(edited by Hika.1264)
Showing Posts For Hika.1264:
Since players have specific weapons for aquatic combat with locked off utility skills and a separate utility bar, why do we not have the option for a trait menu/template specific to underwater game-play?
Example/related issue:
As a Staff/Well Necromancer I have traits allocated towards the empowerment of marks & wells; consequently, nearly all of my traits are useless during aquatic combat. To maximize combat potential I have to break immersion by switching up my traits every time I enter/leave an area of water.
A Dagger/Dagger Thief with trait points spent towards the empowerment of daggers and stealth. Because of the trait system design, this common Thief build operates at a minimal level of potential while in the water.
Implementing separate traits for water & land game-play would go a long way in addressing the “lackluster” feeling during underwater game-play while making it more engaging.
Guild Wars 2 really needs a Light, Medium, and Heavy armor filter for the Trading Post search system.
E.g. for a medium armor Engineer it can be a real pain to upgrade your gear on the TP when you also have to manually filter through every piece of heavy and light armor to find the right medium piece.
With the new “preview” on TP update, these filters are needed even more than before.
Withdraw should work with traits that are dodges, and withdraw should move to where your looking, making it better for getting away, currently its hard to use for running around because when you wanna get out and heal your first instinct, especially in this game is to turn around and run, but if you turn around and use withdraw, it rolls you towards what you don’t want to be by.. LOL
Great suggestions for the dodge traits and directional rolling
This has reminded me of an issue regarding Disabling Shot.
Disabling Shot
Issue: With a recent change this ability now causes your character to leap away from the selected opponent. The issue is that the leap forward mechanic only works when you have an opponent selected. If you are moving forward and use disabling shot without a target, your character fires and leap backwards. There is also an issue where when you are standing toe-to-toe with your opponent you often have no idea which direction you will evade to when using this ability.
Suggestion: The leaping mechanics of this ability should be solely based on the current direction your character is moving and not whether your opponent is behind/in front of you.
I believe that addressing this issue with Disabling Shot would open up the possibility of making Infiltrator’s Arrow more combat-effective without hurting the Thief’s roaming and gap-closing capabilities.
Infiltrator’s Arrow
Issue: This ability is essentially non-combat effective for any purpose other than a shortcut shadow-step and a high cost gap closer.
Suggestion:
- Suggestion A: Add a smoke field effect and reduce initiative cost by 1
- Suggestion B: Add a condition removal effect and reduce initiative cost by 1
- While in combat, this ability offers a follow up 0 initiative “shadow-return” ability
(edited by Hika.1264)
MISC
- The Thief needs more abilities which use the “Flurry” attack style where damage is spread through several consecuative attacks rather than one big attack
- The Thief needs effective condition removal abilities for non-stealth builds
Signet of Malice
Issue: Without using a stealth build the Thief lacks effective condition removal. Click-activating this ability has little to no reward worth the risk of loosing life-taps.
Suggestion: When Signet of Malice is click-activated, poison + bleeding conditions are removed and you deal moderate damage to a selected opponent
Withdraw
Issue: The Thief lacks effective condition removal. This heal is very engaging to use but quite situational.
Suggestion: Activating this “roll & evade” ability should additionaly remove the burning condition, now break stun and have a slightly increased heal amount
(edited by Hika.1264)
Thief & Pistol
Vital Shot
Issue: This ability fires to slowly and within a limited range, it is not “engaging” and feels awkward to use
Suggestion A: Adjust to be a flurry attack, slightly increase range
Suggestion B: Adjust cast time to 1/4, slightly increase range
Unload
Issue: In general this ability lacks damage and utility in comparison to other skills
Suggestion: Add additional flurry attacks and/or reduce initiative cost by 1-2 points
Headshot
Issue: This ability is very situational and is highly ignored by the average thief.
Suggestion: Reduce Initiative cost by 1 and/or add the confusion condition
Black-Powder & Body Shot
Issue: Pistol thieves lack a viable stealth ability for Dungeon PvE. Also, the Pistol/Pistol combo should be more dynamic and interactive.
Suggestion: (Self-combo) Smoke Field > Blast Finisher > Stealthed > Sneak Attack
*Rename Body Shot “Blast Shot”
*Blast Shot retains vulnerability effect
*Blast Shot is now a Blast Finisher
*When Blast Shot is fired from a Smoke Field (black-powder), the Thief enters stealth
*Adjust initiative costs appropriately
Shadow Strike
Issue: This ability does little damage compared to alternative attacks
Suggestion: This ability now applies several seconds of confusion to the targeted opponent
Shadow Shot
Issue: This ability does little damage compared to alternative attacks
Suggestion: Increase damage or reduce initiative cost by 1
(edited by Hika.1264)