XD people will ned to really coordinate on this one
(edited by Cubotrix.1723)
What is the status of player housing? is that being worked on at least? same thing with Gvg and guild halls… are they being worked on???
What happened to the scepter of orr and livia ? O.o
(ohhh and can we get in the distant future perpahps… mounts …. just for style… i mean YOLO right?)
thank you
(edited by Cubotrix.1723)