Showing Posts For Dakan.9463:
Since noone wants it I shall take the poor number 6.
Nice event btw. I’ll see you in the Grove
i cant understand why People like to permastow the pet with no buff.
Okay i am against the idea of permastow for a dmg buff, then no one would like to use his pet because that buff would be probably too strong and most rangers will only run the “Aura” of one pet because its the strongest.
But i can understand when they dont like to fight with the pet but kitten it then let the pet on passive what is the Problem?
A permastow is a nerf for themselfes, EB cant Trigger, random benefits like a knockdown and conditions on foe are gone. Even when the pet is on passive Body blocking of projectiles are a nice benefit
I think some ranger here are overdramatic.Because even on passive, the pet draws aggro…
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-30-2013/first#post1927551
“Summoned creatures and pets can no longer draw aggro from enemies that have not already aggroed on their master.”
Maybe its just a matter of perception? My pet didn’t draw any aggro last time I checked…
I don’t now how this managed to get into the hard to catch thread as it should have made its way here. Oh well another crosspost then…
I actually agree with almost every change you want to implement as I can clearly understand your reasons for doing so and believe that the thief community as a whole will be able to adapt. That being said there are some points to consider.
Flanking Strikes, Vigorous Recovery and Bountiful Theft
I agree with you latest post that these changes might be too harsh. Flanking Strikes would need to be buffed if it is moved to Master Tier in order to compete with Bountiful Theft. And on the matter of vigor duration, I also believe that 6s and 10-12s would be better.
Hard to catch
The elephant in the room… I understand that you want to boost thief survivability by moving this down and making it more accessible. I think you won’t accomplish that because Hard to Catch triggers on CC but does nothing to actually get rid of said CC. The added swiftness doesn’t really help if we get stunned for 3s for example. It also involves an unwanted RNG element because of the random teleport. This makes it very awkward to use. Think back to the changes of engineer elixiers, same story.
It was stated that condition removal should be available through the acrobatics line. I wholeheartedly agree and would change Hard to Catch to remove 1-2 condition(s) and set the ICD to 20s. This would then actually be useful as it would remove the impending conditions.
Now the teleport should actually remain. Here’s why: It is an awkward mechanic and disorienting for the thief himself but this lets it also act as a counterweight to the rest of the effect. A kind of penalty if you will that could be turned into an advantage by a skilled player.
As it is now the trait is only mildly interesting and involves too much risk with too little reward for the thief. Another thing worth considering when thinking of the phrase “hard to catch” is to add an evade ability to the skill for 2s after the teleport. This would give the thief some breathing room and improve survivability significantly.
Thank You
Last but not least: Thank you for taking time out of you no doubt very buisy schedules to inform us about all these changes and for letting us actively participate in guiding this update.
~snip
Well yes in these instances it acts as I said as a counterweight but I can also imagine certain situations where it would benefit the thief e.g. when trying to escape. Also please keep in mind that not everything revolves around sPvP.
I cross post this from the big thread in case someone reads only here:
Regarding thief changes:
I actually agree with almost every change you want to implement as I can clearly understand your reasons for doing so and believe that the thief community as a whole will be able to adapt. That being said there are some points to consider.
Flanking Strikes, Vigorous Recovery and Bountiful Theft
I agree with you latest post that these changes might be too harsh. Flanking Strikes would need to be buffed if it is moved to Master Tier in order to compete with Bountiful Theft. And on the matter of vigor duration, I also believe that 6s and 10-12s would be better.
Hard to catch
The elephant in the room… I understand that you want to boost thief survivability by moving this down and making it more accessible. I think you won’t accomplish that because Hard to Catch triggers on CC but does nothing to actually get rid of said CC. The added swiftness doesn’t really help if we get stunned for 3s for example. It also involves an unwanted RNG element because of the random teleport. This makes it very awkward to use. Think back to the changes of engineer elixiers, same story.
It was stated that condition removal should be available through the acrobatics line. I wholeheartedly agree and would change Hard to Catch to remove 1-2 condition(s) and set the ICD to 20s. This would then actually be useful as it would remove the impending conditions.
Now the teleport should actually remain. Here’s why: It is an awkward mechanic and disorienting for the thief himself but this lets it also act as a counterweight to the rest of the effect. A kind of penalty if you will that could be turned into an advantage by a skilled player.
As it is now the trait is only mildly interesting and involves too much risk with too little reward for the thief. Another thing worth considering when thinking of the phrase “hard to catch” is to add an evade ability to the skill for 2s after the teleport. This would give the thief some breathing room and improve survivability significantly.
Thank You
Last but not least: Thank you for taking time out of you no doubt very buisy schedules to inform us about all these changes and for letting us actively participate in guiding this update.
Regarding thief changes:
I actually agree with almost every change you want to implement as I can clearly understand your reasons for doing so and believe that the thief community as a whole will be able to adapt. That being said there are some points to consider.
Flanking Strikes, Vigorous Recovery and Bountiful Thef
I agree with you latest post that these changes might be too harsh. Flanking Strikes would need to be buffed if it is moved to Master Tier in order to compete with Bountiful Theft. And on the matter of vigor duration, I also believe that 6s and 10-12s would be better.
Hard to catch
The elephant in the room… I understand that you want to boost thief survivability by moving this down and making it more accessible. I think you won’t accomplish that because Hard to Catch triggers on CC but does nothing to actually get rid of said CC. The added swiftness doesn’t really help if we get stunned for 3s for example. It also involves an unwanted RNG element because of the random teleport. This makes it very awkward to use. Think back to the changes of engineer elixiers, same story.
It was stated that condition removal should be available through the acrobatics line. I wholeheartedly agree and would change Hard to Catch to remove 1-2 condition(s) and set the ICD to 20s. This would then actually be useful as it would remove the impending conditions.
Now the teleport should actually remain. Here’s why: It is an awkward mechanic and disorienting for the thief himself but this lets it also act as a counterweight to the rest of the effect. A kind of penalty if you will that could be turned into an advantage by a skilled player.
As it is now the trait is only mildly interesting and involves too much risk with too little reward for the thief. Another thing worth considering when thinking of the phrase “hard to catch” is to add an evade ability to the skill for 2s after the teleport. This would give the thief some breathing room and improve survivability significantly.
Thank You
Last but not least: Thank you for taking time out of you no doubt very buisy schedules to inform us about all these changes and for letting us actively participate in guiding this update.
(edited by Dakan.9463)
Vigorous Recovery & Bountiful Theft
I’ve seen a lot of talk about this as well, and discussing this already this morning the current vigor is a bit too high, but we may have overdone the reduction. I was thinking about going back to 5s or 6s on Vigorous Recovery, and going back to 10s or 12s on Bountiful Theft.Could you please elaborate on why Thief, one of the flimsiest, if not the flimsiest class can’t have access to high Vigor uptime, but Vigorous Precision and Critical Infusion can grant basically permanent Vigor for 5 trait points for 2 other classes? Elementalist a little more understandable with 20 points (as of next patch) for Renewing Stamina, but that’s still 20 points opposed to 30 for the 2 Thief traits?
Maybe I can help you with that as I asked the same question some months ago. The answer lies in Feline Grace. If you just compare numbers Feline Grace is like an about 30% increased endurance regeneration trait not unlike Natural Vigor for rangers. But it is applied differently because endurance is granted after it is used.
That means that a ranger with Natural Vigor und the vigor boon still cannot exceed the 100% margin for buffed endurance regeneration but a thief under the same conditions is essentially at 130%.
1. Farm/Grind:
I like to occasionally grind things without being forced to do it. For example 3hours of the Mad Kings Clocktower last year or killing Deadeye repeatedly but it has to be rewarding (Deadeye was a bit much before the slight nerf).
2. Alt friendliness
3. horizontal vs vertical progression
These are really the same point. I want to have the best in slot gear I can get but even across my 5 characters that’s impossible without having to seriously grind. Getting only weaponsmith to 500 would take more money than I have. So once armour is in I won’t ever have best in slot gear which will probably take the fun out of a large portion of the game for me.
This will probably drown in the amount of comments but I’ll try regardless:
Chris, you stated that the Anet employee was in the wrong. Then why did the OP get infracted for his post? This doesn’t add up.
Hmm what did say at the eurogamer expo? Oh yeah, this:
"Q: Thoughts on PvP and Guild vs Guild? A: We know there is a loud community for GvG and for PvP features. We want to support you guys and always listening"
*cough*
I wanted to play with some friends this weekend (free trial) but showed them this right now. They all decided to not even give the PvE part of the game a chance. Way to lose potential new customers…
Let me start by saying that I am a member of TKS and have been on the turrets for almost every kill we did. So I have experienced quite a few annoyances which even sometimes cost us the kill.
Turrets:
Sometimes they just don’t respond.
~ Can be fixed by getting on and off the turret. Problem: It may take several tries (on time it took me well over 20!)
Poison Cleanse sometimes doesn’t cleanse the poison.
~ Ironically the only way to fix this is to repeatedly fire it on the poison puddle. You can see this happen often around the turrets but I suspect that it also happens around the zerg(s).
Megalaser Defense Event:
Sometimes Champions spawn nearly in the Megalaser when the Event begins.
~ This happened only once as of yet but is worth mentioning because it cost us the kill. The Megalaser was down to 25% before even the first group could get there.
Sometimes a bone wall spawns right before Tequatl is landing.
~ Also just happend once but we had to kill the wall first, losing time and cooldowns on actually doing damage to the stunned Tequatl himself.
I would also like the ability to see all groups and not just the ones I can merge with. (For example if my group has 3 members I would like to see all other groups with 3 or 4 members as well.)
Why? Because it makes organizing big events easier. You can asign group names that way. “North Turret Defenders 1” or “Southern Turret Users” in case of the Tequatl fight.
As a recent example: Remember the information you get in the souls games? Now tell me you need a manual for that too xD
Wait you need a manual to get the mechanics? O.O
Come on whats hard about that? Jump over waves, don’t stand in poison fields, read the tooltips on the turret skills… Figuring out what to do is incredibly easy. Doing it and coordinating a huge zerg of players that seemingly lack the ability to read is not…
I meleed him as a thief the whole time. It’s just a matter of situational awareness…
I second this. This finally feels like a real fight. Tequatl is a threat now and losing has consequences yay
Well from what I can see Tengus will definitely be added. Here’s a map with some zones that are closed as of now but should become available in the future (why else would he have gates to them?) There is a better map floating around somewhere but I couldn’t find it again. http://www.anjelsyndicate.org/wp-content/uploads/2013/01/d4ApT.jpg
So if I’m not mistaken that looks a lot like the capital city and starting zone for tengus are laid out already. There’s also no problem with their non-involvement in the dungeon stories because a) they are about a specific guild (destiny’s edge) and b) at the time they play out tengus still debated wether to join the 5 major races. I see absolutely no problem. They can slowly make their way out of their isolation.
You can’t aoe? My main is thief and I loathe the shortbow so let me give you some advice: Trickery X – Ricochet. Coupled with infiltrators signet, a stealth utility and daggerstorm your dual pistols just became the mother of farming weapons. In melee just use a sword. You’re welcome.
Now on to your valid points: Yes the fps drop is major which sucks and sometimes a zerg can be fun but not for 45 minutes every hour…
I took notes so I don’t forget which maps I have already done. Yeah screw the kitten stuck at 12/13…
Make her like Scarlet, now Scarlet was really cool, not too easy and not too hard.
Sorry no. I agree that Scarlet wasn’t too bad. But it wasn’t really fun beating her either. I solo’d her on my first attempt. All she did was kitten boring, glaringly obvious and easy to avoid. Now I think thats how a boss you are required to beat should be (so no players are blocked from the rest of the story).
But a boss like Liadri is clearly there for players seeking a challenge. The only thing that needs a fix (not a nerf) is the kitten camera (and maybe aoe visibility) in that fight.
Yes please if something like this would be implemented it would make life a lot easier!
Farewell my friend. Your donations were much appreciated and netted me the upgrade to Digital Deluxe Edition, a character slot and left me with 160g to spare.
Well nothing happend in my overflow but we had a great deal of fun regardless. Three countries together and everyone just spouting jokes and black humour xD
You know what we need right now? A Liadri wallpaper with her head on a pike or something like that
athlete’s foot everywhere if we didn’t! gross!
You sir have no idea how an athlete’s foot develops -.-" (Hint: wrong footwear and poor hygiene) Walking barefoot everywhere is the healthiest thing you can do for your feet (and knees, thighs and back for that matter)…
On topic: So Jennah is just a Queen living a very healthy lifestyle :p
Another little thing of positive feedback I’d like to add: Deadeye Dunwell. No not because of his “farmability”. Because of the KOTOR reference.
For anyone that hasn’t played Knights of the Old Republic: Deadeye Duncan was a human duelist fighting in the non-lethal tournaments of Ajuur the Hutt. And he was said to be the worst duelist that ever picked up a weapon. Pretty hilarious if you ask me.
If you don’t fund the game. Then why should Anet take any of your suggestions?
Oh come on now. Really? I bought the game seems like funding to me. Also: In GW1 there was no gemshop and Anet listened to the community regardless. (And a lot of their success is based on that.)
To top it off: Don’t repeat the stupid argument that the gemshop would fund GW2. It does not! And thats been repeated and validated over and over…
Players who grind are less likely to buy gems with real money. Which means less money for new content.
They are also the players who want a gear treadmill. Gear treadmills gate content and slowly kill mmo’s.
This made me laugh so hard I fell from my chair. Guess what: I am farming Deadeye. I used the gold I made to convert them to gems and upgrade to Digital Deluxe Edition and buy a character slot. But I woul never never ever buy gems with real money. Why? Because I am to poor to be able to afford only 10€ to put into something. So I actually am pretty grateful that farming right now is profitable and I could get those things now and don’t have to wait a year until I farmed enough…
And second: I hate gear treadmills. That’s why I played GW1 and it’s why I play GW2.
So don’t group people together. Thanks.
Wait whut? Only zerkers? Look through the forums most people have used condition setups for the hard fight (liadri) and there are a few that did it in knights gear and even green gear. Yes its hard but that comes mostly from the weird camera.
I myself beat her with a condition setup on my thief (hint: my ranger is loads better at applying conditions than he is. hint 2: i had to buy the gear for him and used mostly greens).
Just try a condition build with some endurance regeneration and practice (and use food buffs) or accept that this particular content is not for you.
P/D bleading her to death. In the calc it shows exotics but only my armor is exotic for the rest I used cheap greens.
http://gw2skills.net/editor/?fYAQJAqYlYmaOXey9E9JFBnCm6UPFfdsaFoZnCuGfA-jQxA4sAmDLiGr2BTjGZVqQKA-e
Hey I was finally able to it. Although I used a different build as this one. I figured I’d share it here in case someone is interested. It’s basically bleading her to death. In the calc it shows exotics but only my armor is exotic for the rest I used cheap greens.
http://gw2skills.net/editor/?fYAQJAqYlYmaOXey9E9JFBnCm6UPFfdsaFoZnCuGfA-jQxA4sAmDLiGr2BTjGZVqQKA-e
Wooohooo finally did it.
Thief 10/0/20/20/20, using mug, shadow protector, shadows embrace, vigorous recovery, fleet of foot, uncatchable and bountiful theft.
P/D, withdraw, signet of shadows, caltrops, shadow refuge and thieves guild with carrion/rabid gear.
Okay I have to leave the club now. About 150 tries in total and she’s finally dead.
1)S/D, P/P
2)10/30/0/0/30
3)PvE
A. If more players come and we are 4 at one dome E.
I made 50g so far. Never been so rich in this game (playing since launch).
The F button not working correctly was the most annoying part for me… 1/4 of my tickets were lost to that…
Oh and just because it can’t be repeated often enough: No sensitive timing challenge above a zerg pit next time! Thank You!
Okay I tried it another 25 times this way. because you suggested it and Deadeye provided the money.
I appreciate your effort but you should give your exact gear. I ran this with full zerker and my newly aquired rabid gear and a mix of them. In no setup can I simply heal through her autoattacks (and I was using master maintenance oil and omnom pies). I have to strafe all or I am dead by phase 2.
The damage in phase 2 is really good though, got her to 20% once and was killed again…
I propose a change to the effects monitor of the user interface. The box where effects can be displayed appears to be larger than the actual game window. It should be customizable like it was in GW1 so that I can actually see what is affecting me.
On the screenshot I can’t even see my food and utility buffs: http://postimg.org/image/5y8l36s47/
I can beat Dark Souls without dying once but Liadri is above me… I just can’t see whats going on in the arena because of the weird camera and something always one-shots me when I get her to about half of her health.
Funny how people keep saying Liadri is easy on a thief. Guess I’m a bad thief then.
I give up after about 100 tries and even buying condition gear. All in all she cost me about 25g I guess. I will now join the zerg and get my money back in the next few days.
Oh you reminded me again why I don’t ever specc into shadow arts since the beta weekends. I almost forgot…
Funnily enough I started noticing a difference about 2-3 weeks ago. I have to run around and rezz more often now but I’m not sure that CoF got buffed because I personally don’t have anymore problems than before (read: none). My guess would be that there are a lot of new players that don’t know how to dodge…
On the topic of time, GW2 is one of the most casual-friendly (from a time perspective) MMOs around. I can understand that people might have something suddenly came up – it happens to all of us some point or another – but assuming you are playing with friends I would like to imagine that most would be understanding as to time frames and do content accordingly. It’s also not completely out of the question to try and set aside time to do things that take longer at a different time ahead of time – I mean, think about old school RPG games, with “save points.” Those where relentless to the player on a short time – but most of us adapted to make sure we didn’t play unless we were positive the time allowed it.
Just 2 words: small children. Something can come up in a matter of seconds that you have no control over…
As to the difficulty of this dungeon
It’s not a difficulty question! Nobody here said that the dungeons should be easier. I think everyone said they are well designed. It is solely an issue of party size. A smaller party =/= easier content. At least it should not, with proper scaling.
This is sooo sad. Learn to read people…
Reasons why some of us don’t like dungeons were given.
But to say it again:
medical (some sicknesses prevent the needed reaction speed for coordinated groups)
time (some people cannot guarantee an hour of uninterrupted play)
Yes there are some people who object philosophically but did you read that this thread is not about them? I for example don’t like being forced into anything. I enjoy running around in the open world or WvW and I like to help others or play with them but I hate grouping. I do it to experience content but 9 out of 10 times I don’t enjoy it.
It is not about being shy or not wanting to interact with others. Stop saying that it is simply not true.
With all due respect
That’s always a bad way to start a sentence… Just saying
Could you elaborate on the balancing (and scaling) issue? Why is it more difficult to scale dungeons (instead of the SAB or Events for example)? What has to be taken into account? Why do you think a solo friendly play would discourage players from grouping? There are many players doing content in teams of 2 or 3.
I would really appreciate it if you could shed some more light on this.
I don’t refuse to run the dungeon. It’s being forced into a WoW Raid in order to run it that turns my stomach. I took down Shiro back in 1 without needing other players, why would I want to have them here?
Quoted for truth!
The biggest problem I am having is that people get mad at me for actually wanting to watch the videos. Or for wanting to explore a bit or enjoy the scenery… So I cannot play how I want to play in forced 5 man instances aka dungeons.
I did the story modes of every dungeon because I wanted to know the story. I hated playing all of them. Not for their design but because I have to wait for hours and hours to get a group, then I have to rush through the dungeon because of said group and read most of the dialogue after I completed the dungeon and my party left…
Tenchu what you proposed in the OP is nearly exactly the pet system I wanted to have since playing GW1. Just better! Seeing alpha footage of GW2 I imagined playing a Greatsword wielding Charr and jumping into battle alongside a large fearsome lion. Well I am doing this as far as possible but it just doesn’t feel right at the moment. The connection isn’t there, the synergy should be better… But you know all of this already.
So I hope Anet uses at least some of your ideas to expand on the ranger. In GW1 pets gained levels. So at least let them grow and become noticably bigger and stronger in GW2.
That change…it never happened, dude…
Pretty sure I got revealed every time last week and died several times because of the SA 5 point trait proccing wrong. I apologize for not checking again before posting but I am dead sure that’s what happened to me last week…
Anyways now it seems to be okay so it’s only a nerf damage-wise. The fluidity of the rotation is actually not that much of a problem for me. I can hit CnD after a 5 attack aa chain perfectly… But then again I never relied on a stealth centric build in PvE…