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I totally agree with this. Kneel feels like a clunky mechanic and it’s only because you need to press the action again to cancel it. If the movement keys would cancel the ability it would feel so much more fluid. I would love love love to see this change.
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Thief finishes almost dead player… OP
Thief runs from a fight he lost…. OPDont make a fool of yourself, it has never been saidthat it was OP cause it could finish low HP players, its BS cause theres no counterplay attached to some of his mechanics, and so hes forced to abuse them cause the rest of his kit is bad. I dont udnertsnad all the kitten forum warriors here when itsnot about getting some rolling nerfs to thieves, but rather make QoL changes to obv bad mechanics
I was only referring to
“1. You encounter Thief.
2. Your health is low and your defensive skills are on cool-down.
3. The Thief will chase you down , you die , you have to wait for the re-spawn.
4. Result = The Enemy Team will gain more points.”
I mean really… if your health is low and your defensive skills are on cool-down, and your still in combat… there’s not much you can do v.s any class. Thieves are the most mobile and they sacrifice defense to be the most mobile. Meanwhile there are other classes with more defense who also do good damage and can teleport to player. (Guard, Rev are two.)
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Thief finishes almost dead player… OP
Thief runs from a fight he lost…. OP
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20 people couldn’t time an ability to hit between dodges?
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I’d even spend Gems to purchase additional build slots….
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If you want pvp community to grow…
2v2 maps + que system = profit
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…………..Hacks!
:)
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NEW: Sigil of Ruthlessness: Gain 5 might (3 seconds) when interrupting a foe.
All x/p thieves are gonna love this.
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Would be nice to have less bag, and boxes inside bags and boxes. Maybe a way of having less loot would be less loot but more quality loot. So instead of getting 5 masterwork get 1 Rare. Would be less to salvage that way and it would be the same approximate monetary value. If this could be done across all rarity then we’d have less loot but the same value.
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When reducing “Raw damage output” make sure to look into Condition damage in PvP as well. Maybe even revert PvP condition stacks to stack in Duration rather than intensity, or a mix of both maybe.
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Sigil of Bewilderment
50% Chance on Critical: Daze (1/4 sec).
(cooldown 30 sec)
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Join me and we will form up a 5 man. We’ll just throw 5 votes at it every time it pops up. I’m usually on around 9:30 EST. I’ve been after the “Silent Killer” title myself!
Luto Locke is good guy AND a hot dad :O
Awe, Thanks! ^_^
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Join me and we will form up a 5 man. We’ll just throw 5 votes at it every time it pops up. I’m usually on around 9:30 EST. I’ve been after the “Silent Killer” title myself!
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So I was playing a few pvp matches last night and noticed that projectiles seamed to be hitting me after I went in stealth. I know that if its cast before you stealth it will hit but I was sure I hit stealth before the cast of the projectile.
Then I was fighting another thief on mid and as he was running away I saw him stealth and fired a HeadShot right after he vanished and it downed him…
Anyone else noticing weird behavior of projectiles and stealth?
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Used to love staff thief… tried to play it last night, and it feels so awkward..
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Hoping that the majority of the team is working on an expansion.
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All this talk about making S/D viable again… wish they’d just revert sword 3 (Larcenous Strike/Flanking Strike) back to the way it was, decrease after-cast of sword 2 (Infiltrator’s Strike/Return) and then increase the auto attack speed slightly while decreasing its damage per hit to be fair. I don’t think these would be game breaking, but it would make sword feel a lot more fluid.
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You do realize nerfing D/P wouldn’t make other weapon sets viable, correct? You take away our meta build and we’re left with sub par builds, 1-1 = 0 just wanna point that out real quick. As Sindrener pointed out multiple times there would need to be major overhauls to the other weapon sets or the other HoT specs to make them viable. Nerfing D/P won’t do that at all.
You do realize that if D/P never will be nerfed then core thief will be nerfed and no other set will ever be viable again, right?
I don’t give a whatever about whatever sinderer says or thinks, sorry. He only knows D/P and that’s ok, but he would need to know some other sets to have a valid opinion.Sind used to main S/D.
pretty sure he was always d/p its seizer that use and still does main it.
Oh crap insert foot into mouth your right… I was thinking Seizer… Sind did play a bit of S/D but I don’t think ever main it. You guys should give S/P a go. It’s a lot of fun with Pulmonary Impact pistol whips.
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You do realize nerfing D/P wouldn’t make other weapon sets viable, correct? You take away our meta build and we’re left with sub par builds, 1-1 = 0 just wanna point that out real quick. As Sindrener pointed out multiple times there would need to be major overhauls to the other weapon sets or the other HoT specs to make them viable. Nerfing D/P won’t do that at all.
You do realize that if D/P never will be nerfed then core thief will be nerfed and no other set will ever be viable again, right?
I don’t give a whatever about whatever sinderer says or thinks, sorry. He only knows D/P and that’s ok, but he would need to know some other sets to have a valid opinion.
Sind used to main S/D.
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You think Pulmonary Impact is good with D/P, you should try it with S/P. Just adds another interrupt on the build lol.
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So it is Pulmonary Impact that you think needs a nerf or HeadShot?
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removing everything that made skyhammer skyhammer (annoying as hell) was a really great move imho.
i’ll agree i’m not a fan of the khylo change, unlike skyhammer which had a thread of over 2000 people saying “this is stupid/annoying…” i don’t think i’ve seen anyone complain about khylo.
infact my only criticism is that the trebs should have been removed,
and this change has made it easier to repair them.
Yeah, the majority of players hated old Skyhammer. It was a fun map though because it was different and relied heavily on knock backs/pulls/cc.
The new Kyloh is equally hated by many though. It’s ridiculously boring now and instead of being a map where you had to have some rotational strategy it’s now more about winning the initial team fights. Oh and here is a strawpoll that was made to see who liked / disliked the changes. http://www.strawpoll.me/12296891
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With the recent poll in place from Arena Net creating the possibility of locking professions upon accepting the que, I wonder if we can expect to see the elimination of class stacking. I would love to see class stacking taken out… class stacking creates some hard counter / impossible to win team comp match ups.
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I think the new achievements are awesome. Kind of funny though, looking back I know a lot of us have already technically completed all of these “new” achievements.
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Khylo used to be my favorite map. Yes I play thief, and yes I feel like thief had a serious advantage on that map. Just like Warrior, Engineer, Dragon Hunter, or any other “Team fighting” class has an advantage on Legacy of the Foefire where team fights win the match. Thief has its on niche and it’s not team fights, so of course it’s going to feel like a nerf when Khylo is so simple to rotate it’s basically dumbed down to the complexity of Legacy of the Foefire. I guess Temple of the Silent Storm is my new favorite map… until they remove the multi leveled areas from that map as well.
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Wish I could opt out of Legacy of the Foefire… it’s marked as my “Favorite Map” even though I’ve never voted for it lol….
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It’s one of the only stun breaks we have, it’s our best condi clear we have (and still required you to return to your previous point.)
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I like your idea of Sword 2 granting stealth!
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Speed up Sword Auto, speed up cast time of sword 2 and 3. Staff (a two handed weapon) does more damage than sword auto and hits way faster….
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Tons of blocks? Huh?… maybe 1 if you use the correct utility lol. Just keep in mind a thief has to keep moving and keep evading or he dies. They are the squishiest class and that’s why they have the best mobility and evades.
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So I swapped out Daredevil and its delicious healing skill for Deadly Arts
There’s your problem, you should have swapped out Acro for deadly arts. There’s a reason most builds are built on Trickery, DA, and DD. Although I’ve been having fun with a Trickery, Acro, DD Sword/Dagger build. :P
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Another patch pushing the condi meta… disappointing. Here’s to looking forward to the next balance patch.
“The team is still observing the changes from previous balance updates, and we’re looking to fine tune the profession so that it maintains a unique roll in the game without breaking it’s core philosophies.” (We have no idea how to balance this class.)
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It would increase que times but, it would be nice to block specific maps from que like you can with Stronghold. Even if you could only block 2 specific maps at a time or something, it would still be nice to not have to play certain maps. For example: In my pvp stats it says that Legacy of Foefire is my favorite map… even though I never vote for it and it’s just my luck that it’s the one that gets the most votes all of the time.
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Defeating the enemy team is a great reward, especially when going against equally matched opponents. (Happens sometimes!) The legendary back piece was pretty cool to get too. It would be cool to see some new hard to get rewards in pvp though, and reward tracks are too monotonous to consider an achievement. The reward tracks are nice at giving some loot while just playing matches, while a reward would be something to work towards.
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Forced to reroll, or forced to listen to the constant trolling. Thieves are the scapegoat for any mishaps your team may have. Home lost? Thief’s fault. Mid fight lost? Thief’s fault. Far not decaped even when a DH is sitting on it? Thief’s fault. Team member afk’s due to thief hatred. Thief’s fault.
Fact is, as thief you have to put tons more effort into performing well for your team and no matter how well you do you’ll be flamed on constantly for things outside your control. Even when you make a justifiably small error on your part it’ll be blown way out of proportion and the world will end.
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I forgot one last thing: Shadow Form
Ooooh yes! Shadow form s/s with a #3 move similar to Unrelenting Assault on Revanent! Just imagine s/s thief fighting like Night Crawler from the X-Men combined with Daredevil dodges. Mwhahaha.
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Would be cool, but I think some of the restrictions will turn people away. Vanilla builds would be fun, if we could get vanilla traits back. Also, restricting thieves from Shadow Arts and thieves guild hurts my soul.
Then people would just run Improv, SA and thieves guild. Stall in stealth until you hit the jackpot double thieves guild refresh with improv and go burst. One of the top 1v1 cheese builds.
There is no guarantee that Improv will replenish Thieves guild. Also being unable to use Daredevil trait line and Shadow Arts trait line and no carrion amulet really limits what a thief can play. Could just create a build and say thieves only play this build.
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Would be cool, but I think some of the restrictions will turn people away. Vanilla builds would be fun, if we could get vanilla traits back. Also, restricting thieves from Shadow Arts and thieves guild hurts my soul.
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Come on guys stop beeing all salty after we got a dev answer.
Josh, I suppose you won’t give us an answer about what are the change. But can you at least give us the areas ? Is it a change about the MMR, pips system, leagues, seasons ?
It’s too early to give concrete details. First we need to finish up development and then run through our internal “it is ready to ship?” process.
In short, we agree with a lot of what has been discussed on these forums. Leagues need to do better in the prestige department, and the pip system can’t really support that. If you’re in legendary, for example, you should truly be in the highest percentiles in terms of player skill. Leagues also need to feel more rewarding, especially once you’ve landed in your correct division. In the current system, the rate at which you earn rewards slows down significantly as your climb becomes more difficult in the later divisions – but you should still be rewarded for playing in your correct division, even if you can’t progress any further.
Another area of focus for the team is improving match quality. I can’t go into detail here (it will be better explained once we can talk about the entire scope of changes), but I wanted to let you know it’s a priority.
-Grouch
Remove class stacking. This would help a lot with the various balance patches and what classes become “OP” or the flavor of the month. The only issue with this is that maybe in ranked a player would be locked into playing the class they que with. Similar to how a player is locked into a specific build once the match begins. Understanding this would increase que times, its a sacrifice that many of us are willing to make.
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Shadow Refuge with Resistance and Stability?! While I agree it is a little underwhelming in its current state, adding these two boons would make it quite over powered for rezing/stomping.
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My question is why do thieves have this nerf to stealth attacks while other classes with stealth are unaffected. (Mesmers I’m looking at you.)
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If we could just prevent class stacking that would solve a lot of the imbalance issues we face.
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Nice video and even better message man. At times it is hard to keep the head up, like when people on your own team afk from start because they have a thief on their team. Or when the Guardian on the enemy team calls you bad for not pushing far when he’s camped on it. Sorry enemy guardian… as a thief I do not wish to 1v1 you… lol
It’s nice to see a little sugar in the PvP land of salt.
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I’ve been dreaming of sword OH for a looong time.
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Staff thief still does really good damage, and is fun break from d/p. The stealth nerf is a bigger concern but like previous stealth nerfs, its just something else to adapt to. Thief is still fun and it’s in a good spot right now. Just need to play to it’s strengths.
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Love this.
I think one of the issues we face is the ease of condi application vs removal. Especially for some classes. Hopefully we will see some of the passive game play go away in the future. Remove the passive blocks, evades, and condi application and this game would improve greatly.
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But the buff to Venom Share makes us all want to play Basilisk Venom in pvp.
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I love seeing Capricorn in it’s new form, and I’ve been having more fun than ever in PvP. It’s a thieves playground given the size of the map and thief mobility. I’ve even been able to have fun after the nerf to thieves attack from stealth. The buff to Venom share makes up for it in some aspects.
The new Living Story has even taken me out of the mists to enjoy… scratch that, Greatly enjoy the new map and story line. I haven’t enjoyed PvE this much since launch. It’s quite refreshing.
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Created this topic in the PvP subforum as well, but wanted to see if anyone else experienced the downstate bug aside from PvP. Here’s a link to a stream highlight where it happened in Capricorn. Skip to about 1 min in.
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