Showing Posts For DoingDaMinimum.4530:
zero mention of impacting disruption trait on thief?
interrupting some important skill is already a reward in itself and having d/p braindead thieves spam headshot to interrupt auto-attacks just to proc the trait is stupid
this trait needs a c/d obviously
I’m very much a p/d thief…all single target; but I also recognize that D/P thief is single target except for the AA. You are are trying to tell me that it needs a nerf before the ease of mode gameplay that is the AOE; pets. minion. clone gameplay does..I’m not buying it.
Any AOE specific bruiser or above build= profit IMHO. Nerf this friggin cheesy AOE path that Anet has taken for pvp. There is no actual fighting and play/counter-play going on here as I see it. you either have an overwhelming amount of pets, minions, clones..or you damage half the map thru AOE; any other classes/playstyles need not apply.
The more I play I’m seeing that the more you clutter the screen and minimize targeting the better off you are; unless your countered by an AOE build of course. I suppose that’s play and counterplay but only for a few specific builds across the spectrum. No real fighting going on here just Spammiching.
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1st season of ranked in this game. Made it to emerald with a hard slog thru many matches; taking a break for now but might jump back in. I gotta say tho that unranked has far better matchmaking. That last ranked match I had with a team full of mesmers and me a thief makes me wonder if any type of fix is on the way.
Try an all Mesmer and 1 thief team…not fun dude.
Yeah the weapon set and/or traits for Pistol need to have something for AOE. Desperado type skill would be nice to give more incentive to weave in and out of combat instead of just sitting on the side shooting from a distance.
You mean like a slide across floor and shoot animation. That would be boss!
How about changing up p/p and p/d for more variety?. p/d #2 could be it’s stealth burst mechanic with a high initiative cost and change it’s #1 stealth component to a pistol whip(backstab)/with a confusion condi application. I think that would make it synergize better with a precision build.
P/P unload should be conal to give it some AOE capability. I find myself clueless as to what it would need for#2 or it’s stealth burst ability.
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On the bright-side we make excellent target practice. Wait… I gotta quit drinking b4 posting.
I like the F1 and F2 abilities as they are. I wouldn’t mind an F3 that granted stealth till you initiate an attack or are revealed, broken upon entering a trap or AOE. Meaning better stealth uptime without a mechanic involved or waste of a skill slot. It would also make room for some improvement to the SA trait line.
Oh and have something like a 35-40 sec cooldown after breaking so it’s not spammable.
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I don’t much care about my MMr; it’s my 1st season of ranked. but this class stacking is hideously real. 3-4 Necros or Ele’s every match. I get exited if I see a revenant or another thief on the enemy team or my own now..that’s bad. I don’t care if you’re rebut to what I say is Yadda Yadda “I had this class since launch” that infests too many posts. Over-representation of any class is a significant sign that something is completely wrong and the devs need to pay attention ASAP.
Get with the hotfixes DEV DUDES!
What… thief weak? Please explain in detail SiiR!!
MMMHHMMMM…. Given that thiefs are downed in 1 or 2 hits in group play and in certain 1v1 match-ups after their dodges are burned I’d say they need a buff to mitigation.
Say I need to L2P at this point; I wouldn’t care. Idon’t think Anet is gonna give any more nerfs to the elite classes so better to buff survivability. Damage is fine on thief; You just have to survive long enough for it to count. They currently are not at that place at this moment.
Also you are rewarding horde mentality by focusing on this rampant AOE damage that is infesting SPVP.. not my cup of tea. It works fine for WVW but not for what I consider skilled gameplay in SPVP. Nuking a node or area with multiple AOE specs is not a “skilled” type of gameplay IMHO. It just equates to “hey my spec is easier to play than your spec type gameplay”.
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That lack of survavibility …………
Reaper ain’t OP; but lack of survivability sounds like a weak argument to me. Any class should go down under focus as this game does not follow the trinity of Tank, Heals, and DPS.
Who hold more advantages over who in pvp battles. This is just about advantages, anyone can beat anyone if played very well.
Scrapper > Reaper
Scrapper > Herald
Scrapper > Daredevil
Scrapper > Chronomanser
Scrapper > Dragon Hunter
Scrapper > Berserker
Scrapper > Druid
Scrapper > TempestReaper < Herald
Reaper < Daredevil
Reaper > Chronomancer
Reaper < Dragon Hunter
Reaper > Berserker
Reaper = Druid
Reaper = TempestHerald = Daredevil
Herald > Chronomancer
Herald = Dragon Hunter
Herald > Berserker
Herald > Druid
Herald > TempestDaredevil > Chronomancer
Daredevil > Dragon Hunter
Daredevil > Berserker
Daredevil = Druid
Daredevil > TempestChronomancer < Dragon Hunter
Chronomancer = Berserker
Chronomancer < Druid
Chornomancer < TempestDragon Hunter > Berserker
Dragon Hunter < Druid
Dragon Hunter = TempestBerserker < Druid
Berserker < TempestDruid > Tempest
If someone is stronger than something else is +1, then each elite specialization would have this score:
Scrapper: 8
Reaper: 2
Herald: 5
Daredevil: 5
Chronomancer: 0
Dragon Hunter: 3
Berserker: 0
Druid: 4
Tempest: 2Simple math and math never lie.
So, elite specialization tier liest is:
1) Scrapper
2) Herald and Daredevil
3) Druid
4) Dragon Hunter
5) Reaper and Tempest
6) Chronomancer and Berserker
Math gimme nosebleedz!.. nurf Statistikz ples
Tell me more about these cheesy meta builds please. Can’t win a pvp match to save my life.
This guy shows an easy way to own face, it also helps explain “why I never feel skilled anymore”:
Gonna be laughing at that all day now. It’s a good example of how easy it is to play on some classes/ builds than others though.
Hahahah I know right bro like necro easiest class to play, been meta for 3 years every team has had at least 4 necros per team since the beginning amirite?
I’m gonna go make a video of every kittening class in hotjoins doing the same thing, you all do realize how much footage he probably had to get to win fights even in hotjoin like that, not to mention half the video his team is outnumbering the opponents and they are spawn camping them…
THAT VIDEO IS A JOKE VIDEO IT’S NOT MEANT TO SHOW THAT NECRO IS OP, IT’S MEANT TO SHOW THAT SNAP TARGETING MAKES THE GAME IDIOT PROOF.
Haven’t posted long on this forum so I’m sure you can check back and see that nowhere have I said that necros was OP. I did post something about there being too much aoe spam in game and that guys video just adds proof if you ask me.
Due to passives, ease of rotations, no positioning requirements and just baked in damage buffs; I still say some classes/builds are easier to play than others.
Tell me more about these cheesy meta builds please. Can’t win a pvp match to save my life.
This guy shows an easy way to own face, it also helps explain “why I never feel skilled anymore”:
Gonna be laughing at that all day now. It’s a good example of how easy it is to play on some classes/ builds than others though.
As far as why they’re such close ranged weapons is likely due to balance the coverage I pointed out earlier. A thief can close 3,100 units of range in three keystrokes without actually moving, and then retreat 1,200 units to prevent retaliation. If you give a thief higher range than what it has currently, all you’re doing is increasing its coverage without giving it a draw back. And if I can deliver two, (four-five if you use your cloaks for sneak attack) salvos of a rapid fire-esque attack, then literally dodge backward once to avoid all retaliation, or even just use shadow step completely out of range, I have the advantage of both burst output and placement, you’d literally be the supreme ranged attacker.
And burst damage wise I think the thief is right now, the supreme attacker even in range.[/quote]I still consider myself in the L2P phase of the game as I’ve only been active in this game for 3 months( I bought the game at launch back in the day); but I see room for improvement.
I don’t see any asking for more range. I just see people asking for relevant damage when the are stuck in a melee ranged encounter. such as with my P/D thief and those instances when P/P cannot run away. there has to be some counterplay with the pistol sets other than being an insta- down when melee is on you; or your mid-range facing a range opponent with weak damage.
You predicate this on having things like shadowstep always available and it’s just not the case.
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It’s not about keeping up with melee, it’s about it actually being useful/possible. Although our Ranged weapons are designed to be in Melee range to be effective anyways so with that logic maybe they should be on par. But that’s just it~ why? Why are SB and Pistol/Dagger close ranged ranged weapons? P/P is the only thing pure range and the AA is awful and forces #3 spam. It also has no AoE (anymore) and limited to 900 distance (again) because they deleted all it’s traits and made nothing baseline.
I run pistol/dagger. The set is close/ mid range fighting( this is on top of it being single target, no AOE); so I completely agree with you. While I’m maneuvering and trying to get a stealth/ burst #1 combo I’m doing easily healed or mitigated damage with #1 then out to less than mid range with #3.
All the while most enemy’s your facing will have passives/ immunities that will just ignore what your doing; unless your running a condi build. I don’t see asking for a rework or buff for #1 pistol as being “Bad”.
I would have liked to have seen a rate of fire increase on MH Pistols; or give them a warrior longbow #1 with a double tap. They could have cut the damage a little from current one shot damage on pistol #1 to keep it from being overpowered. That’s my idea anyway. Another kind of off-hand weapon for both sword/pistol would be nice too. Variety ya know.
I thought these lists always had a specific layout like:
Op: Any class I don’t main/play
Weak: Any class I main/play
Bads: Anyone that doesn’t play my class exactly the way I play them.
Could be wrong tho
It’s STEALTHNAGEDDIN!!!.. wait I still only run a Pistol/Dagger thief. Ahhh well it’ll just take longer…NUBS WILL DIIIIEEE!
We don’t even know how the changes will play out so its stupid to say x is op before we have even seen it in practice. We already know what is god mode right now though and its getting nerfed and rightfully so much to the sorrow of the op.
Given the past history with thieves and mesmers, combined with the buffs to thief with that unblockable and unbreakable stun, their greater access to stealth and their damage, along with the Mesmer nerfs, we can gleam enough to know that a Mesmer will be fodder for thieves. Even if a Mesmer stealths to try and heal up the theif will just stealth up himself and outlast the Mesmer, jumping on them the moment they reveal themselves.
Being masters of deception and illusion, I believe it would be fair if Mesmer got something that could allow it to see people in stealth similar to stealth detection, but only the Mesmer would see it and nobody else.
Posts like this seem kind of silly. No class whatsoever is gonna build around countering just one single class like your suggesting here; it’s just not gonna happen. Spec enough stealth to outlast and lose out heavily in another trait line/ utility choice….relax man.
I’m glad the buffs are coming and the QQ is pretty funny but I feel the left out the ranged options for thief; in p/p and my favorite which is p/d. A buff to those AA is needed as well.
Swotor had a huge amount of more issues that kind of relegated the resolve system to useless in many cases.
Then please enlighten us. I played that game for 3.5 years and competed in 6 ranked seasons on top of 8v8 ranked. The post 1.4 resolve system was one of the best things in that game. And no it wasn’t useless, and at high levels of play (at least before 4.0 killed high level play) much of strategy was about maximizing CC or in the case of hardswitches juking people with resolve.
Heck after 3.0 resolve was the one dependable thing in the game because it was the only thing that wasn’t buggy.GW2 really needs to have a resolve like system, since currently there is 0 penalty to spamming CC mindlessly. CC has no strategic value because CC is dime a minute.
Although honestly with stability in place what they could just do is simply make it so that CC skills are only CC skills instead of having CC tacked onto other skills.
In some cases entire AC’s were built around soft and hard cc with insane burst capability. which could literally kill a player before resolve filled entirely
The only time a single class could solo stunlock someone to death was concealment operatives prior to 1.2. At no point since 1.2 where classes capable of doing that.
The only way you could be killed by stunlock in swtor was with hardswitches which entailed multiple players all synchronizing their burst to land in a specific window.
Nope was it 1.5 or 2.5 they buffed concealments damage where they could literally stunlock and kill..it was definitely after 1.2. that isn’t even considering 1. and 2. anything shadow/sin ability to stunlock and kill lesser skilled players before resolve.. we could argue this all day but there is a reason both of us old SWOTOR players are on this game now…mine had to do with the never ending tweaking to already OP and infinintly bunker-able classes. what was yours? oh and there was no window …catch someone with stun-break down and it was blowout time.
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Swotor had a huge amount of more issues that kind of relegated the resolve system to useless in many cases.
Then please enlighten us. I played that game for 3.5 years and competed in 6 ranked seasons on top of 8v8 ranked. The post 1.4 resolve system was one of the best things in that game. And no it wasn’t useless, and at high levels of play (at least before 4.0 killed high level play) much of strategy was about maximizing CC or in the case of hardswitches juking people with resolve.
Heck after 3.0 resolve was the one dependable thing in the game because it was the only thing that wasn’t buggy.GW2 really needs to have a resolve like system, since currently there is 0 penalty to spamming CC mindlessly. CC has no strategic value because CC is dime a minute.
Although honestly with stability in place what they could just do is simply make it so that CC skills are only CC skills instead of having CC tacked onto other skills.
Resolve’s usefulness was dependant on whether you could survive the assault coming after the cc. Swotor had glass cannon builds that could not in this games wording “trait” out of being glass cannon thus relegating many Ac’s to non-ranked status for years.. and even still to this day. Resolve also was dependant around having stun breaker up; survive one assault get cc’ed and control destroyed shortly after.
I do like your thought on having cc only skills…and I played SWOTOR since launch on both Harby and Bastion as a Gunslinger main. I did ranked only in season 1 and 2. Oh and before ya go there about the trinity and guard and having skilled teammates. I solo queued only…no hope of guard there.
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SWTOR has this thing called resolve:
“The Resolve system protects individual players from having their character repeatedly controlled by enemy players inside Player vs Player combat. Each character possesses a Resolve resource bar, visible above the character in his or her nameplate, next to the portrait on the targeting window, and in the group window. When a character is the target of an enemy stun, sleep, knockdown, blind, or ballistic effect, that character gains an amount of resolve points. This value is based on the type of effect and its duration, with stronger effects like stun and knockdown generating more resolve than weaker effects like sleeps and blinds. Additionally, if there are control effects currently active on the target, subsequent control effects add a smaller amount of resolve based on the strength and remaining duration of those effects. Gaining resolve points fills up the character’s resolve with a purple bar. Once the resolve bar fills completely up the bar turns white and the character becomes immune to further control effects. When all current control effects expire the resolve bar begins to decay to zero resolve, at which point the character once again can be controlled and the building process starts anew.”
I played SWTOR for a while and the system was working well. In 1v1 situations disables had impact and were useful, but in teamfights ppl started to have full immunity so cc chains didn’t work anymore.
Similar system could be added to Guild Wars as well so that additional disables, after a certain point in a fight, would have no effect. This way you would have to make every cc count and not just spam them.
Of course SWTOR is a completely different game and I don’t know how similar system would work in GW, but I think it would be worth looking at.
Swotor had a huge amount of more issues that kind of relegated the resolve system to useless in many cases. In some cases entire AC’s were built around soft and hard cc with insane burst capability. which could literally kill a player before resolve filled entirely
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I dunno. This meta seems to me to be run bunker& AOE builds; nuke half the friggi…err kitten map and let your passives carry you thru. I hear about skill a lot on these forums; yet seeing this mess I wonder where its at.
I’m still new to the game; got my thief to lvl 80 and still consider myself learning the class. I understand the entire discussion here and the many weaknesses of the class currently. That doesn’t mean I would stop playing it; I have too much precious time wrapped up in the class.
I kind of do hate it when people come in and say it’s bad because mostly bads play the class. Perhaps like myself they are doing the L2P thing? I don’t play ranked because I do not feel I have the muscle memory and and situational awareness built up enough yet for this heavy skill required class. if I was going to down on anyone it would simply be anyone AFK’ing. IMHO anyone trying is someone learning.
If I had to put a thought out to what needed changed in this Meta it would be the rampant AOE spam followed by too much invulnerability..just my 2 cents