while the gameplay is good, i can’t dodge the fact that the design flaws in doing major damage while negating damage is hurting the game in every aspect.
The video is gr8, i still cant enjoy it due to the above mentioned aspect.
I hope one day ANet gonna employ people who are capable and willing to develop this diverse game in its every aspect.
the endurance loss on S/D is noticable (together with c.vigor). The skill is still best in spot though.
yo man! not so fast! we gotta test the changes they made first for a reasonable time! Kappa
sup?
eZ tooltip fix inc. Like in dh f3’s case
a lot of things should be changed across all the classes. these dodges are no exception. Mindless broken stuff should be removed from them ie: dash clensing immob and bound being leap finisher. The condi dodge is prty kitteng strong for both condi and power but it doesnt lack counterplay that hard as the other 2.
just tested the pathing… i have to say i not only have to vomit from the structure changes, but the amount of non valid paths are absurd.
the whole red side wooden ledge at mid in non valid, while blue side is fine. could you actually test stuff before release?
(edited by MadVisions.4529)
class balance? ¯\—(:/)—/¯
If you’re in an outnumbered situation, down one guy and force the other to blow CDs to pick their friend up, get the hell out of there.
Some classes got broken rez power w/o investing much. Cough cough engi.
I’m totally aware of how to act in these situations optimally, but i’m not happy with it.
all i see is a Henry-bait
Thing is, you can be multiple times better than your opponents even then it is still immeasurably hard to win outnumbered situations.
The main reason behind this is how downstate works. I find the concept about players who got outplayed and downed be able to perform heavily offensive actions from the ground while being able to be brought back a bit flawed.
If you outplay your opponents in a lets say 2v1 situation(where this problem peaks) and meenage to down someone you probably had to waste enough resources to do so therefore unable to stomp/cleave safely to end up in a 1v1(where you are exhausted). Minor cleave isnt enough to stop the vast majority of calsses from rezzing theyr buddy, also if you do so the downed person is going to be pressuring you while you pray to the gods that your cds come up before the engi/druid outheals your cleave and you can start from the beginning with even less hp and ofc downed percon having cd’s up.
Gw2 is really fast paced, but lacks on visible “big plays” heavily. I feel like being better isnt rewarded enough and changing downstate should give a big swing to that. Carrying a team would actually be a thing couse you would be less hindered by opponents second third or fifth chances couse pubs aren’t coordinated enough to downcleave or unable to 2v1.
GW2 is a really unique team game. Others with similar matchmaking and behaviours have in-match progression system where better players can build up stat advantage overtime or the game is fast paced enough to immense knowlege about positioning and reflexes can overcome the outnumbered problems.
I wont propose to remove downstate couse it would lead to much tankier slow gameplay and its the part of the game since ever, but i really want to hear what your opinion in on the topic is.
What do you think downed persons atacking/casting a skill cancels rez sond like as en experimental step? what about being downed freeses cooldowns?
Temp ban for fake kitten self blowing post pls?
The buffed immob on #2 feels really solid. Makes you able to set up combos way more relyably. Like #2 kick double gunk etc.. I used jump cast regularely and it was overall better than extra range, i dont want mesmers jumping with shield though so meh…
The return being instant would be stupid op. It is already the best positioning skill in the game. Jsüt los cast it if dp is camping you or whatever.
Thing is Its horrible Hard to dps certaim classes if they avoid your flanking strikes couse doing so maintains theyr defensive boons.
imo major tactical strike buff, more heal on evade and #3 cycle or autohit rework by itself would be the best choice. The #2 return needs to stay the same, making it ~instant would massively dumb things down.
Atm the build has to be played 100% perfect(you need to dodge every meaningfull skill even if its qiuckness casted with 1/2 base casttime) to not instalose and even then it may get drained off by fields and instants.
Autohit rework ideas:
1) redo the on attack benefits. Think about it.. you rarely got to finish an autohit chain to get to #3 where all the benefits come from, it’s just too slow and you get barely anything at the end. Funny thing dagger gets all the benefits that would suit sword much better. 2s weakness/cripple does nothing at all while more endurance and 6s poison would help vs the massive overtime helaing that 99% your opponents rely on. At least make #2 do something special like move cripple from #3 to it.
2) make #2 hit twince like on dagger.
3) lower damage and speed up hitting process overall. (posibly with lowering aftercast even more)
You probably dont realise how many trash players there are couse most are playing forgiving low risk high reward builds. Necro isnt one so if someone is bad and plays necro it’s highly noticable.
happens really often. Stuff like this is around since a long time. Same thing happens with engi pull and all similarely working mechanics.
Its not only capable off 100%->0 you with fall dmg but also dragging you into terrain where its no way out.
To talk a bit about gua pull. Its kinda frustrating that it’s unblockable and also almost instant. I dont mind the “pulling part” being unevadeable etc, on most classes you have plenty of time to apply stab regularely. But it’s cast is really hard to dodge, on classes that have little answers to it this is a serious issue.
yo! can we have less (0?) skyhammer in the rotation?
“Yeah, I got this, I’ll land. WHY THE kitten DID I MISS???”
99,9% of times you run towards your target with swiftness and he is running towards you you try to c&D, but you continue pressing forward. This leads to you two running through each others modells and c&D hits air behind your target. This can happen even if you precast it with steal,but with inperfect timing.
thing is… if you feel like you gonna miss c&D you can just stow weapon it. In pve you dont even need to worry about it getting random dodged/blocked/aegis’d/blinded.
What? ANet and feedback in the same sentance? newer gonna happen
Thing is… c&D is worse than ever on any build since the stealth attack cooldown nerf. It indirectly nerfed c&D by a huge amount, it devestated the offensice use of the skill. If the opponent neglects your stealth attack by any way, be it aegis, evade, whatever it has a huge time gap ready to take a breath and regen. Sealth attacks dont turn back to autohits once they miss so you are locked with q on cooldown, mening you have to waste further initiative to keep up pressure. (+ 3sec window makes you rely on one max 2 opportunitys to land backstab or whatever)
Nerfing sword and sb stealth attack together with backstab was totally unnecessary. This made offensice c&D for builds like s/d even more risky than before. c&D can still find some defensive use, but the skill needed some love even before this… feels like ANet went with the “easy way” once again, without looking into the situation
Thieves have the highest sustain in the game.
lul. define sustain pls. i guess you have a huge tonn of confusion when talking about this concept
nvm found it:
Sustain = damage avoidance. A thief can sustain for a long time as they can chain about 9 dodges in a row. In addition their heals are very strong and heal for alot. Their sustain is amazing.
sustain != damage avoidance. It has much more to do with handling pressure. Even sword builds got a hard time contesting nodes vs any opponets. Dodges are faar from enough to survive constant pressure couse its an active defense move, which doesnt let you perform actions while being defensive. There are trillions of things you gonna be unwilling to dodge, but still getting pressured couse of field effects, instaprocs, etc.. you need defensive boons, fields, constant off healing skill regeneration and a tankier amulet to get close to the “sustain” you are talking about
(edited by MadVisions.4529)
Hey!
What keybind do you use ? because so far I haven’t used one that make me confortable yet.
i dont use key to look back, i usually just leftclick turn my camera. Got about face binded to the key next to lShift (í or < on my hungarian keyboard, not sure whats it on eng ones), however meta build doesnt have backpedaling skills like withdraw atm it still helps you wih movement and “jumping puzzles”. Also you can about face HS if you are running away (pressing left click does the same in this scenario if you are already looking back so its not required to pull this off).
discard that friend and find a better one.
so cruel… :’D
NIce mate, the rope meme was hilarious too iso the s/d clipps you referred to in the description
I hope you dont mind if i point out some scenarios you can improve on.
- you use improv but barely utilize the stolen items. Try abusing them as much as posible, you even have double of them with that awesome trait ^^. You can just spare so much init and cooldowns while applying brutal ressure thanks to them.
- Most of the time you dont look back while running/kiting away. You should allways keep track of enemy animations so you dont get surprise pulled, ported etc… Also keeping an eye on angles where people can +1 is necessary (sPvP)
- There is no problem in HS ing into autohit for damge but i feel your HS-ing is a bit all over the place. Try counting on abilitys that going to be casted and spare initiative for them, IE rapid fire, rush, etc… it saves you dodges while dealing damage.
- Didnt happen that often in the clipps and you are probably fullyaware of this, but PI reveals you if you stealth after ruping something. This could have costed your life really eZ.
Liked. Moar pls
Oh really you can’t be CC’d?
My favorite is still the most on topic one: getting basi venom procced by PI, which cannot be evaded so can Sone you mid dodge making you vulnerable no matter what.
FYI This can cancel stuff like reve sw3 aswell.
acro staff thieves
ahh… you mean there we have A “viable” build and how dare we think thief deserves more than one couse other classes lack diversity aswell.
Also i can’t really understant why people can’t go with PI getting dodge-able, it would solve multiple problems while seeping some brain into both playing as and against a thief.
The backstab nerf? You mean it doesn’t crit for 12k (or 18k in wvw) anymore? And you still think this nerf wasn’t necessary?
love how uttely clueless people are allowed to post here
make sure you read this aswell: https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-26-2016-1/first#post6257502
love people talking improvisation as if its an actual trait and not just a part of kittenty meme builds that run 6-0 skills from the same category
?
if you can’t utilize stolen skills, just run executioner.
I cba about skill reset. 2x stolen abilitys is already better than ~10% overall dmg. Can’t really explain how much better it is if you got duplicate of them is you are just thorwing them around aimlessly. Stuff like 2x plasma, guaDaze, gunk, ice, reveMissile, fear make a huge diffrence in a small scale fight. These abilitys just straight up mess the classes up with the right timing.- Plasma just makes you win all hp treades. one more plasma one more favorable trade
- Gua daze is best if you use it on someone else who is with the gua in a fight and mess him up, if you just +1 gua in 1v1 make sure you dont breake it into stabi and aegis and aim it the time panic strike procs’. (this skill also procs PI if timed right)
- Gunk has one big flaw. It can be reflected by the engi with multiple tools couse it’s still not unblockable. If you play around engi’s CC neglecting passives and reflect, best way to use it is to 2x gunk into immob or basi venom. That just straight up puts them into mini form
- Ice ele any time it lost >20% hp then ice again after it clensed it. (pls count with water attument)
- reveMissile just needs to be landed. You already got the adv over reve, having 2 of this just gives more.
- Fear got a long animation, try to los/stealth cast it to make it harder to dodge, then jus follow up and win hp treade. Dont use it on stabi obviously, but reaper form skills are good targets. If you find yourself in a messed up timing and necro would for example heal while you cast it, dont hesitate to stow and HS, its more secure. (this skill also procs PI if timed right)yeah having another trait, this time grandmaster, that relies on landing steal is just the thing that thief needs
oh and that trait amplifies stolen skills, one of the most useless and poorly designed profession mechanics in the entire game, the only other profession skills that can match their uselessness are certain toolbelt skills of engineer
and on top of that you need to give up a 20% damage boost for that, for your referrence a 20% damage boost under 50% hp in certain situations can be much better than 10% overall damage since it will help you to burst the target down before they can save themselves
also given that lowering a single skill damage output by 15-20% is enough to heavily shift the balance of class or destroy a certain build entirely and you just remove from your entire damage output 20% of burst damage that helps finishing focus targets off just so that you can throw gunk twice, nice job
can anyone pls decode this? i dont get it..
u want improv baseline? u feel u can’t use improw couse u’ll lack damage, but you dont wanna use improv couse its trash anyways in your eyes? what? you are ranting about stuff thats irrelevant in your context and most likely can’t use it properly.
love people talking improvisation as if its an actual trait and not just a part of kittenty meme builds that run 6-0 skills from the same category
?
if you can’t utilize stolen skills, just run executioner.
I cba about skill reset. 2x stolen abilitys is already better than ~10% overall dmg. Can’t really explain how much better it is if you got duplicate of them is you are just thorwing them around aimlessly. Stuff like 2x plasma, guaDaze, gunk, ice, reveMissile, fear make a huge diffrence in a small scale fight. These abilitys just straight up mess the classes up with the right timing.
- Plasma just makes you win all hp treades. one more plasma one more favorable trade
- Gua daze is best if you use it on someone else who is with the gua in a fight and mess him up, if you just +1 gua in 1v1 make sure you dont breake it into stabi and aegis and aim it the time panic strike procs’. (this skill also procs PI if timed right)
- Gunk has one big flaw. It can be reflected by the engi with multiple tools couse it’s still not unblockable. If you play around engi’s CC neglecting passives and reflect, best way to use it is to 2x gunk into immob or basi venom. That just straight up puts them into mini form
- Ice ele any time it lost >20% hp then ice again after it clensed it. (pls count with water attument)
- reveMissile just needs to be landed. You already got the adv over reve, having 2 of this just gives more.
- Fear got a long animation, try to los/stealth cast it to make it harder to dodge, then jus follow up and win hp treade. Dont use it on stabi obviously, but reaper form skills are good targets. If you find yourself in a messed up timing and necro would for example heal while you cast it, dont hesitate to stow and HS, its more secure. (this skill also procs PI if timed right)
Please, show me on the doll below where the bad Thief/Mes/War touched you…
golden! :’D
@Lordrosicky.5813
could you elaborate on how other classes are “fine” compared to the ones you listed?
Sure the ones you listed are one of the best to carry a game if you are mechanically better than the majority of your opponents, but i’d quietly point out you dont worth shlt with them without proper supports and brusiers for medium/large fights in your team.
Skyhammer isn’t pinned in ranked. It’s a potential option but it’s not pinned.
edited post so you can’t misunderstand on purpose, no matter how hard you try.
hi!
Not to bother, but could you dropp skyhammer from ranked rotation if you are already there? It isn’t really grown up to the task yet :S
(edited by MadVisions.4529)
Implement voice comms in PvP and 5 randoms instanly become a communicating team.
Even if only 1 of the 5 has a mic.
Amazing.
this helps
I can only come up with the GW1 example.
There you had 8man premade only ques for the relevant pvp modes. It worked yes, but at the same time you spent a lot of time in the lobby just to look for members who can play the role you need and meet the rank requirements of your group.
As much as i support Team play in any game, i think this 1-2 man ranked que is fitting GW2. What ANet should do to revive team play is to reimplement automated tournaments.
Being able to register and meenage tornaments IN GAME without any third-party website and organisation would get around people’s lasyness on forming teams.
gunk is a powerhouse. now you can actually land it, not like before. It has a strange bug with turning while cast messing up its destination, but overall its really handy.
It could only be better if it would be unblockable aswell.
as for stolen items in general, i think they are brutal OP if you run improv. The only one that gives me the FacePalm is the druid one having cooldown. It has no offensive use, water fields dont stack effect, i dont see why this skill has to be the same no matter if u use improv or not.
Trash talk before the game starts as much as possible to draw the global aggro. When they realize you’re not at mid at least 1-2 will split off to find you.
but how to trash talk without being reported for it ?
dont mind getting reported. Half the community would be banned if ANet took every sensitive kid seriously.
Also misreporting on purpose doesnt get you in trouble aswell.
System works as intended
thief stolen skill thorw gunk is now ground targeted, however it shows some wierd (i hope unintended) behaviour.
once you start casting and you turn with your character in the animation, the destination of the projectile is changed with the angle you turned from the original cast.
Example vid: https://youtu.be/JhqBe5wneH8
fix pls
One suggestion I have seen is to make the pulm. impact proc dodgeable. That also opens interesting counterplay to try and force or time dodges to prevent the damage.
It also doesn’t significantly reduce the dps of thief.
last time i suggested this on Sind .tv chat prty much everyone agreed on this beeing a good sollution.
Not only allows some playing around PI damage, but remowes the cancer PI→BasiVenom aids through dodge mechanics aswell.
Or just dodge it, block it, reflect it, destroy it, apply Stability, use an Invuln. And so on there’s counter play to it just saying.
Let the salt flow!!!
intresting how you didnt say projectile hate/LoS at #1 place
EDIT: impact is stupid tho by design…
one of my frieds had the same issue. he connected ANet staff and they exchanged the armorpieces for him manually
- kite around no valid path spots (there are so many i can’t even count). terrain abuse is your best friend!
- dodge venom
- dont cast obviously long skills if you got focused hard, also try casting heal and other key abilitys in LoS
- cc when its casting DD-heal, 5→2, venom
- Handling weakness as D/P is rather difficult
- win the outnumbered fights till its decapping/+1ing other nodes
- ????
hope i helped
Why it’s equal and fare if you skilled you move up.
playing with people 3man capping nodes isn’t that exciting if you are above average
I don’t understand why Anet doesn’t do faster SPvP updates. Why is it that when we find out something is super over powered or even when there are broken things that we don’t hot fix these over night or even over the week?
There are so many problems every season with the classes that this needs to start becoming a thing. Each season there is always one or two classes that need a small nerf i.e. this season warriors are stupidly op. It would be really nice to have soft nerfs during the season so it doesn’t become complete trash like it always is.
Guess they are not willing to pay competent people for doing tests for them. Devs cant test things they come up with on every level of gameplay themselves, they should get help with that. They are only able to make small little stepps in the dark or jump forth into a ravine, couse the real effects of the changes they make are only going to be seen if they are launched to the big public.
As for the weaponset i feel like it has werry little limitations. The build i am running got decent damage, thats no problem. If you feel like thats what gates you ill link my build bellow.
S/D was the ‘MAN’ slash ‘FIGHTER’ of pvp, now it’s basicly a revenant with more mobility and faar less potential. The role you have to fill while playing this spec can be outperformed by reve if you play the 2v2/smallscale fighter or D/P if you play the roamer.
I’d point out 2 more important things that gate thes spec.
- its natural weakness to blinds and D/P thief overall. Since D/P is in the core metagame you are going to face at least one/game.
- however it supposed to be a fighter class its sustain is laughably low to be able to keep a node while fighting an opponent. It relyes exclusively on active defenses which are countered by AoE/field based abilitys in these scenarios (EDIT: also instant/proccing traits/abilitys/sigils.)
(edited by MadVisions.4529)
While I try and play all weapon styles as theif, I justy have a natural affinity for s/d. How are the recent boosts to the style affecting the performance in pvp?
The longer port gives it the engage potential of d/p and the rturn on infiltrators the disenegage on p/d. this should make it work much better and push to rivaling d/p not so?
D/P is still superior.
i’d say the changes to SW#2 makes it worse. Jump casting was more inportant than that extra range
Had some fun 1v1 with my buddy.
S/D vs Power Rev / shatter Mes
Enjoy
In my opinion:
1. Any skill that gives invulnerability- this is a broken mechanic by design. I think it is implemented due to laziness regarding balancing (some classes have it, others don’t).
2. Perma stability. In my opinion stun breaks are enough, excessive cc also shouldn’t be present. I think excessive cc is what forced anet to implement stability in the first place.
3. Troll builds.
4. Lack of counters to some mechanics.
5. Third party healing.
1. invuln isnt a problem by itself. the problem is when specs can perform actions whyle being untargetable.
2. this is the natural answer to the major boon stripps and cc fest. the roo of the problems isnt this
3. ?
4. yeppe. Too many passive instant traits, both offensive and defensive. You can evade key abilitys but next autohit will proc whatever is off CD and you take 4k dmg…
5. ?third party == non healing skill? maybe… hard to tell in this mess what hurts the most really… the low CD on mitigation and #4 is the biggest offender if u ask me
This would be nice, but it won’t happen. Anet has a strong track record of keeping data private.
this.
we wont get public MMR numbers either