Showing Posts For Ixian.3948:
I finished the sword regrown(completed achievement) and got a regrown calabog, but i have not been given another ingame mail to visit the pale tree for the thorn knight title :C please help :C
That’s just a bad argument. D/D is played completely differently than D/P and I would argue that Staff is even stronger.
D/D has very good aspects in it, cheap stealth access, throwing crippling daggers that deal good damage or evade while dealing damage and applying bleed.
It’s simply not viable in this meta as a pvp weapon set.
Ask for a buff for D/D not for a nerf of other half decent weapon sets.
Maybe new acro traitline will offer things that make D/D more viable, let’s hope because let’s face it…. Two daggers look kitten.
tell me you did not JUST SAY throwing daggers good damage. As it is it has damage scaling lower then pistol auto attack if it doesn’t bounce………. did you not realised its damage was nerfed by 50% in a patch and that its initiative cost is now 4………. it is completely a poormans cripple currently and barely lasts long. As it is ‘Dancing Dagger’ needs a rework. maybe even switch its cripple onto death blossom and change it to something blind that transfer 1 condition to match necro dagger offhand fixes a big problem on teef dagger right there..
‘Cloak in dagger’ by far needs the most touch up maybe give a it a short shadow step on stealth increases invunl stacks to 5 and make them last longer.
As a side point contender, let’s see now the role of thief is decap and +1. Ok by you logic thief should always be able to decap nomatter what.
Now where does your chill being cleansed in this an issue? Is it because the thief is able to get away from your Condi bomb? Now UC does cause the thief in most cases to Dash off of a point almost every time allowing you to attack from range, which Necro has superior range pressure compared to Thieves.
Now if the Thief is disengaging completely you did your part he ran, if he stays to fight most Necros Condi bomb the point/thief causing them to have to disengage due to measly Condi cleansing as well as puny Health pool. yes you can be outplayed m, no you are not nullified.
Necros can essentially double their Health pool with their shroud to buy themselves time till teammates arrive. Now I am no master of Necro but from what I have seen and the little I have played to learn how the class operates you are not nullified, and if still you feel that way you can corrupt all the swiftness and vigor Thieves give themselves into Cripple and Weakness, I guess you may be upset that Thieves don’t give themselves any consistent Boons to corrupt besides those two, that could be why you feel Thieves Nullify Necro. Joking aside.
:) saw this and was like wut???!!necro nullified who ever said that clearly noes nothing about necro.. only thing that did that was the elementalists devouring necros for even considering conditions left right and centre hence diamond skin changes.
are you guys seriously crying about thieves. been op now…………………….. Thieves are not even close to op they take alot of true skill but honest in all they determine the betters of the others classes too when matched up against too, my Necro tends to wreck thieves by the droves but i do know fighting a true theif is not a easy battle and thats how it should be its not like necros are a easy battle either. fact is you guys complain about theif being a escapist and ignore the massive amount of passive play the other classes other than mesmer get to stop cc all types soft and strong to stop conditions with all the cc’s and conditons and instant burst if a theif messes up even once they take a toll like no other class. to be honest the auto sure was a okay buff but what theif really needed to look at was access to buffs and having their off hand and range skills looked at desperately…….because all they did do is make already meta builds dagger pistol/staff besides and with the slight new comer of sword again. A way they could add in traits is remove useless traits to help all classes and these would be like to remove the falling damage trait make that a mastery and make it baseline class effects added. that way they can add in traits.
I hope an this post is seen by mods as I main theif and when I went to test the acrobatic trait line it gave me the old bonus vitality ratios , i am thinking this was mistakenly put in there or are they making it baseline either way i don’t want to abuse and use this i know thieves (me included) like the free hp given but if it was not meant to be there then it was not meant to be there.
I just had this one match ago -_- absolute unfair. get punished for having a dcer cause that makes sense. we shouldn’t even be losing 1 point let alone 2. Fix it now anet this is unlawful…. and horrible to a players experience.
I like a lot of the ideas to be honest looks like the new critical strike path is pathetic, why even put points into it.
For Hidden Killer, I never want my 13k backstabs to not crit, and after the patch when I can have executioner also, then those crits are going to be bigger and even more reason to not see them fail.
So now I would have to go down this tree just to get one thing out of it, I wouldn’t mind if they made some of the other options more appealing.
Exactly The whole point they are trying to make with changes is not feel like your forced on preset builds but to be able to create your own and play your way. Yes it means being able to walk away from meta paths and try new things that could be just as effective. The Critical path does need a reform that will allow to stand on it’s own ground against the other paths and not just have 2 or 3 features of that are only useful in a certain build……because that is hardly creative or achieving their initial goals on being able to make unique builds. For example it is the reason why they removed Stats on traits paths to allow such freedoms.
I really liked what you did with the’’sundering strikes’’ i still feel though it should be an adept or minor trait to match other paths better and keeping the crit path line.
Sides strikes and combo critical as it is are indeed useless to have and poorly made its the reason why i suggested two new forms for them ‘Side shiv’ and ‘Duel Stance’
I also agree that hidden killer needed a change given why i changed in my current list.
Unrelenting strikes to be honest i don’t know why that’s not in the Deadly arts path its like they tried to make it crits new poormans version of executioner. :C
I agree with Maugetarr :P there were others changed too like invigorating precision was increased to 15% and people complaining about projectile fire tagging them too much like rangers xD, wanted something they got a swiftness dodge.
Why people still like to invent new traits knowing that NEVER Anet will take seriously this kind of suggestions?
Just limit your ideas to suggest moving existing traits up or down a tier! This is the best we can get
Comments like this are not constructive nor Insightful to anyone. Please reframe from spam like this. Read form feedback guides they have set in place. Basicly if a.net chooses to look at they look at it’s their own will nothing else to it, and it doesn’t mean communities can’t share ideas to them, Because with what you said you are basicly calling anyone who tries to pitch ideas for sake of sharing ideas to be helpful’ idiots ‘which is not a very nice thing to do and shouldn’t even be a reply or post it’s self. And you also telling the community what you think of a.net at same time, i am sure they can speak on their own accord okay enough said.
I suppose the Influenced Strikes could have the cooldown increased to balance it out more to 85 secs xD. but as for what it does it helps to attain new builds for thieves keeping it up with the other paths as well as keeping true to the critpath style it should be. What i put in the lineup on these traits they are all rather rounded and beneficial to any build that chooses to go down a crit path as you can synergise them with other paths and not feel like you are wasting your time.
With what was said to the changes on traits for thieves it has come to my attention that their ‘Critical path’ has been been put together messy and should represent it’s path better. This path had again included traits that had no place or needed to be redone which I thought they were trying to avoid these issues.
Here are some changes I recommend to help or add fixes to the path and allow for more freely decent built choices there.
Minor Trait: Same
Adept Traits:
Sundering Strikes (same, returned as a adept trait)
Modded Signets ( 20% cool down reduction on Signets and gain fury for 20 seconds when activated to be more appropriate with critical line.)
Duel Stance ( Increases Critical hit chance by 12% and damage on critical hits by 14% on duel weapon skills
Major Traits:
Practiced Tolerance(same)
Hidden Killer ( 20% critical hit chance and 40% bonus critical damage while stealth figured if they are going down a critical path they probably already have enough crit rate.
Cheap shot ( 30% chance on hit blind and apply weakness for 8 seconds, 15 second cd.)
Grand Master Traits:
Influenced Strikes ( Critical hits have a 40% chance to return 3 initiative and grant a random boon, has 10 second cool down.)
Invigorating Precision(same)
Pistol Mastery( Pistols have increased range by 100 and now have a 60% chance on critical to apply cripple and 50% chance normally to ricochet bouncing the attack to 3 additional targets.
With all of these changes I think alot more builds can bolstered or created
, also helps with people in choosing not to avoid this path simply because it use to give them nothing in comparison to the other paths in terms of use.
(edited by Ixian.3948)
