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I can understand your frustration, however the Orr zones (Straits of Devastation, Malchor’s Leap, Cursed Shore) are my favorite zones in the game. I love my daily runs through those zones. collecting my daily Orichalcum Ore, Ancient Wood Logs, and Omnomberries. I like that there is so much danger there, that there is more of a consequence of dying there – a possibly long run, or waiting around with the hope that someone will stop to revive you. I love the challenge and I hope they don’t change it.
I will say I think the Temple/God karma areas could use a little balancing. Last night 20+ people were not able to take down Melandru after over an hour, however later that night myself and a Thief successfully 2-manned Dwayna…
You’re very lucky one. Not only you had 20+ people in that zone but also had experienced working Melandru event. On my server everyone’s at fractals and Orr is a ghost town. I’ve been trying to get Melandru temple uncontested for a couple of days now, but guess what…starting event is bugged. Funny thing is that there are barely any players apart from bots that are constantly farming other bugged event.
I don’t understand one thing. How is it possible that there was no one to connect two simple facts, that funneling ppl into fractals will have impact on the rest of the game?
There are quite a few interesting posts here, but I don’t think Anet is asking for general thief feedback, as there are no similar topics on other class forums. We’re considered to be pain in the kitten by a large part of game population and honestly, last patch missed the point and changed nothing on how we’re perceived. That’s why we’re having such topic now.
So quickly to the point, there are probably 3 main issues:
1. Stealth – I think it’s fine on it’s own but is bugged due to rendering issues. One solution would be for server to keep sending information about stealthy / invisible characters to the game client. It would be of course flat character object holding no real information apart from the indicator that player is still around.
If that’s not possible then untill culling issue is fixed our “can’t stealth” period needs to be temporarily increased to account for the unintended “invisibility” bonus we get.
2. Burst – probably 95% of the burst complains we are facing are Mug, CnD and Backstab combos with the rest being Haste and Dancing Dagger issues.
CnD nerf helped nothing. It hurt other weapon sets and at the same time it reduced burst spec capabilities by no more than 10%. As many has already pointed out, the main problem here is not CnD or Backstab but Mug. Not only does it hit hard, but
also coupled with CnD it often pushes target’s hp under 50%, automatically increasing following backstab damagee by 20% (due to burst spec traits). Furthermore, as opposed to CnD and Backstab, Mug (due to high cooldown) cannot be regulary used in combat and it’s only purpose is to increase initial burst. Without Mug, initial frontload could be reduced by 20% to even 40% and would fix most of the burst complains we’re facing now.
In conclusion, my suggestion is to remove direct damage from mug and put some conditions instead. I believe changing it to apply several stacks of confusion would add more depth and grant some kind of control over the target.
As for the Dancing Dagger, last nerf was a really lazy one. I agree that skill was over the top damagewise, but the way it was handled was terrible. Please change nerf from 50% to no more than 10% and also, as few other people have stated, introduce damage reduction for each consecutive bounce (100%/75%/50%/25%).
As far as Haste goes it’s the skill that deserves a big fat 50% nerf (and if necessary increase its duration). I hope devs will finally realise that.
3. ‘Low skill’ factor, or heartseeker syndrome – I think it’s indisputable truth, that thief doesn’t require much skill to perform well in casual environment. Literally, in some cases I could unbind all skills but heartseeker, place monkey on a chair and watch as it kills opponents while mindlessly smashing the keyboard. The ‘it doesn’t work in competetive play’ argument is very shortsighted and its supporters are showing lack of imagination. A game, especially pvp one is like a food chain. There are weak, medium, good and top players. Adjactent groups need each other and to function properly, game needs to be balanced on every level.
That being said thief needs some changes to prevent mindless spamming. Good step would be, as it was already mentioned, introduction of initiative management. Adding brackets, for instance 100-75% /75-25% / 25%-0 for higher / normal / slower initiative regeneration would cause thiefs to be more concerned about how they spend their initiative.
Also, just as spamming CnD is not reasonable (apart from its high initiative factor), HS could updated with additional mechanism to discourage multiple chains: for instance lowering its damage output but at the same time giving an ‘exposed weakness’ 5/10/20% damage buff to the next thief’s attack that is not HS.
Basing on just one screen, the stat difference is 8% (not counting in MF difference). Stat difference between exotic and rare is 12%. So if you want to know what’s the difference just downgrade 2/3 of your gear (stats wise) to rares.
That being said, it’s all speculations for now as there’s no way to know what are the stats of the rest of the items. Let’s wait an see how it goes before we judge.
However as soon as I see best gear for pvp not being obtainable in pvp I’m out of this game.