Showing Posts For Kajiri.8215:
- In Combat + Fleet Shadow (1.5*210): 315 u/s
- Out of Combat + Fleet Shadow (1.5*300): 415 u/s
Shouldn’t it be 450?
As for it working or not… just get another thief and test ingame.
Hang on lemme log into my wikipedia account and edit that bit.
(If you catch my drift on Wikipedia’s reliability.)Back on topic. The fix ISN’T a nerf. it’s a bugfix plain and simple the skill was supposed to work like this, someone dropped a 0 instead of a 1 in the code and we had a busted skill NOT working as intended.
I’ll give you that one. I coudn’t find a decent source that actually defines nerf at all. Thats probably the problem.
Player 1: “Hey, thieves are so much easier to handle since the nerf.”
Player 2: “Oh yeah? How so?”
Player 1: “They finally fixed the Shadow Return bug.”I just don’t see this as contradictory at all. Let’s just agree that a bug was fixed, and that thieves are weakened for it.
Ill concede I couldn’t find a good point for my opinion either. =P
Though I didn’t look long XD
No, no, you’re supposed to rage and be angry. Its not allowed for two people to settle a disagreement peaceably on the thief forum.
Yeah, it says that it has 1200 range on the tooltip. Know what else it says?
“Teleports you back to your original location”
How dare you come in here looking fabulous and making good sense! We are arguing semantics here. SEMANTICS. <3
Hang on lemme log into my wikipedia account and edit that bit.
(If you catch my drift on Wikipedia’s reliability.)Back on topic. The fix ISN’T a nerf. it’s a bugfix plain and simple the skill was supposed to work like this, someone dropped a 0 instead of a 1 in the code and we had a busted skill NOT working as intended.
I’ll give you that one. I coudn’t find a decent source that actually defines nerf at all. Thats probably the problem.
Player 1: “Hey, thieves are so much easier to handle since the nerf.”
Player 2: “Oh yeah? How so?”
Player 1: “They finally fixed the Shadow Return bug.”
I just don’t see this as contradictory at all. Let’s just agree that a bug was fixed, and that thieves are weakened for it.
This made thieves weaker, so it is a nerf by definition, regardless of it being a bug fix or not. Since when are these terms mutually exclusive?
Because it wasn’t purposeful class balancing or adjustment it was a bug fix.
A nerf is determined by the change it has on the game, not the reasons behind the change.
http://en.wikipedia.org/wiki/Nerf_
In this instance the change was both a bug fix and a nerf.
I’ve tried non-stealth builds, and they are far more successful in sPvP than in WvW. In sPvP there is a definite reason to not stealth (capping and holding points), but in WvW you rarely risk losing something apart from the (rare) supply camp 1v1.
I didn’t make this build, but here is the link:
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/page/1
This made thieves weaker, so it is a nerf by definition, regardless of it being a bug fix or not. Since when are these terms mutually exclusive?
Not everyone is a dude. Remember that.
We can’t even be certain that non-human anatomy works that way at all! However, getting kicked in the fork still hurts, regardless of who you are.
I agree that something like this is needed to make P/P useful, but I think you need to reconsider some of the abilities. Due to the nature of initiative and the lack of cooldowns, having a headshot>dirty kick combo is incredibly OP. It would be more balanced and beneficial to the set to have the dirty kick leap backwards to gain some distance.
4 (2) Dirty Kick (Initiative: 2)
Use your opponent’s face as a springboard, making them look silly and evading backwards. (33% Chance to Knock them down.)
Damage: 302
Knockdown: 2 s (33% Chance.)
Evade: 1/2s
Range: 130
I would also adjust some numbers on Ricochet and Pistol Mastery. Ricochet at 100% is too strong, unless the second target takes less damage. Alternatively ricochet could have a chance to spread conditions. This could work with any conditions, not just those applied by the thief. Pistol Mastery is just too strong at 15% crit AND damage. Every pistol build would run this. Make it 10% damage only, and buff pistols in general.
I spent gems of bank tabs and the witch outfit. Haven’t found anything else that is worth my money.
The pirate outfit sword can summon a cannon. I like putting it on keeps in WvW.
The only acceptable fix for LR in my opinion is for it to ignore Reveal debuff and stealth you anyway.
And if LR puts you into stealth, it shouldn’t give you revealed if you are already attacking.
[&AgHSqAAA] ?
Would love to see these in the store. Instant buy for me.
Add a beach towel toy and a shark fin back piece also. =)
The towel could be a costume brawl weapon!
I like the guys that steal boons. Nothing beats 2 minutes of regeneration and 1 minute of stability on a thief
But yeah… I did the usual dagger storm + signet of malice combo into some drakes and instasplat.
I wonder how many of them actually searched for the achievements rather than just pull up a guide (guilty) that was also up within hours of the patch. Getting achievements is more fun than figuring out how to get achievements, sadly – and faster.
To use guild missions as an example, you either get the bounty -kitten near impossible without a guide, or the guild trek – easily doable without the guide, and soloable (maybe not tier 3) with it.
If they made this any harder, you’d get a lot more complaints. The players are the problem, not the achievements.
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LOL. this is so over power . how about thieve’s Guild Elite? summon 5 thief? one does unload, the other one backstab, s/d flanking, shortbow, and another thief does Heartseeker spam?
Nah, all 5 should heartseeker spam.
Edit: i want someone to make a video of this.. “5 Thieves. 1 Button.”
TL:DR – Change anti-stealth traps to “show the player” regardless of the stealth state. This allows the thief’s 12 stealth dependent traits (10 of them in the Shadow Arts line) to still function. I’m fine either way of how this would affect stealth #1 attacks.
I don’t mind revealed, and didn’t even when it was 4 seconds. This may slow down the builds I play, but ultimately it is just forces the thief to slow down a bit. I do mind revealed at 30 seconds. This is not because of being unable to stealth per se, but because of the profound impact it has on certain trait lines.
Most people are familiar with the (in)famous Hidden Killer trait in the critical strikes line. This is what ever GC backstab build uses. A few people might know about Fleet Shadow in acrobatics, but not many. That’s it, right? Oh wait, we missed a trait line – SHadow Arts.
All 3 minor traits and 7 major traits in the Shadow Arts trait line are built around stealth. All of these are rendered useless with the generous 30 second revealed state that traps bring with them. I would propose a way to keep the intent of traps intact, while letting “on/in stealth” traits to still function. I’m going to assume the intent was to reveal the location of players, rather than to neuter Shadow Arts thieves.
How can we do this? Change the nature of the anti-stealth trap’s revealed debuff. Make it different from the standard revealed, which prevents stealth, and make it into one that shows the location of the player (standard non-stealth graphics) regardless of stealth. This could also prevent the use of stealth attacks such as backstab.
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When you say “revealing” do you mean the revealed debuff? Right now there are quite a few graphical bugs what will show the player unstealthed (on your screen) while you still have stealth and are stealthed to everyone else.
A trap that gives/removes the commander tag for 15 minutes!
I know the Dredge have gotten a lot of hate from Thieves who can’t blind them, but as a personality I think they’re really awesome!
I used to hate dredge due to the blinding issues, but with the recent sword buff, I don’t mind them at all! They apply boons so much more than other types of mobs. Share the love!
8. Add more WvW daily quests so we don’t have to leave wvw to finish them.
11. Make some incentive for winning the week in wvw. Like a gold chest for those who have logged over 20 hours in wvw for the week and their server got first place. Silver chest for 2nd etc..
Combine these two into a weekly WvW achievement. The dailies already have some WvW in them and typically take and additional 5 minutes in PvE if they can’t be completely finished in WvW.
12. Name plates are too long in wvw. Instead of Fort Aspenwood Squire, Can it just say FA Squire.
Make this a toggle. I hate going up against a zerg and being unable to see how many people are actually up due to the wall of names.
Anti Atunement swap traps
Just swap? It should force them into a random attunement and apply the usual cooldown. Otherwise they can just swap before they step in.
Another fun trap would be one that forces (or prohibits) weapon swaps. Or one that prohibits weapon swaps, with a 50% chance of swapping upon entering.
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Just let everyone move at 10% speed while downed… go crawl to that gate!
I was never a fan of any of the legendaries, but after getting the molten gauntlets, I’ve considered getting incinerator. When I considered the time investment involved, I decided to grab a fiery sword, Firebringer (~90g to craft) instead.
Have you tried D/P as second weapon set ?
I’ve been running this for a while with small (2-3 people) roaming groups. I will initiate with S/D to immobilize and attempt to bait major cooldowns.
D/P is great to have when you are solo, or chasing down mobile classes. CnD>swap>Backstab can finish off those pesky bunkers that think your damage is pitiful. It is especially nice if you’ve managed to steal a few boons.
Against mobile classes, you will need heartseeker or shadow shot to keep up if they run while you have shadow return active.
This brings me back to hunters in WoW who would /sit on their flares.
I’ll have to wait to see the implementation before I complain. This could very well just limit movement rather than be a sudden reveal.
However it is done, these traps cost something. Just think of it as a way we can make other players poorer. Let’s all roll troll builds and make videos of people wasting fields.
If you have to do it this way, use a fake emote, like “/screwyou” or something. The game will not recognize it, but at least you’ll get your frustration out.
I have had this happen when I was out of combat. Use a waypoint before you leave WvW, and use the LA gate if you don’t mind going to LA instead of where you were before you entered.
Poison is a status effect given by the field. It does not directly deal any damage and would not break stealth/invuln.
Just keep the name, but add flavor text: “doesn’t stack well with others.”
I wouldnt want this to be just a huge zerg fight… We have WvW for that. It would be more fun if it was a ‘last man standing’ kind of fight. This would require some amount of cooperation to narrow down the finalists, so I’d suggest something like this:
(Randomly?) assign people in to X man teams. Once there are only Y people left, it turns into a free-for-all.
Every 25% of the boss’s health, the other boss gets 50 stacks of a damage buff. Hit him to remove a stack. If this is on the dredge firestorm, he will do a ton of damage to players near him, but it is hard (impossible?) to see. Just know its coming and swap to hit him to remove his stacks.
What do they look good with? I use medium armor, but since they look the same I’ll let you suggest any gear setup. (I’m nice like that)
I thought the same thing about the super greatsword skin I found, since the SAB was out for a month. Prices started at 15g, but were up in the 60g range recently, even before SAB was removed.
The final boss battle is just great. Challenging, but not unfair. Everything can be avoided, there’s room for error, but slacking off means you’re going down.
Bring the food that increases endurance regeneration (orrian truffle & meat stew) a ranged weapon, and some condition removal, and you could solo the fight.
I do not play a mesmer.
They should have gone with the retaliation route: “Retaliation now has its own iconic damage floater.”
The problem exists between the keyboard and the chair…
I’m using Koroshi’s build at the moment. I don’t know that it has been updated since the patch, but I don’t think it needs to be.
http://www.omgzombiez.com/forum/m/5463893/viewthread/4439430-koroshis-thief-build
I like having d/p for offset, but I know a lot of thieves can’t give up the shortbow (and mine is never out of my inventory for swapping out of combat, either)
of course it is! its all the peoples boons! now hail the moletariat!
Do not remind me of Dredge.
I will strangle every single Disaggregator personally. Or steal the boons of everyone around them first, whatever works.
Hrm… so you won’t like hearing that I use the Resonator for my sword skin?
http://wiki.guildwars2.com/wiki/Resonator
I found the Pact bases and airships and weapons to all be over the top. Why have swords when we can shoot them with fireworks and giant lasers, right? And where did they build this stuff anyway?
I hope they can come up with a reason to tone it down in the future… some “dragons ate too much magic” reason or something… Or just teach dragons how to step on turrets instead of stand around in front of them.
I pulled my Wooden Sword out of the bank recently. Now THATS a skin!
They did something similar for the Halloween event, with a bar that stuck around for the week or so before the event.
The new Molten Weapon Facilities dungeon will be available for a limited amount of time only.
This makes me sad… I had more fun running this dungeon than pretty much all the others so far.
In the SAB, the frog boss’s health scaled perfectly with the number of players. He can be soloed within 3 stuns, but a single missed hit makes it 4. With 5 players, ALL 5 have to perform perfectly to kill him in 3 stuns – which I’ve never actually seen happen.
This caused everyone to start running solo after the first few days. I had a ton of fun exploring with the group, but once having multiple people became inconvenient (and lets not even get started on the TIME it takes to solo vs a group), everyone ran it alone.
Now, the frog boss was a pretty standard “retro” fight, with a boss that used a very small number of very predictable moves. In a more normal dungeon, scaling allows for additional fight mechanics and enemy abilities. If scaling means that single players avoid these moves, which would have undoubtedly been more difficult, we are going to end up with another SAB – with a zillion players running solo for the ‘candy’ at the end.
I don’t mind scaling, but I’d prefer if they make some incentive to at least bring some friends.
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For PvE, you are playing fine. Black powder shot (pistol 5) is super OP against mobs that will stand in it (except dredge and champion mobs). Sword mainhand will hit multiple targets, while dagger will do slightly more dps single target.
This won’t teach you how to play, though, and it can be a bit boring. Stick with what you know until level 20 or so. Thief is rather squishy at low levels. Then I’d suggest trying out every weapon set.
This would be horribly OP when you consider that stealth does not break channeled moves or prevent aoes or mitigate any well placed moves at all.
This would negate any channelled move, allow a thief that is out of dodges to avoid any attack headed their way, and shadow refuge would get them to full health no matter what. No more ‘trying’ to hit them in or knock them out of refuge – don’t bother. Just run away and let them have their 100% guaranteed fight reset.
I just stole regeneration and vigor from a ranger
I’ve been trying S/D recently after seeing it used with 0/30/30/10/0, with a lot of success. It rewards creative play but isn’t too bursty. I’d go with d/p or d/d on the offset.
I just hopped on for a bit, and larcenous strike does roughly as much damage as the third hit in the autoattack chain.
Rox’s Quiver (gem store skin) looks great, but on smaller character models it is far too big. Could this scale with the height slider of character generation?