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Played all day from EU (Belgium). I’m on Seafarer and mainly doing PvP.
I noticed the skill lag is “worse” now, what I mean by worse if it’s not as smooth as before.
Might come from my end, but I wanted to let you know in case it’s a result of your experiment. Ping is fine (40).
It seems that there is a “new” bug that makes you visible to other players while in stealth, I’m not sure it’s due to the bow #5, maybe the dodge, or something else ?
See it here: http://i.imgur.com/4lQkDMt.gifv
What about “just adding” a tab system in the gear and specialization panel, like the ones already present (weapon/utilities/traits) on the left of the specialization menu.
“Just duplicate” there, put them on top of the “right” section of the window, with appropriate icons (like the short-cuts ones) and it would be quite fine as is.
I would say, in case a piece of gear is missing in one panel, use “any” gear present in the other, if there is one. Like if you only want to replace your chest piece, you only that piece in the WvW panel, and all the other gear is taken from the PvE panel.
PvP would still use it’s own system.
You can use the same for skills too
The forum already had a thread going for our ideas, can you post it back there too ?
So that everything is at one place
https://forum-en.gw2archive.eu/forum/professions/thief/Let-s-Improve-Acrobatics-the-tweaks-thread
Her’s my take on it
Minors
- Expeditious Dodger : Gain 3 seconds of swiftness on evade.
- Feline Grace : Dodging returns some of the endurance used (15%). (Same as before the patch)
- Fluid Strikes : Deal more damage while endurance is below the thresold. At 100% hp: 2%; at 66%: 3% and at 33%: 5%. (At first i wanted to keep Endless Stamina as a minor, but the idea is that boosting vigor might be useless if you don’t take any trait that grants it, so anything else here might be quite good.)
Adepts
In this category you chose between some initiative regen, health regen /cleanse or endurance regen, depending on the playstyle you want.
- Combined Tactics : Dual skills return initiative when completed. (This can be usefull for many builds: D/P, D/D Condies, P/P, P/D Condies,S/P, S/D, …)
- Pain Response : Gain 10s of regeneration and remove conditions when below when struck below 75% hp.
- Vigorous Recovery : Gain Vigor for 6s when using a healing skill.
Masters
As the first category, the idea is to provide different type of regen or sustain, depending on what you aim. Hastened Replenishment can benefit any condi-spam spec or any initiative hungry build. Hard to Catch is your classic life saver. Endless Stamina boosts the effect of vigor. (I placed it here, so you don’t specialize in Acrobatics for the vigor nor the dodges, but you are able to choose between different options depending on your playstyle)
- Hastened Replenishment: You receive 4 initiative when using a healing skill.
- Hard to Catch : Break stun and refill endurance.
- Endless Stamina : The effect of vigor on you are enhanced by 50%.
Grandmasters
Assassin’s Reward is buffed so it’s worth taking over Don’t Stop. It helps, here again, different builds and mainly the initiative hungry ones. To have a better synergy with Combined Tactics, this later should return the initiative after the Assassin’s Reward heal. Upper Hand is still underwhelming IMO.
- Assassin’s Reward : Heal yourself when using a skill that uses initiative. Gain 1 initative every 10s.
- Upper Hand : Gain 1 initiative when you evade an attack.
- Don’t Stop : Cripple and chill applied to you have reduced effectiveness. Periodically ignore incoming immobilize effects, becoming crippled instead.
I prefer the new system because:
“Improvisation: One random skill category is immediately recharged when you steal. You can use stolen items twice.”
I don’t want to HAVE to use the stolen item twice if I want to Steal again.
What about unlocking F2 only if you have this trait then ?
Or maybe an option somwhere, I don’t know, but I liked it better when we were “forced” to use the item to steal again.
Some guild-mates & me noticed that, when removing the target (by double clicking on the ground, for example), and using a skill like Rush (Warrior’s #5 on great-sword, or the sword #2), to get away, the game would “internally” target a close opponent and use him as a target. Of course, the auto-targeting option is disabled.
What I mean by “internally” is that it doesn’t show the “selected” opponent on top of the screen, like when you purposely click on him.
It happened quite a few time, which makes us wonder is something is not broken ?
Proposal Overview:
Guild Training Ground
Goal of Proposal:
Having better tools to train members in different aspects of the game (mainly for PvE).
Proposal Functionality:
Adding some training golems (like in heart of the mists) but we would keep PvE stats (as we already have PvP golems).
Adding a small “arena” that spawns enemies/boss that doesn’t give any loot/exp, for fast testing.
Adding a small PvP arena with limited abilities.
Associated Risks:
1v1 guild server would probably never been used anymore
What about splitting the things you can save ?
Put a Save/Load button in traits, or maybe you need to speak to your personal trainer to save a template but you can load it whenever you want ?
For gear, I was thinking about a special bag you can buy/craft or obtain any other way.
That bag would be able to fit up to 4 weapons, 6 accessories (2 rings, 2 earrings, one backpack and one necklace) and 6 armor pieces. When placed in that bag, all items are “linked” together, so when you right-click on any of those, you have an “equip-all” option added to the context menu. I guess the same option would be there if you right click on the bag, and a new option in the hero panel would be nice too. Also, ctrl-clicking on that bag would show all the items within it.
In my opinion, the variance in base health and armor values between professions cannot be balanced by skills, as the base values are always active, while skills provide only a short, instantaneous effect. Continuous passive bonuses or penalties can only be compensated by other continuous passive modifiers.
For this reason, my suggestion would be to consider using both the rate of endurance recovery and the number of dodges available on the endurance bar as a balancing factor for base health and armor values.For example:
High health professions have a dodge pool of 50 endurance (meaning they only have 1 dodge). Medium health professions have the current dodge pool of 100 endurance (2 dodges). Low health professions have a dodge pool of 150 endurance (meaning they have 3 dodges available to them).
Heavy armor professions have a slow endurance recovery rate, e.g. 2.5 endurance per second (meaning they can dodge less often). Medium armor professions have the current endurance recovery rate (i.e. 5 endurance per second). Light armor professions have a fast endurance recovery rate, e.g. 7.5 endurance per second (meaning they can dodge more often).
(And abolish the Vigor boon completely.)This would mean for example that the Warrior has far fewer dodges available, forcing them to take more punishment. The Guardian has more dodges available, but they recover endurance slowly. The Necromancer has a single dodge, but a fast recovery rate, while the Elementalist can dodge easily and often.
(Special attention should be given to the Thief, as dodging could be seen as a profession mechanic for them. In the proposed system, the Thief keeps its current 2 dodges, but gains endurance recovery speed. Combined with the large number of skills that provide additional dodges, the Thief may still be seen as a dodging specialist.)
I really like this idea, but i’m not sure vigor needs to go away.
Only thing I really wish is some love for the PvE Sword/Dagger thieves out there.
S/P is so good right now (Blind AoE & Evade with heavy damage on PW, plus an easy “defiance remover” with head-shot) that Sword/Dagger is pretty useless in most cases.
They should keep the level at at least 48.
Maybe the leaderbord shouldn’t work based on level, but on completion ?
Like, you earn X/Y point when completing the fractal.
X be the level of the fractal and Y is 80, or something along the way.
So completing higher level gives you more points, but it’s harder and slower to do.
Everyone can keep its progress that way, they just have to find the right equation.
Then buy it with the character you want it on… Unless of course you are beeing lazy and just want to buy it once for all your characters.
I would say no for two reasons :
- Gear as always been character bound.
- It gives the player the need to keep doing his daily / monthly and fractals for getting enough laurels to gear all his alts, so in fact it keeps the player busy and entertained.
I have the same problem when doing the event with my mesmer (level 17).
I see the big chest, which I can loot from but I do not receive the little one that appear on the screen above the map. I do not have any new item in my inventory (except from what I loot on bodies). I did not kill the behemoth for two days between theses bugs to be sure the timer was resetted
I was able to play fine since release but for some reason I now get some skill delay/lag.
It started a few weeks ago I would say. Never had an issue before.
I thought thieves were asking for stealth not to cause mobs to fully heal. If you don’t want that, it seems logical that you must accept this change. Seems like a l2p issue.
Well, maybe the bad ones were asking for it.
I played thief from the start and it were never an issue. One can not expect to hide for ten seconds and go back in combat again like nothing happenned. It was fine, seems way off to me now.
It doesn’t really make sense that an aggressive foe is able to “spot” you from an increased distance, in a direction where it can’t see you, just because you have hit/aggro it previously.
Someone stab you and vanish, he goes hide himself 10 meters away behind a wall (no line of sight), and at the second he appears, you know where he is ?
Superman-vision-foes-everywhere ?