Uh…. unannounced builds with only a 10 minute warning? Yes, we totally should have seen that coming on a Wednesday.
They broke this with the wardrobe release. It was a crap move. They don’t care.
And remember, no single profession should be the best at everything!
Warrior didn’t get the memo. – AGREED
Thief S/D too much damaged with survivability they have. AGREED
Bunker condition builds – good effective damage paired with good survivability. TOO MUCH SURVIVABILITY FOR THE LIMITED TRADE-OFFS
Bunker guardians – too strong compared to other bunkers, doesn’t require attacking enemy in order to survive(especially bad on legacy mid point, just run in circles) – negates some mechanics (confusion, ele auras, retaliation, reflects) MOSTLY AGREE
Some of the most fun I’ve had in game has been a result of being able to communicate with opponents. I’m sure a few people haven’t found it pleasant, but the vast majority of it has been positive. It makes me treat everyone better when I’m reminded that there is a person behind that “red” name. Be adult and be friendly. And if someone cusses you out, /report and /ignore them.
And a shout-out to those guys on TC around Danelon last night – that was hilarious fun. Tired of OP salutes you!
Conceptually I think that stealth should drop target, but with the abysmal targeting in this game, it ends up being a much larger boon than it should be. Given the circumstances, I think that someone who doesn’t acquire a new target should reacquire a target on someone who stealthed when they reappear.
I think it would go a long way to stopping the QQ about thieves (and mesmers too) and even the playing field. Before the /thiefhate starts, yes, I pretty much only play thief. I don’t think it would affect me much, but it would give a bit more control to my opponents.
The point about warrior low/high mobility was actually community feedback that we were relaying, in that you would like to see the warrior have less access to mobility skills – not more. We don’t think warrior should have more mobility.
I think it would be enough to give most warrior mobility skills a target reqirement. So they could go in a fight an stay on thier targets but not leave at will.
This is the suggestion some of us have been making for months. The skills are intended as gap closers – NOT GAP CREATORS.
Posted by: Kincaidia.3192
Is there any chance of stairs, destructible walls, ramps, bridges, etc not completely breaking teleports?
Forum search is more broken than a thief shortbow #5 going up the steps of a wall or I’d try to find other bug reports on it….
As others have stated, your suggestion would have the exact opposite effect. The only way a type of this thing would work is if low PPT increased in-WVW loot – and maybe even reduce loot for a super-high PPT.
Something is wrong. Something changed in the last patch, and while I can’t tell you what, it’s related to positioning and shadowsteps. It’s awful. Not playing tonight because of it. I messaged multiple other thieves and they all were having the same issues.
Experiencing the same things…
And I swear, Anet has fixed and rebroke this so many times it must be a running joke in their office.
Thanks for unburying this – this is a really really annoying bug.
but I have to say it: Condition thief is CRAZY strong!!!
Nope. Not going to disagree. Completely agree. It’s so ridiculously simple that I refuse to play it at all. Sadly, I didn’t realize that until I crafted a full set of dire.
The whole build should be burned at the stake.
I haven’t been able to reliably reproduce it, but it seems that if you are rooted and then knocked back, the root effect will stay after the root spell has worn off. The only way to move again is to use a position-changing skill such as a shadowstep.
Anyone else experience this?
Yes, I can confirm that stolen items don’t count as a bundle.
So here we have a trait that has absolutely zero synergy with any other available thief skills.
Should we complain about getting hit for 18k from an ele combo? Or 15k from a warrior killshot? Or 12k from an eviscerate? Or 15 stacks of confusion from an engineer? tsk tsk. Your QQ is PooPoo.
Arganthium – go make Sizer look like an amateur and we’ll start calling it the “arganth” build. Til then…. well… it will be either the “Sizer” or the “Arg is a whining attention ho” build
And yet… Condition damage is still untouched. Not to mention the aspect of stacking a single stat for condition damage and being free to stack 2 defensive stats. Or the broken condition duration food.
Speaking of which, I have confirmation of +40% condi food being a mistake.
Global condition duration vs single condition duration is supposed to be a 1:2 ratio, so you have burn/bleed/etc duration affect being X while pan-condition duration is 0.5*X.
On the food, they accidentally reversed the proportion. So that’s a thing. The condition duration food should be 10%. I just wish that Anet would acknowledge/fix it.
Will they be going back to normal with the ending of Season 2?
I’m surprised this didn’t come out sooner. It was literally the first thing I did when they made wxp account wide. I had a level 2 Ele, naked, with 36k hitpoints.
It’s just not that useful, but it was funny.
*Make Tomes of Knowledge purchasable by badges already. *
Congrats JQ. Completely legitimate win that did not affect any other Gold League servers negatively.
Stairs. WTF mate. Bridges. Stray blades of grass. There is so much wrong with infiltrator’s arrow.
True, there are some uses that fall outside what I’d call “fair” play – but I think the downsides balance it out.
1v1v1 works well for a permanent situation, but “Seasons” should be 1v1 only.
Everyone who is defending an organize 2v1 – if next Season when server X discovers they won’t be able to win and guilds are instructed to buy a second account to keep idle in maps of the opposing sides to give them a numbers advantage, I hope you support that as well. It’s the same argument.
Sorry for the runon.
… Somehow he almost always managed to run in a way that my CnD wouldn’t hit
I am 100% convinced that there is a positioning bug every single time elementalists use some specific abilities – I steal/shadowstep/etc to them and they aren’t there. Swing and a miss.
It has happened way too often to attribute to lag or the like. The same thing happens after their vaporform or whatever downed ability.
No they won’t do anything. But the same rules that “allow” 2 servers to take turns camping the spawn of the 3rd server also allow me to “enjoy” the game by ritualistically high-diving golems by the dozen into the ground.
It doesn’t mean you should.
Ultimately, what has happened this second season is a huge loss for the entire WvW community. I feel ashamed for the people involved.
For some stupid reason, condition damage and duration affects bleeds on siege. Arrow carts especially, with wvw traits, can push up to 1 minute duration and be ridiculously painful.
Another reason why condition damage and condition duration are out of whack and should be significantly scaled back.
It’s a mistype, and it should be fixed. Global condition duration increase is always less than a specific condition damage increase, except in this case.
Again, it’s something to be fixed.
Absolutely “yay”. It’s a travesty and major oversight that it isn’t in game.
Eh, go 5/6/x/x/3 and live 3x as long.
Still die a lot though.
I got about 8 in the course of 15 minutes. All exact same message/spacing/etc.
Dead god, nice call Phask. I’m completely suicidal. I will, however, think about switching toward more of a SA build.
Maybe I’ll buy a rare set of armor and put them in to try it the strength runes. Worst case scenario then is I break them down and sell them.
I think I would have enough access to might though.
10 seconds on steal
20 seconds on weapon swap
10 seconds on signet use
10 seconds on being hit (5 second cooldown)
And that’s without the +45% might duration from the rune set… That means one weapon swap in combat and I get the +7% for 30 seconds even if I don’t do any of the other things. If I could add in might on stealth…. Mmmmm….. Might……
I’m 100% in WvW and with lowered DPS after the crit damage nerf, I’m finding myself in longer battles with less time at 90%+ health.
Long term, I’m probably going to craft a dire ascended set and move to condition damage, but that takes times and resources.
I know I’d have to overwrite them, which is why I’m hesitant. I’m not making a second set of Zojja’s.
Scholar runes are ~4g, so 24g for 6 vs 13g x 6 ~75g for Strength runes.
I’d be losing 25g from losing runes and paying 75g for the new ones.
So the question is, are these new runes worth a 100g investment.
I play a dd/sb, 5/6/0/0/3 (I think? silly new system), full zojjas gear with half zerker half valk trinkets. I use might on signet use and thrill of the crime on steal, so I’ve got a natural amount of might uptime. Currently I’ve got scholar runes, but last night I bought the last 3 strength runes I needed for a complete set….
Do I overwrite the scholar with the strength runes?
Should I add my spare sigil of battle to my offhand dagger?
I was called “walmart”. I found it funny.
I’ve gotten the “HS SPAMMER!” a few times, but most often when I’m using it as a gap closer to actually make contact with a laggy s.o.b.
Anyone else get that? Fighting someone with bad ping and I c&d, position, backstab and ……. they’re not there. Just doesn’t connect. At that point I say F it and HS to their real location.
My main concern is that I’m still reeling from having my old runes nerf, trying to recover financially.
Now I’m quite sure that if I dish out the 80 gold (6×13.x+) for them, put them in my ascended. Then shortly after they will f that ish up again, and I’ll be out of money and trying to recover. I don’t want to spend the majority of my in-game time trying to recover from the anet gods messing with me.
At bare minimum change them to account bound
This is WAY cheaper and almost as effective.
what is this?
But it wasn’t a freak out. It says a accurate description of what demand would be. Especially given both the change to account bound AND the reimbursement.
It will find a way to balance out
This should be fixed. It was an unannounced change combined with sigil/rune changes that made “best in slot” for a play style NOT best in slot.
I should not be forced to either recraft a full set of ascended or overwrite 120g worth of runes/sigils.
And the gem store extractor @25 gold a pop is not even close to a “solution”.
I will not invest in another set of equipment again until this is addressed.
The thing is that @42k karma a pop, averaging even an above average 2 ectos per salvage, you’re looking at 70s to 42k karma – 1.6 silver to 1,000 karma.
I did 750k worth of Orian boxes and got out 12.5g – so Orian boxes give almost exactly that same rate.
If they were really worried about karma to gold, they would make karma items not mystic-forge-able. Salvaging for Linen Scraps gives about 5 silver / 1000 karma (and the cost of a new mouse every now and again from all the clicking) – 3 or 4 times higher than being able to salvage the level 80 gear.
Posted by: Kincaidia.3192
I previously had 2 exotic weapons with superior bloodlust sigils on badge-purchased weapons. I would gain my stacks and then switch to ascended weapons – and this was an acknowledged and acceptable use. Now those cannot be used in that way.
Previously I would have transmuted the weapons, salvaged the sigils, and then reused or sold them. Now that does not work either. So, I have a need for another 14 gold sigil, and I have 28 gold worth of sigils that I cannot use at all.
That is only one example – I also need to redo other gear due to rune changes, but am unable to extract the runes by the old method – and suggesting 26 gold or 250 gems per removal is ludicrous. I would have 200 gold or 2000 gems simple to regain the sigils and runes THAT I OWN, due to game updates.
I know I can “demand” nothing, but this is a poor, poor choice of changes.
25 upgrade extractors @ 200 gems is a total of 500 gold. I don’t have 100 gold. So yeah, anet should give everyone a half dozen free extractors for this game update.
They changed runes/sigil enough that we need to move things around. Before we could transmute unsalvageable items to get the upgrades out, but the wardrobe addition eliminated that.
So I’m looking at full armor/weapon sets (including 2 sup bloodlust, 6 perplexity, and a few other 10g+ upgrades) that I have completely lost unless I pay 26 gold per piece. Long story short, Anet changes things, and I’m out 200+ gold (and I only have about 75 gold to my name).
This is has pretty much killed my will to log in.
What the hell is this topic? Are all of you in the twilight zone and it’s opposite day? I don’t get the joke at all….
Real life game experience is where the rubber meets the road, and all theory-crafting aside — it’s much greater than a 10% nerf for myself and a lot of others.
Changing so many runes and sigils at the same time that the method of extracting these upgrades from non-salvageable armor was removed was a horrible move. I hope that it wasn’t intentional in order to push people to purchase extractors from the Gem Store.
I am incredibly frustrated that trying to react to underlying game design change is going to penalize me for all of the accumulated gold I have. I believe that an appropriate move would be to provide a 5 pack of extractors on the gem store for free.
This would at least take the sting out of having to buy replacement upgrades. Players could sell their old upgrade components and put the gold toward the cost of the new ones.
My balanced valk/zerker thief’s burst has been reduced by 25 to 30%.
The famed “10% over all” didn’t take into account any builds that rely on being bursty.
I have the same issue. I have 2 badge-bought stacking weapons with a superior bloodlust in each.
And it wasn’t an exploit. And exploit doesn’t get acknowledged and exist in game for 18 months.
So yes, I feel very much gyped.