Showing Posts For Dezstiny.7526:
(Continue) of P1
Nerfing Stealth
All in all I would have left this completely alone but to a respect I could see one place to which it would less than game changing. I’ll take this from all 3 game plays
WvW
in WvW I can understand the purpose of nerfing stealth. The point of stealth is less than meaningful here where much of the game is done in large groups and ideally I can understand them nerfing it here to encourage more group PvP and less Roaming.
I mean comon guys who hasn’t gone up to a group of 4-5 people and murdered them through back-stab. Ideally this is what I could see them trying to discourage as now your out in the open more to being hit which now gives back the supposed advantage to the large group of people as opposed to the solo guy sticking in stealth throughout the whole fight. All in All I’m ok with it here because given the purpose of WvW is to be played in groups this is less than game changing.
PvE
Simply I’m not gonna go into here there are a few threads I saw just before typing this with 100+ replies on PvE alone
SPvP
now this is what I believe to have been a side effect of having nerfed it all together. SPvP is fast, plain and simple, plus there are going to be many more skirmishes with 1 v 1’s and 3 v 3’s which means faster paced action as opposed to 20 v 20 in WvW. Nerfing this absolutely destroyed survivability and the reason why is because as opposed to WvW where 1 second really doesn’t make a difference in group play(because if your in the midst of 20+ people you should die), 1 second here is the difference between going down and escaping to fight another day and not giving up a crucial 5 points on being killed, and really that’s the biggy. as opposed to WvW there are no points but in SPvP every-kill goes toward the score, and if you’re dieing all the time because you can’t get in stealth and you’re squishy already, how do you expect to be able to fight in 3 v 3’s. Since I’ve played despite being fully stacked in toughness or towards burst damage, I’m the one always being targeted because of my low survivability as we can’t enter stealth. 3 Seconds allowed for a healthy amount of time for rotation in addition to (oh ****) in the case we got bursted really hard. Now however you cloak and dagger, come out get bursted hard try and go into stealth need 1 more second screw up lose 6 initiative trying to case cloak and dagger and now what should have been 4 second downtime has become 10 seconds without stealth. There is absolutely no way a thief can go 10 seconds in a 2 v 2/3 v 3 being as squishy as we already are, in addition as most of the traits benefit us from going stealth of being stealth we’re pretty much fighting without traits. what’s the purpose of regenerating in stealth or blinding foes if you can only do so every 10 seconds? It’s not going to make a difference none so ever especially being singled out first by the opposing mob as an easy pick no matter what. Before we were close to last on the scale of order in who do you attack first especially if we have speced into toughness because we were a pain to deal with and rightfully so to as when we weren’t in stealth we were easy pickens. Now it’s " Target the thief first he’s easy to kill since the nerf to stealth and pressuring them to use cloak and dagger will cause them to do so early and then they’ll have to wait longer to go into stealth." Being targeted out is fine given high armor and class to which the purpose is to be a tank, but thief’s are not tanks. Thief’s are a support class, be it Burst or condition damage.
I truly believe at the end of they day much of the problems now were unforeseen and they will be fixed upon the next patch, however in the meantime Thief’s are going to suffer for quite a lot.
So I’ve just got back to playing the game because spring break and was studying for college and I jumped onto my thief and went into SPvP like always do and… I’m trying to stealth and invulnerable pops ups on this guardian, and I’m like OK they have the elite skill which allows them to do that( I’m just not to accustom to seeing someone use it) but then I try and cloak and dagger him again later on in the match after coming out of Hide in the shadows and invulnerable pops up again and I’m like no that can’t be right too make a long story short, I can’t cloak and he kills me. I pull up the patch notes and see that stealth, haste, and caltrops have been nerfed and go O.O Wo…
Now to in all fairness, who wasn’t expecting the Thief to be nerfed in some way but wow, harsh much?
Nerfing Caltrops
I can’t help but say this was totally expected. Taken from a game mechanics PoV, and not fluff, if a class can put out 2500+ dps per second to multiple targets and no other class can do close to the same thing, there’s obviously a problem here, so at the end of the day I’m content with this one.
Ehh
Nerfing Haste
Here’s the thing with haste it needed to be nerfed because it’s ability to just absolutely destroy someone with 2x consecutive Pistol whip, the question was by how much. 50% is too much. To put it simply before we could get 2 PW off in the same time it takes to get off one without haste. The 50% provided by quickness now only allows us to be able to fully get off the entire PW(because without haste after the 1/2 second stun one could dodge out) Therefore, taking haste now only allows us to finish off an attack which would otherwise be less than purposeful of using without it. the problem here is that were using up a utility slot to improve the effectiveness of the PW to normal and by normal I mean where you can get off one attack fully. Maybe this is where they wanted it from the beginning but, in that case why take S/P and haste for just an attack that is improved to normal which . There should be at least some benefit given from haste to where there’s a slighter chance to pull off 2 consecutive PW’s as opposed to 2 automatic PW’;The difference being skill play by both players. so if anything 75% increase in speed would probably be best.