Ksp [Win]
Showing Posts For Ksp.5943:
Ksp [Win]
This thread is entirely stupid. Everyone side stepped the real issue and instead attacked Prince. I’m all for drama, makes for an entertaining read. But that’s all you guys are arguing.
Bottom line is this: air runes are stupid. RNG procs that hit incredibly hard are not balanced and should not exist in a competitive atmosphere. Thieves hit like trucks (while still somewhat avoidable) and warriors hit hard but are almost entirely avoidable.
Also while we’re on the topic of runes, breaking Svanir’s ice block while still being immune, able to cast, and not neutralizing the point, is stupid. Add that to your list, Prince.
Ksp [Win]
What the hell? This is why people shouldn’t be allowed to post.
Currently defensive/supportive builds > dps builds by tons, go pvp before you talk. Support/defense is utterly overpowered and gamebreaking
Defensive builds are gamebreaking because of the natural tankiness of the builds. Look at Guardians, specifically, who have high hp/high armor/high damage mitigation and therefore only have to supplement themselves with light healing to survive.
On my support Ele, I run Soldier’s because the 5k HP you gain is MILES better than the +healing clerics provides. Like these people are saying, what you actually gain from +healing is awful.
The key here is that support builds should lose some of their natural/proactive tankiness, and become reactive healers. This forces those defensive builds to actually have to hit their buttons and avoid stuns/interrupts to stay alive. The bonus to this is that they are providing greater team healing if they DO survive. A more reactive gameplay is much more fun to watch, much more fun to play, and much less frustrating from a dpser’s viewpoint.
Ksp [Win]
First of all, I don’t play a thief.
Then you should be very very cautious in entering discussions by doing extra research. Just sayin’
Secondly, stealth lasts for what, 3 seconds?
In an ideal world, however because of some issues with the game (and yes it happens in spvp/tpvp) the “fade in/out” can get spotty allowing people to appear to remain stealthed on the victims machine even though the thief is out of stealth and attacking. With proper re-stealth timing this can extend for 7-10 seconds in “best” case scenarios (for the thief).
This is provided that they use their heal to stealth so that you don’t see them coming in.
Or blinding powder. Or smoke combo field. The heal is usually the last thing we’ll use for stealth.
Then they steal, cloak and dagger (which stealths), and backstab.
Actually we pre-load cloak and dagger, THEN steal which occurs mid-animation and guarantees the cloak and dagger to hit. Or some of us simply stealth any time we steal (I run this option in my backstab build along with mug and applying blind on surrounding enemies every time I stealth to give me some more group utility)
So you’re telling me that this thief can traverse enough land in 3 seconds that you physically cannot see him coming?
Steal has a 900 range and heartseeker actually provides decent mobility (currently debatable as better than shortbow for efficiency). It is often possible.
As well we don’t really have any sort of telegraph that we’re about to steal. I’ve done it while running away from someone. They had no clue I was about to do it and land a free backstab/HS combo on them to turn the tide. Sometimes it’s just an instant hardswap. Helping the group, see someone drop below 75% and without any indication whatsoever selecting them and dropping 10-15k damage on their kitten (depending on signet CD) instantly.
Really the biggest issue with thieves and I still wager it’s at the core of why people get so mad at them, is the setup/skill required to do this compared to other classes. It’s about as brainless as it gets and it could be macro’d to the point it’s only 2 button presses to apply every cd and tag the target properly. The only reason it’s even 2 buttons is because of the possibility of nailing them from the front instead of the side or the back and having to take that hundredth of a second to reposition after the steal.
We STILL have yet to be able to have people create videos of any other class rolling into pvp (whether it be spvp or tourney play) and randomly smash their fist on the keyboard and collect kills. This can and has been done with the thief class and THAT is really where the problem lies imo.
The fact that I don’t actively play a thief on my team doesn’t mean I don’t understand the class in some form or fashion. Just sayin.
My point is, you will see the thief walking towards you at a node, or conversely you will see them as you walk into a node. They can’t perma stealth. The moment you see a thief (especially on a class that is vulnerable to them), you should be prepared to be bursted. It’s not unavoidable damage. At all.
Ksp [Win]
@Ksp
That statistic about seeing the Thief 90% of the time, even if fighting somebody…
Let’s go through this again.
Stealth.
I’m not like you, feeling down and saying it’s my own fault when I get killed by a Thief who was invisible and did over 10k dmg.
I don’t think to myself, “Well, gee, that invisible Thief wouldn’t have killed me like that if I just learn to play.”
No, I say, “Well, not really much I could have done there. I couldn’t see him. Why can they do this much damage again?”
And the reason I ask this type of question and make this kind of statement is because, having played numerous other PvP games, I have never seen anything like the Thief in this game. And there’s a reason all the Thief defenders make ridiculous statements like yours.
You are not under powered.
Your skills are not terrible compared to the other classes.
You have the best defense mechanism in the game, Stealth. A lot of it.
You control the fight.
First of all, I don’t play a thief.
Secondly, stealth lasts for what, 3 seconds? This is provided that they use their heal to stealth so that you don’t see them coming in. Then they steal, cloak and dagger (which stealths), and backstab. So you’re telling me that this thief can traverse enough land in 3 seconds that you physically cannot see him coming?
Yeah, didn’t think so. In well over majority of cases you can see a thief coming and prepare for the burst. I can count on one hand the amount of times where I was like “Wow, didn’t see that coming. That was a lot of damage.” One of which actually lost us a game the other night on Kylo, so it’s not as though I’m saying the class is perfect. But to cry over and over that a glass cannon squishy class does high dmg and needs to be nerfed gets a little old after a while.
Ksp [Win]
Necros can corrupt boons? MY GOD…
Oh wait, what happens when a guardian uses Contemplation of Purity?
Yeah bringing a necro to “counter” 1 ability is a great idea.
It’s not to counter one ability. It’s to counter a class. Think about it this way: Save yourself -> corrupt boons -> contemplation of purity -> necro applies more condi’s. The guardian is now down 2 defensive utilities, and still has huge poison uptime from the necro. As a bunker for Win, a competitive team, I can tell you it’s hard to deal with. Much easier to deal with on an Ele.
I think we can agree that until this game has a rating system, all of you should just shut the kitten up.
Or in the words of aj, no glad = gtfo.
A rating system will bring about more competitive teams, for sure. But the teams that are competitive now will still be competitive with an elo system, with the exception of a few that will fall behind in not adapting to new metas. Your point is invalid.
Ksp [Win]
Thieves are strong and have their place in tPvP, yes. But they’re pub stomping in these screenshots. Pub stomping is never a reason for balance changes. The backstab build hits incredibly strong, yes, but 90% of the time you can see the thief coming even if you’re presently engaged in a fight and be ready for the opener. I’ve been surprised and killed my fair share of times, too, but that’s my own fault.
This is not to say they don’t need balance changes, but the call for massive nerfs based on pubstomp screenshots is dumb.
Ksp [Win]
(edited by Ksp.5943)
The only thing I would change about the Conquest style is to pick up what WoW did in their original Conquest maps – a channeled flag turn that is interrupted upon attack. This forces a teamfight on the node, but one that isn’t based upon knockbacks and stabilities, which are (specifically Guardian) bunkers strong points in a small skirmish.
Past that, the only thing I really don’t like about the game is that abilities are too fire and forget. A large majority are AoE and are just to be used at a specific moment, rather than for a specific purpose or person.
There’s no micromanagement to where your skills are going for the most part. For instance, on my ele, do I have a lot of condi’s? → water attunment, toss abilties as needed. Am I about to take more dmg? → earth. no? → fire. It’s very basic situational decisions rather than having to actually choose what abilities are going where and on what target.
Ksp [Win]
@Demonstrative and Travesh
Thanks for the replies.
Should apply to DWi and play with me. Looking forward to your apps!
Played with Daays before, and played against PTC before. Daays isn’t bad, and his team isn’t bad. But they are right here, man. We use a necro very regularly in Win, and to much success.
Necros are a very nice counter to heavy boon classes or healing reliant classes (poison uptime), aka Erho’s engy spec, bunker guards, etc.
Ksp [Win]
(edited by Ksp.5943)