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Why are dyes not account bound?

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Posted by: Leriff.8362

Leriff.8362

You’re applying a double-standard to the same issue here. On the one hand, you say legendary grinding is a violation of the manifesto purely because it’s not enjoyable. On the other hand, you admit that enjoyment is not quantifiable.

It’s not a double standard. The main and really only point is that the system can be improved. In fact, I stated that about legendaries plainly. If they took out RNG, I imagined many more people would find enjoyment out of it. I cannot give an example as to how the dye system can be improved. Perhaps let you choose ten of your favorite dyes to make account bound, and you have to pay gems to choose another ten, or something.

You want to make the grinding fun, and if it’s not, you want to improve upon the system. You don’t have to make everyone happy. You simply want to give the players the tools to make themselves happy enough that they like and continue playing the game.

I don’t consider anything that is purely optional and cosmetic to have anything to do with a ‘grind’.

and, once more, as the end game is cosmetic in nature, the idea of required is a tough one to map; If the cosmetics are too much grind and no one goes for them, they stop playing and the game fails. So, in theory, cosmetic grinds are required for the game to prosper

(edited by Leriff.8362)

Why are dyes not account bound?

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Posted by: Leriff.8362

Leriff.8362

But in my quote, Mike O’Brien clearly endorses cosmetic grinding. So I don’t see any contradictions there.

Somewhat, as in if it wasn’t enjoyable, it contradicts what they wished to have the game be. Let’s look at legendaries. To get a legendary item (minus the RNG part that seems to be largely disliked) you must partake in many parts of the game. It’s a grind in that you have to get 500 WvW badges, and dungeon badges, and tier six materials and what not, but people who have accepted it do it mostly without complaint. (Except for complaining about the aforementioned RNG part.)

The people I have spoken to who have obtained or are working on their legendary (a small, anecdotal sized evidence pool), state that they wouldn’t even mind grinding more if the RNG was removed. It would be more enjoyable to them to have to grind out more, because they want the reward at the end and don’t mind the work. That right there is good grind.

Referring to this thread about dyes not being account bound (which we horribly hijacked and I apologize), this person does not seem to like grinding multiple dyes for multiple people. It’s not fun to him. Another person in this same thread enjoyed getting a new dye on each character because he liked the feeling of opening a dye he did not have.

To the OP, the dyes not being account bound is boring grind, while to another person, it’s fun. You can’t just state: “Oh, because it’s cosmetic, it’s ok to have to grind it.” What if dyes cost 1,000 gold each from a vendor. Would that be okay simply because it’s cosmetic grind? Some will say yes, but most will say no. Just because something isn’t required, (and, once more, as the end game is cosmetic in nature, the idea of required is a tough one to map; If the cosmetics are too much grind and no one goes for them, they stop playing and the game fails. So, in theory, cosmetic grinds are required for the game to prosper) doesn’t mean that people are not allowed to dislike the way it functions, and ANet isn’t allowed to to improve upon the system.

In this quote, I’m pretty sure he’s talking about his philosophy on end-game, how he didn’t like how you had to “grind” through most of the game to get to the “fun” end-game. He wants the entire game to be fun, not just the endgame. Yes, he does use the word “grind” but this quote is more indicative of his stance on endgame than anything else.

Context is important.

It is possible that is the case, but even if that’s the idea, the quote holds relevance to the discussion at hand.

Why are dyes not account bound?

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Posted by: Leriff.8362

Leriff.8362

That doesn’t matter. This is Mike O’Brien, the studio president of Anet, specifically endorsing cosmetic grinding.

It matters because it’s a valid point. I have stated that I did not think grind was a bad thing. Twisting my words to make it seem like I am against cosmetic grinding makes you look silly. It’s a matter of if that grinding is fun or not that is the issue.

Why are dyes not account bound?

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Posted by: Leriff.8362

Leriff.8362

If cosmetic grinds were a contradiction of the manifesto, then legendary weapons wouldn’t be designed in the way they are. Period. End of story.

Legendaries are no longer cosmetic. They will now be upgraded to the highest weapon stats every time a new tier is introduced.

If you read the entire quote, he basically endorses grinding for cosmetics, but not for stats.

That is not the quote I am referring to. I will edit this post with the one I was speaking off.

Edit: “In the past, we’ve talked about how in Guild Wars 2 we designed the game to avoid a common problem in many MMOs: grinding through chunks of boring, repetitive content to get to the occasional pockets of fun. With Guild Wars 2, we wanted the entire gameplay experience to be something that players enjoyed, regardless of how much time they could dedicate.”

Now, if you read this, you can understand what I was referring to. You complain I am taking the words out of context, and then you do that to mine. I did not say they wanted to eliminate grind. I said they wanted to largely eliminate it. Grinding is put into games to increase the amount of time it takes to achieve goals, and to make players feel accomplished when receiving something. It is a good thing.

Their manifesto was not to eliminate grind, but to make it enjoyable throughout the entire grinding experience. (What I said in my post.) If it is not enjoyable, then you have needless grind that no one enjoys, and it needs to be changed. If it is fun, then you have good grind that people don’t mind doing.

Stating that grinding cosmetics is fine because it’s not stats isn’t the point at all. The point is grinding and having fun while doing it, not doing it and feeling like you are forced to for what you wish to obtain.

Legendaries are fine IF you are having fun doing that much work. A lot of people wish they would make it more grindy, in fact, but remove the RNG. That’s GOOD. That’s what will make people enjoy it more.

(edited by Leriff.8362)

Guild Wars player logic.

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Leriff.8362

Absolutely. The person who is selling items for decent sums of money is the same player that is complaining about not having money. You are sure on to something here. There is no way possible that the people who worry about things getting too expensive are not the same people who can make decent gold and undercut for a profit.

Teach me the ways of reasoning.

Why are dyes not account bound?

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Leriff.8362

Since dyes fall into the category of “purely cosmetic,” grinding for dyes isn’t a contradiction of the manifesto.

Not entirely correct. While, yes, grinding for things that are cosmetic is a good way to keep people playing, grinding itself is somewhat contradicting their manifesto.

In a blog post (and I do not have the exact wording here) ANet has said that they want to largely do away with the grind. They may not want to eliminate it, but they do not want you to have to grind a lot of boring things to reach small pockets of enjoyment. Whether you enjoy grinding or not changes if this has been successful to you personally.

While you are correct in stating that purely cosmetic grinds do not effect your ability to play the game (and I will admit that even this is debatable, as the end game of GW2 is all cosmetic based), they are still a grind, and if found boring, are contradicting the original statement by ANet as to what Guild Wars 2 would be.

Simply because you do not agree with someone, do not think that they are overusing a word, or using a statement incorrectly. Just because it is not a problem to you personally does not mean it is not a problem. (And, perhaps a big one, as many of the people who have stopped playing this game have cited grinding as one reason. Whether that is true or they just feel like saying it because it is a buzzword topic at the moment is also debatable.)

Does anyone use sword/dagger in PvE?

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Leriff.8362

berserker armour.

Berserker gives you power. I don’t understand the point here. Just because you are not taking the Power tree does not mean you are not receiving a large amount of power from your gear. And as power increases exponentially with crit, you’re still using a large amount of power.

In short, the statement you quoted is correct, and by saying it wasn’t, you proved it was.

Does anyone use sword/dagger in PvE?

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Leriff.8362

I’m not sure how do people enjoy sword main hand.

Auto is ok. I get it, high damage, useful debuffs.
Infiltrator strike is a castrated shadowstep, what the hell is that? It’s heartseeker with castrated damage.
Flanking strike is decent but against anything removely moving it fails, and I hate when the game fails me.

Heartseeker doesn’t break debuffs, and can’t return you to the point where you originally cast it. Why compare two entirely different abilities? Simply because they both serve as gap closers? HS is a damage/execute ability with high damage and little else. IS is a gap closer (with longer range), lower damage and a condition wipe that is spammable as long as you have initiative. They’re not really similar in any way.

And Flanking Strike only fails on targets moving in a straight line. It’s better good at tracking strafing targets. Also, PvE mobs are often still long enough for you to FS them.

However, you don’t use S/D for FS. You use it for Dancing Dagger, Infiltrator Strike and on demand dazes to stop bosses. (C&D into stealth auto.) For damage, while FS is more damage than one auto, the sword auto chain is the highest damage you can achieve from the set. You use dancing dagger between chains to do high damage to multiple targets. Dancing Dagger hits the most if you have only two targets, as it bounces to each twice, so that’s the best time to use it. (Plus, hey, free slow.)

There’s really two distinict builds for S/D, one being pretty tanky (power/toughness/vitality) and it focuses more on outlasting an opponent by constantly dazing and what not, and then there’s the standard damage build (power/precision/crit damage). You are as squishy as normal thief builds, but you do decent AoE damage in a PvE setting, which is great.

Sword/Dagger is fantastic in PvE for solid damage and on-demand dazing. If you want bursty AoE damage (for things like the gate control in CoF, or large pulls like Ascalonian Fractal), try Sword/Pistol. Pistol Whip is a great AoE skill, and it retains the steady damage of sword autos.

Stealthing Binding Roots

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Leriff.8362

They should have to destroy it just like any other class has to. Imagine if I’m holding your hand, and you go stealth. Would I not be able to feel your hand anymore? Would it be so hard to make it act like longbow 2, where it can detect the target if they are binded before stealth?

This isn’t an issue for stealth. Any teleport does this to binding roots. The previous statement about how roots applies itself is correct.

If binding roots cannot find its target when it needs to reapply, it stops looking. Almost every class in the game can get out of it without breaking it. You simply must time your teleport/stealth to activate when the root needs to reapply itself. And, yes, you can do this with the ranger GS jump.

Stop trying to blame stealth for something any class can do.

Thief Ranges Guns And Bows

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Leriff.8362

Pistols are garbage you have major L2P issues.

The problem is that pistols are largely garbage. P/P has only one viable damage ability (unload) if you’re crit build, and is actually more viable in melee range than at max range due to Black Powder. It’s not a ranged weapon. It’s a melee weapon with range.

For condition build, you’re still better not running P/P, and instead running P/D. The problem, however, is that the bleeds applied by the pistol auto are so short, and the animation is so long, that if you’re not sneak attacking, you’re wasting time and should just run something like D/D. So, for condition build, P/P is out as well.

The only place that pistols shine is in combo fields, as Unload can apply combo abilities very quickly. Otherwise, pistol is almost entirely outclassed by Shortbow in every single way.

Shortbow, which has an AoE auto attack, an AoE nuke with bleed attached, an evade and slow, an AoE poison attack which doubles as combo field and a shadowstep/blind. Compared to P/P, which has a poorly animated auto-attack (the animation is actually longer than the cast time), a skill that applies vuln (not bad, but not the most useful to condition build, and crit build would rather spend initiative on unload) a channeled burst attack (a slightly weaker pistol whip, but made up for by the fact that you can move), a daze and an AoE pulsing blind. The blind is actually the best skill on P/P, and it’s most effective in melee. Sure, you can shoot it down and use it as a combo field, but that’s very initiative heavy for a non-guaranteed payoff. (Pistol attacks only have a 20% chance to proc combo fields. If you unload into Black Powder, you’ll probably proc two hits.)

Without something helping pistol (such as 1,200 range), there is little reason to ever pick it over Shortbow (unless of course you like the look, which is fine but sub-optimal.)

For people saying that 1,200 range would negate the Ranger class (something I find incredibly silly) having one weapon with 1,200 range would not negate a class that has spirits, the highest range in the game, pets and tons of melee invades. That’s like saying that since the Ranger can melee, the Warrior is useless. Or like saying since Warrior has a very solid ranged build (both for condition and burst) the Ranger is useless. Both incredibly silly statements.

And for those saying the thief should be melee, I point you again to the Warrior. Wasn’t one of the big things about GW2 choice? The ability to choose how to play your character? The warrior (a great melee fighter) is allowed to have a perfectly viable 1,200 weapon, so why not thief?

Every class in the game gets 1,200 range except for thief. The desire is only to have an equal chance. It’s painfully obvious how having 900 range only is a pain to the thief while defending a keep wall. What’s the advice there? Jump down and try to pick someone off? Thieves are so good in melee they can just 1vzerg, right? If you’re not manning siege, you are completely confined to the ability to churn out cluster bombs, with no intermediate damage in-between each attack.

(edited by Leriff.8362)

[Suggestions] for Thief

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Leriff.8362

1 – I dunno. Steal is already a very strong skill, and Mug makes it even stronger. Perhaps if you wanted the daze, you’d have to forgo Mug? I don’t think it really needs it.

2 – This is another skill that doesn’t really need changing except for QoL venom changes. I dislike that all venoms are consumed, even if you swing at the air. Venoms should not consume except for when it actually hits the target (the same should apply for all on next attack modifiers). You have to keep in mind Venom Share. That is the reason Venoms are slightly weaker than they need to be. The fact that you can share them and multiply their effects by I think up to five.

3 – Another change that isn’t necessary, really. The Shadow Refuge is there for that very reason, counterplay. If all we saw was a giant blackish circle on the ground, it eliminates a deal of counterplay to stealth when many thief stealths are already instant and leave no sign of where the thief is. A change I do wish for would be that if you enter the Refuge itself, you are blinded for three seconds (the duration of the refuge itself). This only helps the thief marginally, as he will most likely escape anyway, but makes Shadow Refuge more of a support move, to save an ally.

since most class will gain a 25% signet

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Leriff.8362

Wait, what? Why blind then shadowstep away when you could do the later first and get the same result?

Mark my words, that signet and that blind is very good. But using it against a warrior HB after he knocks you down to save some life before you use a shadowstep. What?

One hit of HB is 20% less damage than their greatsword first hit autoattack. Instead of using the blind to mitigate like 1500 damage on a crit, why not use it against Eviscerate or Bull’s Rush instead?

It’s not ideal, but it is not wasted, either. You can reach for blind mid Bull Rush, be too slow to hit Bull Rush but still hit the first HB swing. Keep in mind, as well, that not everyone has the same reaction time, and blinding the first burst of HB could save an ally who is trying to reach for his stun breaker, but is slower than you are.

since most class will gain a 25% signet

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Leriff.8362

Because blinding the knockdown while you execute is bad. Blinding the HB after getting bull rushed is bad. Et cetera.

Someone maybe wise once said :

You have no idea what you’re talking about.

AKA, L2P. Blind doesn’t work against 100 blades because it only stops one hit among 9.

The blind soaks enough of the first hit that shadowstepping away lets you retain over half your life, as opposed to 1/4 of it. That lets you turn the battle around instead of turning to run to reset the battle.

Blind works against HB because your job is to survive with enough health to beat the now 100% exhausted warrior.

“L2P”

Edit: Spelling errors.

since most class will gain a 25% signet

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Leriff.8362

I don’t know why you folks are getting worked up. Runspeed signets are trash signets in any sort of high-intensity environment (dungeon PvE, most WvW/sPvP combat). If the professions getting this 25 % signet begin to become reliant on them as some thieves have it’ll only weaken their combat capabilities. It is a lazy-man’s mount-style signet, and anyone using it for anything other than mindless long-distance travel is consciously giving up combat capabilities.

lol.

Yes, a 25% move speed bonus, plus an INSTANT blind is bad, and weakens the thief in combat.

Because blinding the knockdown while you execute is bad. Blinding the HB after getting bull rushed is bad. Et cetera.

You have no idea what you’re talking about.

A single fix that would help balance stealth.

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Leriff.8362

Interesting discussion here…however, this morning we were doing the jumping puzzle in EB. Got caught by a thief who immediately hit Alt + F4 and left the game; same thief showed up not long after to continue his attack.

With 4 toons attacking the thief when he suddenly disappeared, all of us were irritated because the thief’s health bar never moved down.

This person obviously is a very good player and is using a function that drops you from the game at a critical moment so that you can get back in shortly after without taking any damage. I have no idea how he did it.

The conversation on our team circled around the fact that stealth seemed not to be working properly but was aggravated by the fact said player just dropped from the game.

Not disconnected like happens sometimes, just pressed Alt + F4 and closed the game when he got into trouble, only to reappear shortly afterward to take up the attack he himself avoided to begin with.

This tactic does not seem like something Anet intended to be working as a function of battle.

If you log off or Alt+f4, or anything of the sort in WvW, you are taken out of WvW. You must reenter manually.

A single fix that would help balance stealth.

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Leriff.8362

get your ranger and go to wvw and show me how you give thief your all arrows from RF when thief go stealt.
Im w8 for your video.

Literally spend five minutes researching your silly point and you’ll realize it’s been a thing since beta. Channeled abilities continue through stealth.

A single fix that would help balance stealth.

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Leriff.8362

RF is rupt (stop do dmg and fire in space) in stealth moment

You honestly have no idea what you’re talking about, and that’s fine, but do not give out false information.

Rapid Fire is not interrupted. Neither is Kill Shot, or many other channeled abilities. If you manage to break line of sight by hiding behind a wall or getting behind the target, then it is interrupted, but simply stealthing does not stop the ability.

Stealth makes the thief OP

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Leriff.8362

Nothing I can do. If he is invisible I can’t attack him.

You can. You can attack a stealthed unit, though you can’t actively target it. However, if it is a culling issue, (and many classes exploit this, so this isn’t a thief only tip. Some mesmers throw two portals onto the same spot to rapidly switch and create loading problems, for example. Doesn’t always work, but is really dumb.) you can tab target them if they are “visible” but culled. When someone goes into stealth, spam the hell out of tab.

Stealth makes the thief OP

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Leriff.8362

That’s not stealth making the thief OP, that’s culling, and it happens to everyone, stealth or not.

Stealth makes the thief OP

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Leriff.8362

These complaint threads are getting a lot less imaginative. Are you even trying anymore?

In my personal opinion, 1200 Range Weapon Needed

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Leriff.8362

“Thief doesn’t need 1200 because they have stealth!”

“Hi, I’m a Mesmer. I have stealth and 1200 range.”

any way to get story armor piece back?

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Leriff.8362

Considering that combining a Blue+ item with a Soulbound item still transfers the Soulbound tag to the combined item, I

It keeps the tag, but instead becomes account bound.

Legendary Weapons...

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Posted by: Leriff.8362

Leriff.8362

They actually do have superior stats. They have 18 more points of damage than an exotic.

Armors that aren't currently available in PvE

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Leriff.8362

The tribal skin is available from karma vendors in a 40-ish level zone. I am not sure which zone, however.

I'm a horrible person... But Mad King Thorn made me do it.

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Leriff.8362

No one died. You don’t die for falling off. You reappear right outside the door.

Hi people, I would like to give away Dawn.

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Leriff.8362

Praying to the luck gods.

http://i47.tinypic.com/otj788.jpg

15% nerf to Pistol Whip

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Leriff.8362

You cannot Pistol Whip six times in a row. With haste, it’s only three times before Haste wears off. If you’re still standing in the incredibly slow move, you’re just bad.

15% nerf to Pistol Whip

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Leriff.8362

Pistol Whip had a high damage output and was also a stun. When combined with an initiative regen build, it allowed far more stuns then classes have counters. Add to that the great ability of theives to close gaps and it made for a very frustrating opponent who may have only been spamming 2 or 3 abilities.

15% may have been harsh or may have been too little. Time will tell, and I am sure ANET has its ever present eye still focused on theives.

It was a .5 second stun. Even with quickness, you could not perma-stun someone. You always had time to dodge roll.

I could never be a balance dev.

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Leriff.8362

The urge would be too strong to buff thieves. Not to give them an actual buff. Just to buff them by like—one hit point, just to see how hard people rage.

“Patch Notes:
We’ve decided that thieves were too squishy, and have given them a small health buff.”

Player 1: “It was a one health buff. wtf. That’s not a buff.”
Player 2: “WTF WHY WOULD YOU BUFF THIEF THE MOST OP CLASS IN THE GAME”

Instadeath: Is this really PVP?

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Leriff.8362

What’s really funny about all these people defending the whacky theif-design is that… they really beleive it takes skill to use a theif.

Enlighten me, what other professions take more “skill” ?

I personally think Necromancer is harder than thief. Warrior is very easy, as is Ranger. Engineer isn’t too difficult, same with Guardian.

For difficulty, I’d personally rank them as: (in tiers)

Easiest: Warrior, Ranger.
Medium: Engineer, Guardian, Thief, Mesmer
Hard: Elementalist, Necromancer

Keep in mind, that’s personal opinion.

4 seconds to live :)

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Leriff.8362

“I only auto-attacked.”

Well, that’s your problem, right there.

Don't Listen To Anyone.

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Leriff.8362

When discussing balance, never bring up WvW. Anyone can global you in a single second in WvW.

Why I do not play in lower level zones

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Leriff.8362

Pretty much, yea. Maybe not the first priority, as there are some bugs, hacks and bots and all that nonsense that should be fixed first, but it’s up there somewhere.

Why I do not play in lower level zones

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Leriff.8362

What evidence?

Do you have anything to prove one of the following:

1. The system is as intended – downscaled players should be OP enough to not worry about anything.
2. The system is bugged, you shouldn’t be so strong.

Without knowing if it’s as intended how can you possibly use it to infer the intention?

Why are you quoting me when discussing about power level? I’m discussing rewards. It was some other guy discussing if you’re too strong or not.

I didn’t play the beta. If I had, I would definatly feel jipped. That’s a pretty big change to make.

That having been said, I can only reiterate that I DO make money in lower level zones… just not as much as in the higher level ones.

I’ll just add that i harvest too… so

You can indeed make money, and if you enjoyed the zone and the events, or are playing with friends, it’s enough money that you don’t really worry about the costs.

The real question is that whether or not having level 80 costs, but sub-80 rewards is truly fair, which is something that will either be addressed in the future, or left as it is. The fact that there is only one “true” level 80 zone lends to the idea that lower zones should give the same rewards.

(edited by Leriff.8362)

Don't Listen To Anyone.

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Leriff.8362

Truly, the only burst that would need be addressed is backstab, as every other burst a thief can put out, another class can put out as well.

However, backstab is one of the only skills in the game that requires so many conditions for it to work properly, and you must do all of this in four seconds. You need to:

1. Be behind the target. No Shadowstep drops you behind the target.
2. Be in stealth.
3. Have Assassin’s Signet primed.
4. Not be blinded, and the target cannot have invul/evade/block up. (Though this is true of any burst ability)
5. Be in melee range.

Why I do not play in lower level zones

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Leriff.8362

I would like to add, that even w/o the Zone completion ‘prizes’ I still don’t loose money when I go back to lower level zones.

I do however still get Heart Rewards… so I’m not exactly sure what would be the net if I didn’t have them..

I will look into it tonight though.

The Heart Rewards alone tend to bring you about even with the costs of being in the zone if you fast traveled often, and is profit is you ran most of the way, (Which, since you are looking for things to complete, you tend to.) and then the completion reward tends to be pure bonus.

I am not sure if people are under the misconception that: “Oh, you die a lot and are bad and fast travel everywhere and waste money so you are bad!”

No one is stating that lower level zones are more expensive than higher level ones. It’s actually the exact same cost, if not a little lower due to dying less. What is being stated is that lower level zones are not providing the rewards to make the cost an okay thing. As rewards are scaled down, but costs aren’t, you cannot gain the same amount of money doing lower level zones as higher ones, which is what you could indeed do in beta, and what was shown as possible before release.

So, it is very reasonable to state: “I will not do lower level zones anymore.”

Why I do not play in lower level zones

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Leriff.8362

Does anyone actually have a link to an official statement of what the intention of the downscaling was or are you all just putting your own words into the mouths of the devs?

Even without an official statement, evidence lends itself to most of the claims being made.

Back in beta, rewards scaled to your level regardless of where you went. You could be 70 in Queensdale and getting 70 rewards. That was changed with release.

I do believe there was an official statement on playing with your friends. I do not believe it would be too difficult to find, if you were truly curious. Or, perhaps it would. It was stated during BWE 1, I think.

Instadeath: Is this really PVP?

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Leriff.8362

People need to grasp something really important about this game. I am sorry for those that were having a laugh for the last month in pvp but it is going too far.

Okay. Let’s say it, loud and clear.

1 TOUGHNESS > 1 VITALITY

Translating into normal language:

In this game, or more like in the current state of the game, TOUGHNESS IS BETTER THAN VITALITY. Therefore, LOGICALLY, if you think you’re ‘’defensive specced’’ with vitality (knight’s amulet and such) YOU ARE DOING IT WRONG. You should have WAY WAY WAY WAY WAY WAY WAY more TOUGHNESS than vitality. I hope the caps helped I really really wanted you guys to see it.

Conditions are unaffected by toughness so I’d much rather have vitality than toughness. Tested 2 sets in pvp and I’d much rather have the vit over the toughness.

Vitality, however, does not defend you from burst. You have condition removal abilities for conditions. In this current meta, where burst is so valuable, he is correct. Toughness is more important.

Why I do not play in lower level zones

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Posted by: Leriff.8362

Leriff.8362

I recently reached lvl 80. I have been going to lower level zones to get map completion.

I don’t know what most of you are talking about. I’m not loosing money… I’m still making money, but at a slower pace.

Not sure if you folks are dying constantly or what’s going on… but I’m NOT having the same experience at all.

Zone completion gives you a huge net worth of money, as well as hearts giving you money upon completion.

Now, those of us who have world completion do not have that to fall back on. The only money you obtain is from events and drops. As event money has scaled down, and drops are only a chance at your level, it is not cost effective to do so.

Do not say: “But, you go to those zones to have fun!” I do not care about that, otherwise I would mention it. It is irrelevant to the point I, personally, am discussing. While fun does indeed make the cost worth it, the fact remains that rewards were supposed to always scale to your level. That’s why you were downleveled. If rewards do not scale to your level, cost shouldn’t either.

Instadeath: Is this really PVP?

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Posted by: Leriff.8362

Leriff.8362

Backstab, Kill Shot etc etc…

The game is balanced for PvE, not PvP.

Incorrect. Guild Wars was, and most likely always will be a PvP game. In fact, ArenaNet wishes to turn it into an eSport. The game is very much balanced around PvP.

Can you let me know when that happens?

As I have never seen you do anything on these forums but complain, I will try, but I won’t make it a high priority. My apologies for that.

Instadeath: Is this really PVP?

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Posted by: Leriff.8362

Leriff.8362

Backstab, Kill Shot etc etc…

The game is balanced for PvE, not PvP.

Incorrect. Guild Wars was, and most likely always will be a PvP game. In fact, ArenaNet wishes to turn it into an eSport. The game is very much balanced around PvP.

Instadeath: Is this really PVP?

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Posted by: Leriff.8362

Leriff.8362

On the point of well-rounded builds, the main issue is with the thief profession itself.

Many people have well rounded builds on all professions. The thief does not have many, because of initiative. Due to the ability to spam a single ability for a certain cost, and the use of that cost locks other abilities, point for point, whether for offense or utility, it is generally better to spam one ability than to focus on using many of them.

That is why most thief builds focus on one ability, be it Pistol Whip, Heartseeker, Death Blossom, Backstab, Unload, the ability I can never remember the name of (P/D) that puts 8 bleeds on the target when you shoot out of stealth, or Cluster Bomb, or any I have forgotten to mention here.

The idea that you can spam your abilities is what separates thieves from other classes, but also inhibits them from having well rounded builds.

While I am not saying it is impossible to have a well-rounded thief build, generally, a well-rounded thief build will lose to a specific move focused one.

Why I do not play in lower level zones

in Guild Wars 2 Discussion

Posted by: Leriff.8362

Leriff.8362

I find I spend MORE money in zones that are my level. When you go to a lower level zone you are more powerful if you drop levels down, as opposed to actually being that level, that lets me zerg more stuff, pull multiple mobs, die much much less with less if any repair costs. Travel costs still stink, but that’s something I’ll never understand. It is nice to be able to solo champions and such in lower level zones and not have to worry about other players being on when you can solo a DE.

I do agree though that the rewards need to be looked at.

You’ve just proven that the downscaling system doesn’t work…

the down scaling system works… it’s meant for you to help a friend along who is leveling. Plain and simple.

Not entirely correct. It was originally stated that the downleveling system was indeed so you would go back into other zones to do them, whether by yourself or with friends. This is why we only have one “true” level 80 zone. (Cursed Shore.) You were going to get rewards based on your level no matter where you went, so the game did not need many high level zones.

I’m supposing ArenaNet realized that this would make getting experience, gear, karma and money far too easy. (Why do one event in Cursed Shore when I could do three in Queensdale in the same time frame and get the same rewards per event?) So, they implemented a system where you got a fraction of the rewards you would have gotten in a zone appropriate to your level.

It was not so much meant to be used to “help your friend,” but rather to quest with your friend, so that you could get the rewards you would in Cursed Shore, and not lose any time.

The main issue is as has been stated. Rewards are a fraction of what you would earn at current level, but costs are 100% of what you would spend at your level. It is an issue that either needs to be fixed, or more max level zones need be put in.

(edited by Leriff.8362)

Instadeath: Is this really PVP?

in Thief

Posted by: Leriff.8362

Leriff.8362

And we’re telling you, you cannot instant gib someone if they build defensively. Newsflash, having Vitality and Toughness, while good steps to being tankier, does not make you tanky. There are numerous other cooldowns, boons and et cetera that are what make you tanky. And, you can react fast enough. As a thief, and as someone who has played against thieves, I see it all the time, both from me and against me.

Also, if your entire killing potential revolves around a one minute cooldown, (not to mention the fact that the kills aren’t free, as I’ve stated above) you’re useless. Sure, you can kill someone when your cooldowns are up, but then what? You’re not helping your team, and it becomes a 4v5 in tPvP. You run around and scout, but can’t engage in any active fighting.

I see these complaints all the time. If you got global’d by a thief, it is, in fact, your fault. I can even do the math for you, if you want, as to how much damage can be put out in how much time. You’re wrong.

Official Post Regarding Thieves

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Posted by: Leriff.8362

Leriff.8362

No. Pickpocket and Whirlwind are separate abilities. You did 28k globally, not with Pickpocket.

Official Post Regarding Thieves

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Posted by: Leriff.8362

Leriff.8362

1. I never said a nerf is coming did I?

To avoid more people flipping the kitten out, I removed the aiming bat reference.

lol. “I never said a nerf was coming.”
“I removed the comment about saying a nerf was coming.”

So exactly how much damage can a burst thief do against high toughness characters?

in Thief

Posted by: Leriff.8362

Leriff.8362

When talking about balance, never, ever bring up WvW. There’s too many variables that anyone can hit.

Orbs, how powerful exotics are, et cetera.

Official Post Regarding Thieves

in Thief

Posted by: Leriff.8362

Leriff.8362

just because I say “keeping an eye on something”, that doesn’t mean we are nerfing X from orbit with a Nerf nuke – as it’s the only way to be sure. It simply means we’re keeping an eye on it.
/salute

The bat is taking aim…

Reading comprehension too strong.

Shadowstep would actually be useful in PvP if....

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Posted by: Leriff.8362

Leriff.8362

Sounds like you meant Infiiltrators signet. It is probably the most under-estimated utility we have. Knocked off of a height? Just use it to get right back up again. It also penetrates floors and walls so you can recover and get right back in. And againt a Warrior who stuns you because he uses quickness for 100 blades you can use the stunbreaker and attack him while he takes 50% more dmg from his quickness.

Many uses for it. Also, the Shadowstep utility is the best utility the Thief has.

Nor the signet infiltrator, steal or shadowsteps can pass walls or floors.

Oh I guess I am just imagining things when I run down the ramps in clock tower to recover below and then use Infiltrators Signet to instantly get back up to my target.

If that is happening, it is a bug that will sadly be fixed. In beta, they removed the ability for Shadowstep to pass through any wall or floor.

Movment Speed Segil

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Posted by: Leriff.8362

Leriff.8362

It is in combat, it is just hardly noticeable.

When you get put into combat, you take a 30% move speed reduction, so you go from moving 300 units a second to 210 units a second.

With the 25% signet, you run at 375 units while out of combat, but only 262 while in combat. It is indeed faster, but it is still much slower than out of combat move speed, and seems like you are not gaining the bonus at all.

Edit: Keep in mind that move speed bonuses do not stack. Swiftness overwrites your Signet. Only the highest move speed bonus is applied.

(edited by Leriff.8362)