Showing Highly Rated Posts By Dasorine.1964:

Why do people think Thieves are "OP"?

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Posted by: Dasorine.1964

Dasorine.1964

Probably because they’re the only class that can escape anyone they want, even zergs if they want to.

An ele can’t RTL away if he’s rooted, but a thief can infiltrator’s arrow out of roots and can hit random animals to stealth away.

Basically, thieves can reset fights. Yes, thieves can lose to several specs, especially confusion or retal ones, but their difference with other classes is that they can still harass and disengage at will from even fights that do not favor them, whereas a necromancer for example is kittened if a competent thief catches him, or a mesmer is screwed the moment a d/d or engineer arrives.

Unless the thief is really determined and set up their utilities before hand for the express reason its not always that easy to escape, the moment your fighting someone that has learnt stealth isn’t a get away free card it becomes a lot more complicated.

The issue with players believing thief is OP comes down to 2 things, the first is stealth, this is a mechanic that is almost entirely based on the players at both sides, its one mechanical advantage is the anti-target lock system, which stops a select few moves, outside of that it is all about who plans the routes and such better, unfortunately in low tier and wvw this favours the thief, in higher tiers it favours the enemy.

Sure even the best person can’t always get the thief but once you know the general plays a thief can do while stealthed its not hard to prevent either their offense or their escape but it comes down to the players themselves rather than buttons pressed in game to counter or use the stealth well.

The second issue is the misconceptions about initiative, many many people see initiative as an infinite resource that allows endless spamming of moves, while it does allow a thief to utilize a weapon skill more than once initially once it is spent it is then equivilent to a cooldown. Granted at base regeneration rates the cooldowns tend to be 4, 5.32, 6.65 and 8 second cooldowns which is a lot faster than everyone elses which tend towards the 8, 10, 15, 30 pattern, however unlike those cooldowns all thief weapon skills share the same cooldown resource.

So while say a staff necromancer can hit hits 5, 4, 3 and 2 skill back to back and then each will have thier own individual cooldown a d/d thief attempting the same 5, 4, 3, 2 skill use would run out of initiative on his second skill (cnd 6, dancing dagger 4, 10 initiative spent, 2 left and 3 being the cheapest skill), and then as the necromancers skill recharges he can then pop them again and they would not effect the cooldowns of the remaining skill, but if a thief then popped his 3 point skill once he got that missing single initiative point all his weapon skills are now essentially on their full cooldown again.

Add to that the staff necromancer can then press ` and switch to a second weapon set that will have a fresh set of cooldowns to use while the staff ones cooldown while a thief swapping weapons still has no initative.

Violated PvE thief, no change to Wvw thief.

in Thief

Posted by: Dasorine.1964

Dasorine.1964

unfortunately while they still believe rolling out blanket changes is the way to go nothing will change, very rarely will an issue be with an entire mechanic, its usually how that mechanic works with 1 or 2 skills but instead of looking into ways to balance those changes they take the “easy” road and just blanket it with a change that usually barely effects the 1 or 2 actual issues while hitting everything else usually much harder.

When you have so many variations of builds, so many different skills that work with things in different ways and so many traits and other little things that effect or get effected by it the moment you decide to blanket it you either have to work out the effect that change is going to have on every single one of those combinations or not care/think of that and punish people for not being the problems.

Couple this with the painfully slow content updates which regularly fail to bring anything new to the game (southsun lul), content thats locked to only certain people (guild missions only for big guilds) my faith in Anet is rapidly running out.

And its not like I even get hurt that much by the nerfs even the old planned nerf would at most have annoyed me that I was now limited in choice, its just the fact that the changes almost never seem to be fully thought through. Though with the way they are chipping away its not long before any spec gets crippled

(edited by Dasorine.1964)

Why do people think Thieves are "OP"?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Its only flailing wildly if you forgot where the thief was when he stealthed and his condition on stealthing, which if your not keeping track of then your not really pvping very well.

Okay then, so you swing once, hit him. Swing again, you hit him again. Is he in the same spot? Is he moving around to your right, your left, running away, what? It tells you jackall. Or: swing again, miss. Where did he go? Which direction? Did he just dodge your attack and is in fact still near you? You guess, hope you were right. Sure, experience helps make you right more often, but it’s still guessing.
Being forced to guess, not because of player action, but because of the game not giving you the information you need to not guess, is a terrible design choice.

They just stealthed, how did they do it? CnD off me?
Then they are still in melee range

where they high health or on their last legs?
if they were high health they are likely going for the backstab, that limits where they are going to be to a limited area, an area I control and can do something about

If they where on their last legs they are most likely trying to flee, they could be shadowstepping unless I noticed they used it in combat, if they have then they are most likely going to try and take the safest fastest option away from danger, that comes down to where your fighting, in an open field they will make a bee line away from me towards the nearest cover or towards friendly land, if im in a canyon or other pass then its directly away from me in one of 2 direction, if theres other people around its going to be away from them etc etc.

Its less guessing more environmental and combat awareness thats made a lot easier the moment you have access to CC and when fighting them when they are visible setting up things for the inevitable stealth. This is why new players struggle but experience players dont, and why thieves aren’t really present in high end sPvP and why I can roll a fresh character, jump into WvW at level 4 and kill thieves.

Why do people think Thieves are "OP"?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Yes there are elements of guess work involved but there are in ALL pvp encounters

A warrior pops up over the hill, what is he going to do, is he going to use x ability, is he going to have x utility, whens he going to use such and such, which way is he going to move etc etc.

Dealing with it is what makes you skilled in pvp

Frozen Maw reset time?

in Dynamic Events

Posted by: Dasorine.1964

Dasorine.1964

yeah they doubled cooldown and window time for some reason, clearly they weren’t happy with the fact it wasn’t channeling enough people at the same time to cause overflow.

Violated PvE thief, no change to Wvw thief.

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Posted by: Dasorine.1964

Dasorine.1964

PvE stealth agro (bye bye downed #3)

Why do people think Thieves are "OP"?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Its only flailing wildly if you forgot where the thief was when he stealthed and his condition on stealthing, which if your not keeping track of then your not really pvping very well.

Why do people think Thieves are "OP"?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

There is actually a third issue but it isn’t thief specific and that is people drawing false conclusions based on certain happenings.

For example its possible in the best circumstances possible with team support (buffs and debuffs only) for a thief to hit 20K+ with backstab, now the circumstances that allow this are extreme and generally never going to happen in a real situation, but if it happens just once the player that experiences it starts using that as the baseline for ALL thieves, acting as if that is what all average thieves can do.

In the same way you have people that claim thieves have no risk and can escape regardless when in fact the few times thats happened the thief has been traited specifically to allow this and set up their utilities for that exact reason, any thief without that specific trait build and utilities would find themselves been stuck by a simple immobilize, but to that player that is what all thieves can do.

Then you have people that start combining the 2 and end up working off the assumption that thieves have 120 trait builds and 2 slots per armour piece.

This as said is not exclusive to the thief or even to this game, people will always start combining what is theoretically possible with specific builds together, heck I dare say their is someone out their that thinks warriors are OP because they can do 100blade full zerker damage while also building bunker.

And of course you have to add in a liberal amount of disregard for the penalties, sacrifices and limitations of such builds.

(edited by Dasorine.1964)

Violated PvE thief, no change to Wvw thief.

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Oh, a loss of burst…wow…

For a profession that has its mechanics entirely built around burst its a bit of a biggy, akin to what an illusion nerf would be like to a mesmer.

Stop the guaranteed rares

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

why is 23s for ecto to low? explain to me how its an issue?

If at any point the explanation contains anything a long the lines of “selling ecto’s is my main source of income” it automatically fails.

Which grandmaster tomes are worth the price?

in Players Helping Players

Posted by: Dasorine.1964

Dasorine.1964

while I do agree buying it straight away isn’t always the best idea, not buying it a all is much worse.

Everyone can benefit from the 100 extra attribute from maxing a line and most the end line trait abilities and grandmaster level trait options tend to be stronger.

Not sure who gets the biggest boost from there final traits but everyone gets some, its why almost every build tends to utilize grandmaster trait lines.

Lava in Sunny glade !

in Super Adventure Box

Posted by: Dasorine.1964

Dasorine.1964

My childhood of playing the floor is lava will not be wasted!

Major Issues that Persist

in Thief

Posted by: Dasorine.1964

Dasorine.1964

comparing a nerf gun toy not being used as an actual weapon in reality to a class skill not being effective is silly.

Traps could be effective with thief mobility if they were worthwhile, you could set up area’s of traps and using your mobility get the enemy to chase you into them etc etc, they’d also work well for protecting the rear of groups. Thematically it would be great if you could set up traps in a small valley in WvW so when enemy groups walk in they set em off to start a cool ambush but the game, and players, don’t work like that. But traps COULD still be useful, just because a few select skills are currently are way better doesn’t mean anything that isn’t should be dismissed.

If it comes down to it if something is truely that bad then it should be removed and something better take its place, the use of skills should be about choice and what fits best for your build not “well everything else is garbage so I’ll just use this one set regardless”

Saying that its fine to see skills like this is quite literally moronic and if you apply it to skills you may as well apply it to other things and change the whole game, whats that you want to play a thief? sorry but we decided they were garbage/casual you now have to play Mesmer if you want to do this content.

(edited by Dasorine.1964)

Daily events = not fun!

in Dynamic Events

Posted by: Dasorine.1964

Dasorine.1964

Im guessing probably the rez and the dodge, some people never rez anyone (or play exclusively solo and I guess miss the content with npcs to rez) and some people don’t dodge, why I don’t know but I bet many of them also complain about dieing a lot.

Delete character farming

in Super Adventure Box

Posted by: Dasorine.1964

Dasorine.1964

Not possible. Even if he does two complete runs to get a total of 14 bauble bubbles just from the rewards that leaves us with a total of 14 baubles to be baught with baubles. So seven bauble baubbles to be baught per character – thats just 1750 baubles each character has to collect, an amount which is not only blocked by the limited storage space of the purse but is also not even obtainable since there are not that many baubles to collect in one playthrough.

getting 500 doesnt take that long with digging and hidden rooms, doesnt take long to warp out trade em in and re-enter and do it all again, they didn’t say in 1 playthrough.

Fact is the only thing that being able to delete/create characters to farm boss chests does is lower the price of the sellable skins, which is generally actually a good thing as it means the skins are more freely available to everyone even those that dislike jumping puzzles.

Exotic Back Slot Karma

in Players Helping Players

Posted by: Dasorine.1964

Dasorine.1964

http://wiki.guildwars2.com/wiki/Equipment_acquisition_by_stats#Back_Items

All the level 80 exotic ones other than the ghost eaters hide and the fractal generators can be bought from the temple karma vendors in Orr, one in each temple

Soldier – Grenth
Cavalier – Balthazar
Rabid – Dwyna
Magi – Lyssa
Wayfarer- Melandru

(edited by Dasorine.1964)

A Guide to Flame & Frost: Retribution

in Flame and Frost

Posted by: Dasorine.1964

Dasorine.1964

so wow… the story finally gets interesting after months of following it, my internet goes down in a way that limits me playing the game for a few weeks, it finally gets back and its finished and I’ve missed out? Seriously?

Well done… you made a free to play game that I actually don’t want to play!

Bag(s) of Wonderous Goods

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

Actually there is a reason why they are not stackable, mainly that ones coming from different dungeons have different loot tables in them and so are technically not the same item.

Why they can’t stack separately for each dungeon? Not sure, but you only get a few per run at best so I’m not sure its really enough of an issue to spend time recoding.

Everything about theif is OP

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

because thats part of the class? they have high burst but cannot sustain it for very long.

They cannot spam all their abilities, once they have used up their initiative thats it they can’t use anything but autoattacks and utilities until it regens, thats their cooldown.

You may as well ask to nerf guardians because they can burn, regen and aegis constantly with no actual input from them, or ask to nerf rangers because they have pets or nerf necromancers because they get 2 health bars.

Funny thing is I recall you were quite vocal about no more nerfs and that they should buff others instead… strange how that only works until someone gets killed by a conceived overpoweredness that generally only exists in their minds or because they specced in a way that makes them highly susceptible to it…

Change the Daily reset time

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

either way you have 24 hours to do it, if it resets just before you finish it do it AFTER the reset then you wont have to do it till after the reset the next day again etc

Violated PvE thief, no change to Wvw thief.

in Thief

Posted by: Dasorine.1964

Dasorine.1964

unfortunately PvE is often left out of the thinking process where balance is concerned, oh sure they attempted to when they nerfed quickness massively (1 second more duration on a minute cooldown move thats had its effectiveness halfed, wheee)

PvP tends to be way more vocal and of course the changes effect both sides of the fight which are (potentially) paying customers.

I’ve never seen a game that hasn’t had its pve demolished at some point due to pvp changes that the developers just failed to actually think about, I don’t see why GW2 should be an exception.

that said these changes haven’t quite done that, theres a wide negative effect, they’ve pretty much managed to nerf every single thief build in some fashion this patch but not to a game destroying degree YET.

Heartseeker

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

Yep except all other professions can switch weapons and have a whole new set of cooldowns to use, if a thief uses all his initiative thats ALL his initiative regardless of whether they swap weapons. So thieves get 12 initiative (at base) most others get 8 cooldowns, ele’s and engineers get slightly more with their own mechanics.

12 inititiave at best gives 4 attacks before your relying on the regen compared to everyone elses 8 before they are stuck waiting on cooldowns, sure thieves regen is faster than most cooldowns (our longest weapon cooldowns are 8s at base initiative regen) but thats again because we don’t get as many as others do before resource limitation kicks which limits choice of how many attacks we can make before we limit our other attacks/weapon swaps.

Fact is your incredibly ignorant of so many things and yet you think because you died to a skill doing what its meant to do that you didn’t even try to defend yourself against that something is unfair.

Upcoming changes to stealth (SoTG)

in Thief

Posted by: Dasorine.1964

Dasorine.1964

yet people who can’t handle stealth already still wont be able to and they’ll most likely complain when the targets thieves have issues with no longer give them issues.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Unfortunately WvW wasn’t meant to be balanced around by anets words, and even there a thieves strength lies heavily in their targets court, if that entire zerg cannot kill the thief or lock it in place with all the different ways to CC someone between their stealth (not to mention DURING the stealth at times for those who have managed to keep track of things) then its not just the 3-4 seconds of stealth thats making them “overpowered”, this is also the reason why many people can escape zergs with stealth or without.

Then of course you have the “roamers” who go around solo or in partial teams who then get attacked and die but then again the zone is not designed for those people so while a thief is potentially powerful against them (again depends entirely on the target really, if they know the thief mechanics then its not the thief mechanics that are strong its the player playing it) it comes down to doing something that’s really not intended by either side.

Thief is very very player skill dependant on both sides, take out those factors and thief mechanics are actually very weak, low damage coefficients, low staying power, lowest defense in the entire game.

Start adding them back in and it really comes down to the players, in a 1v1 stealth technically becomes the weakest it will ever be in a fight but the thief itself will be the strongest they ever get, with no one else distracting you from the thieves actions it becomes really quite easy to keep tabs on where the thief is and where they are going which lets you land hits on them while they can’t hit you, however should the thief land its damage with no support that high burst can be the winning factor.

In small group fights stealth becomes the strongest it will ever be but the thief overall becomes much weaker, with people distracting you its hard to keep track of the thief but at the same time you have lots more CC, AoE and ability spam that can take them out accidentally while the thieves attack power isn’t sufficient in those situations, they can potentially down 1 of your glass cannons but outside of that they are below average at dishing out damage to the group and generally a liability as while they may have taken 1 target out they themselves can be taken out just as fast if not faster.

In massive zergs both stealth and thief power plummets, while theres lots to distract you from keeping track of the thief the sheer AoE and skill spam plus the massive burst potential once they pop up can (and should in good groups) mean the thieves death, while the thief again can take possibly 1 person out in a burst build if they are also glass cannons.

Of course there are non burst thief builds that have much better staying powers but those builds no longer have the stealth power of the burst build AND are still technically much weaker than others doing the same.

Did a thief just 1 shot you?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

thats because warriors generally don’t build like that because they get more use out of doing other things, thieves don’t really have much option.

Throw into the fact that people seem to focus more on thieves than anything to the point where they blame a thief for a death that the thief couldn’t possibly be responsible for (such as one time an elementalist burst someone down I was running at and they blamed me for their death surrounded by explosions and lightning).

Then of course you got all the people that have no issues with thieves and don’t care if they can potentially do a reasonable burst because they are so easy to kill for them, its just they rarely come to the forums to state so because they are happy having fun in the game.

If this is so terribly unfair and overpowered I really do suggest you play a thief yourself and go do some higher level sPvP or such and see how well you can do with this potential 1 kill a minute build.

And of course if you get to decide no one should be able to do burst damage like this in game then surely I can decide no one should be able to spawn loads of clones, put down portals, haste entire groups etc etc as well? Or is it only you that gets to decide whether something you personally dislike regardless of how it actually works is wrong or not…

(edited by Dasorine.1964)

Violated PvE thief, no change to Wvw thief.

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Please ditch this nerf and go with the supposedly more harsh one you had planned instead.

noo don’t encourage them they should learn that if something needs fixing nerfing everything else isn’t the way to go about it.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: Dasorine.1964

Dasorine.1964

PvP is all about the Ifs not about the Cans Which is something a lot of people forget.

They see something happen against a specific type of player and state this as “A thief CAN do this” when its really “A thief can do this IF”. Or they work on theoretical numbers such as the fact that backstab CAN do a 20k+ hit, conveniently forgetting that this is only IF all the factors (many of which aren’t actually possible for a thief to achieve by themselves) happen.

The other one thats mentioned lots is a thieves ability to escape/reset, yes they CAN do this however they can only do that IF they don’t get hit by a lock down, IF they don’t get burst down themselves, IF the target looses their position, IF they have room to escape in the first place and so on and so forth.

Pants

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

more tops that arent dresses/trenchcoats for medium also.

Perspective for non-Thieves - Thief Nerfs

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Posted by: Dasorine.1964

Dasorine.1964

its because they where also under the impression thief skills where spammable and that we some how got more base skill uses than others so to counter the speed at which we could attack/reuse skills they clearly had to lower the numbers…

Then of course someone noticed initiative was more restrictive in this manner than regular cooldowns for the most part.

Remove Deception Skills.

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Posted by: Dasorine.1964

Dasorine.1964

Because having access to almost an entire skill set on top of utility slots wouldn’t be too strong? Imagine if elementalists had access to cantrips AND the rest of their utility slots…

Sorry but just like so many of your suggestions its just not that well thought through nor balanced in anyway.

Heartseeker

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

well you seem to think that using up all initiative is nothing to a thief when its basically the same thing as another class spending all 8 weapon cooldowns, granted on the same skill but since that one skill by itself is not going to murder people unless they don’t take any actual actions against it.

Personalized Voice-Over

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

I doubt it would cost that much cause u can knock out a whole storyline within a day and they don’t really need to hire anyone cause they could just have the GW2 staff do it.

not really, you don’t just record random people as it would sound terrible, theres a reason voices are done by professionals.

as for recording your own voice, would you really want to sit around for a day or two reciting all the different options for each character just so you can hear your own mumbled and terribly awkward voice again as you play?

if you ever as a child played with a tape recorder you know your voice will come out terrible

What kinds of sigils stack?

in Players Helping Players

Posted by: Dasorine.1964

Dasorine.1964

basically any 2 of different types will stack, however how effective they are during stacking depends on many situations.

http://wiki.guildwars2.com/wiki/Sigil details of behaviour at the bottom will give you the exacts (as long as there 2 different types the issue then becomes internal cooldown)

Had a nice fight with a warrior.

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Lol. There were a lot of hits and misses here. I thought that you used your Shadow Returns very well, and your diversion was excellent. That being said, there were a lot of chances for you to stunbreak via Shadow Return that you missed out on. :P also, can’t believe the warrior decided to try and revive the mes during the battle, lol.

It seems to be something about warriors, almost every thief gib vid I’ve seen where the thief downs someone in the middle of a group fight against them the warrior ALWAYS stops everything to start rezzing…

It seems to be like a big shiny blue light to them…

Remove stealth on miss/evade/block

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Also the phrase “Your bad and you should feel bad” comes to mind.

Backstab already has a lot of downsides that other comparable skills do not, coupled with the differences between the thief and other classes that have potent skills there is already lots of downsides balancing out backstab.

It really is easy to avoid, against many you’ll be able to almost totally nullify its damage using just wasd with no dodging or skill use.

Thief haters, take this wisdom from a dev :)

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Sunflowers, what your stating is basically that because you utilize 2 utilities, your heal skill and all your initiative you can escape, while that is “Easy” as pressing the buttons, mechanically its hard, your utilizing almost everything available to the profession for those circumstances, which means you don’t have everything else. Other professions could also load all their defensive/escape utilities and weapon sets up and they’d also have an easy time escaping if they were all up and ready.

Thats not exactly something new or something “op” or even something about thief balance.

Though when it comes down to it even with all of them up, escape is not as guaranteed as say a perma swiftness run with invulnerability/stability up or a ride the lightning out.

Compared to anything like those your escape utilities are much easier to stop, shadow refuge you can just be thrown out of the circle which also makes most your others unusable, heck you could just be locked in place IN the circle for most of the stealth if people have the skills on them and at the very least you’ve marked the area your stood for a good 4 seconds, the pistol+dagger only works if you haven’t spent your initiative on attacking and just like blinding powder and hide in shadows your still vulnerable to cc’s and damage.

As the game gets older and people in PvP start learning these methods of escape will become weaker and weaker simply due to the fact that it relies on them not knowing where you are and where your going, after so long people will keep an eye on where you go invisible and will know where your going to run simply due to experience and circumstances.

While things like invulnerable runs and such will remain powerful.

In the same vein those guardians/warriors/eles/engineers etc etc that can jump into small groups and fight and survive will continue to do so while thieves that do the same will gradually start finding the players in said groups start just ignoring stealth (either by just ignoring and moving on or actively killing you regardless of being invisible or not) or stop running builds that thieves can kill.

And thats very much where the risk is for a thief, yes we get good access to stealth but stealth itself brings very little to surviving, the risk is always that someone will keep track of you or that they’ll have the where with all to drop their own bursts on you the moment you become visible, thats a risk no one else shares.

Yes their risk is similiar it comes down to “Can I survive this many people fighting me” this risk is almost always the same, with a static reliable defense if you can take 5 people hitting you, you can pretty much be assured that you can always take 5 people hitting you (yes there are outlying factors that can change this but on average it holds true), the thief has no such reliability, each fight can be massively different from the last you might be able to take out 20 people if they haven’t a clue how stealth works but the next group someone might have something simple as a full adrenaline bar and eviscerate up and pow your dead because you have no way to prevent damage other than evading and hoping they don’t target you.

So really it comes down to other peoples “risk” is a reliable thing they can calculate, they can know exactly how much damage they can do and how much they can take and how much they can mitigate, a thief has no such way to know and thats why a thief is not “low risk” at any time.

(edited by Dasorine.1964)

what armor is this and where can i buy it

in Players Helping Players

Posted by: Dasorine.1964

Dasorine.1964

It is the exotic temple armour and can be bought at any uncontested temple in Orr for Karma, the stats and name vary depending on which temple your buying from.

Cheese: Let's get one thing straight!

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Posted by: Dasorine.1964

Dasorine.1964

pfft attacking is cheap and cheesy!

Real players use only heal skills to win the fight! everyone else are “n00b cheesers”

Missing Backstab should reveal

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Posted by: Dasorine.1964

Dasorine.1964

Yeah, except for those that like playing backstab style in a game where your meant to be free to choose your build and style

Considering stuff like P/X needs buffing anyway, nerfing an “ok” weapon set in exchange for a buff to a set that already needs buffing is just exchanging a punch in the face for a kick to the head

What your not getting is this would only be a nerf to bads. Good players will adapt and play better. I also mentioned that the change should come with a damage buff so technically if you are a good player this should only be a buff.

It really depends, yes it would mostly hurt bads, but what about people who suffer from stuff like latency? what about sync issues that are invariably had in mmorpg pvp situations? the fact that those suffering from such issues have most likely already had to work around those issues once with the first skill sending them into stealth they now have to do so again with a far more constrained attack to land.

For what? To keep low level players happy because they think they should automatically counter what basically amounts to an auto attack with special mechanics simply because they stood near a guardian or they spammed V rather than avoid the initial approach?

Of course you can’t really balance the entire game around them, but you also shouldn’t punish them repeatedly for something they can’t control simply because bads are bad.

The fact that the general argument is “oh but other peoples attacks go onto cooldown” generally ignores the fact that those other moves don’t require positional orientation, don’t require utilizing a different ability first, aren’t based on auto-attacks and aren’t the unique stealth attack system which is always going to be fairly different from any other mechanic because its unique.

The fact that people think thieves can just “spam” 1 and land the backstab even after someone has rolled away or blocked just shows how terrible they generally are, as stated previously the rolling away gives the least feedback but its also generally the most effective generally guaranteeing they won’t have long enough in stealth to really land it unless you spent the first part stood still, against blocking you even get feedback about whats happening thus any follow up attacks are more down to them not working with that feedback than it is the thief is “silly op and unfair”

(edited by Dasorine.1964)

Thief haters, take this wisdom from a dev :)

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Posted by: Dasorine.1964

Dasorine.1964

That build is just really really good at spiking, and it overpowers almost any other build the thief can bring to deal damage. There are a few builds you don’t see often with thieves that are pretty good, because players weigh efficiency in murdering something quickly to be greater than surviving a drawn out encounter, so they’ll bring the most efficient build to accomplish that… which in my experience has been the D/D heart seeker.

Its less that murdering something quickly is the favoured thing and more the fact that even a full bunker thief is far far more glassy than anyone else in the game due to complete lack of any sort of damage reduction, they get 3 ways to defend themselves, stealth thats upto 50% damage reduction (if they still want to attack) IF the enemy stops all hostilities the moment you go stealth (as pointed out, once players have learnt about it, they keep up the damage), a selection of evasions which if built for is about the best survivability you can gain but is still incredibly limited and 2 shadowsteps away for our “mobility”, theres no 33% damage reduction boons, constant regen boons, stability boons, blocks, aoe pushback/downs etc etc that others have access to.

Which means to realistically survive an encounter the thief needs to kill the enemy or hope very much that they are either a new player that has yet to learn about stealth or hasn’t brought an immobilize to lock down the evades. Once you stop the thieves initial burst (which considering a warrior killshot to volley does more damage from upto at least 1200 range in less gear if it lands) they really don’t have much hope for beating you unless you happened to drop low enough for heartseeker to do good damage (if your above 50% heartseekers just going to waste their limited initiative compared to auto attacking).

PS: Omg omg omg a anet person posting in the thief forum properly? The end is nigh, the apocalypse has come, run! FLEE! HIDE! the end times is upon us!

(edited by Dasorine.1964)

Signet of Malice: Buff/Nerf

in Thief

Posted by: Dasorine.1964

Dasorine.1964

works great for me, I’ve basically use JUST it for pve since the beginning.

Putting internal cooldown on it is pure and simply nerfing it.

How is my build for pve/dungeons?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

A lot less glassy for sure, dare say you’ll end up switching your utils now and then when certain things require it the only things I’d question are the critical haste trait and the shadow protector.

Critical haste because with the recent quickness nerf its not as good as it once was, you might end up getting more use out of something else such as the signet cooldown reduction and initiative regen when for when your popping SoA or precision to vitality or such. Though guess critical haste is still a bit more damage.

Shadow Protector is basically a toss up between all the others there, many of them are good an depending how your playing some come out better than others, for example if your stealthing lots the initiative gain or condition removal might be slightly better due to the bug with protector of not applying the regen if regen is already active. If your not stealthing much something like the deception cooldown reduction would probably be more beneficial.

Other than those 2 traits I don’t see any major issues.

Honor among thiefs?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

I did put zhaitans body on a chain around my neck but I found my mobility suffered considerably while wearing it.

How is my build for pve/dungeons?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

I suspect they went signet to try and get the might from the traits, but that’s not really going to increase much due to their extremely short nature, your better off relying on your team mates to supply the boons for you (as they tend to have much better access to them) and focusing your attentions elsewhere such as swapping utils for support as mentioned above or getting a bit of defense so you don’t eat the dirt as much.

Any foreseeable nerfs?

in Thief

Posted by: Dasorine.1964

Dasorine.1964

Tbh its hard to say, they do stuff like throw out a caltrops nerf out of no where so who knows what they’ll do, they seem to like nerfing thieves in silly ways so…

Patch Notes March 26, 2013

in Thief

Posted by: Dasorine.1964

Dasorine.1964

problem is if these are the sorts of changes they are going to be making (and the “buffs” are not at all definite, most likely they will never happen), profession wide nerfs that aren’t fully thought through damaging all sorts of builds that are generally seen weaker, making entire trait lines less desirable and still not fixing any of the actual perceived issues.

What exactly did this 1 second longer reveal fix that was so much of an issue that isn’t still massively present? Compared to all the many many area’s it actuall broke?

Existing Skins i Discontinued?

in Super Adventure Box

Posted by: Dasorine.1964

Dasorine.1964

Its cool when they are limited because, like the other guy says, it shows you played during a certain time period.

For instance, I might have a cool chainsword from halloween 12, but then I might miss out on getting a meat cleaver for halloween 13. It makes the items have value.

A lot of cool swords that are in game now aren’t special to a lot of players because they are a fairly common skin, and easily obtained.

A few problems with that, first of all the content that gives the current stuff will still be there in later builds meaning people doing the same content no longer get the same reward.

Secondly time limited exclusive gives you that warm happy feeling but soon become relics only seen occasionally and will eventually die out, meaning the time and effort put into that content eventually becomes wasted as people leave the game, delete items etc etc it also means that the item is relying on “exclusivity” for value rather than actual worth, if something looks really cool it would be valued regardless yet just by limiting the time it can be gotten you could make a boring item “valued” for however long it remains in the game until of course there are non left outside of perhaps a handful of collectors bank.

And thirdly its almost punishment for people who didn’t play the game before or such, with the seasonal content that comes around once a year theres a chance that the old content will remain each time it comes around but with new stuff added (which a lot of games have been doing now after they realized people want the older stuff as well and those that had the chance to get it have long since left etc) we currently couldn’t say for sure how they are going to do it in this game as it hasn’t been out a full year, hopefully they’ll do what some games have learnt over their long run times, that people don’t mind old content reappearing at holidays and that limiting them to that one year only annoys more and more people as things go on.

*PING*

in Suggestions

Posted by: Dasorine.1964

Dasorine.1964

you can place pings on the map that members of your team can see with shift+click on the location, you can place waypoints with alt+click that stay until you remove them that your team can also see on the map

des the rarity of color dye do anything

in Players Helping Players

Posted by: Dasorine.1964

Dasorine.1964

no bonuses, just denote how hard they are to find (rarer colours also tend to be the better/more sought after colours)

Infantile achiev bugged?

in Super Adventure Box

Posted by: Dasorine.1964

Dasorine.1964

Have you visited the first shop in world 1 again?

Have you visited the bonus round after the frog on infantile mode?