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Please create an option for Colorblind mode

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Posted by: MatthiasL.5346

MatthiasL.5346

Bumping this thread. This needs to be implemented, HoT raids are unplayable for me because of red/green colorblindness. Would be so nice if there was a setting to change colors of circles (e.g. blue circles or another contrast-color). Playing this game for such a long time and still waiting and hoping. #colorblind-mode

[idea] 4v4 conquest. Fixing SPvP

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Posted by: MatthiasL.5346

MatthiasL.5346

+1
#I like this idea.

suggestions for next revenant elite spec

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Posted by: MatthiasL.5346

MatthiasL.5346

Pretty nice ideas so far. My suggestions for next revenant elite spec would be:

Kanaxai (Guild Wars Elite Mission “The Deep”). With this elite spec one would have access to dual axes (mainhand axe) and to versions of his skills. For those who didn´t play gw1 here is a short explantion:
-Demonic Agility (chance to double strike when attacking in melee).
-Nightmare Refuge (block and spells targeting rev have chance to fail. If Nightmare Refuge lasts its full duration, it heals for value(x))
-Natural Resistance (This skill halves the duration of conditions and hexes applied to the creature which uses it.)

Urgoz (Guild Wars Elite Mission “Urgoz’s Warren”). With this elite spec one would have access to long bow, which would fill the lack of range the rev has at the moment.
-Forest’s Binding (For x seconds, target foe and all nearby foes move x % slower and take damage each second while moving)
-Some kind of summoning minions which would explode at enemys position.

Duncan the Black who was a powerful ritualist in Guild Wars (elite dungeon, Slavers’ Exile). So with this spec the revenant would be more like a “real ritualist” we saw in Guild Wars Factions. Some new mechanics like binding rituals (Creating spirits which attacks deal damage.) and channeling magic (specific weapon spells, hexes, lightning damage spells)
-Elite spell could be a version of “Duncan’s Defense” (Whenever revenant takes damage, Duncan’s Defense deals x % of the damage back to the source.)

Some of the skills would be clearly to powerfull the way they worked in gw1 and need adjustments to fit for gw2. However i think the mechanics are pretty interesting for the revenant.

2 major ways to improve spvp

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Posted by: MatthiasL.5346

MatthiasL.5346

Skills need longer cooldowns, not shorter ones. The short cooldowns are what makes the game feel spammy and skill-less.

Exactly this! In my opinion an energy/mana system is needed to prevent people from spell spamming. The amount of stuns each class has access to, should be reduced. Add longer cast duration of spells to have more counterplay. The combat is that fast paced, even experienced players can’t completely follow, so how should inexperienced players manage to follow combat?

Being able to “follow combat” has nothing to do with cool downs, that has to do with skill animation and telegraphs… You can thank the old revamped gw1 engine for that.

Of course it has. You can’t tell me spamming spells isn’t a problem here. You never know all cds of the enemy in combat (4v4 or even 3v3)

2 major ways to improve spvp

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Posted by: MatthiasL.5346

MatthiasL.5346

Skills need longer cooldowns, not shorter ones. The short cooldowns are what makes the game feel spammy and skill-less.

Exactly this! In my opinion an energy/mana system is needed to prevent people from spell spamming. The amount of stuns each class has access to, should be reduced. Add longer cast duration of spells to have more counterplay. The combat is that fast paced, even experienced players can’t completely follow, so how should inexperienced players manage to follow combat?

Humble Petition

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Posted by: MatthiasL.5346

MatthiasL.5346

Would love to play gw1 pvp again. Gw1 shows what exactly went wrong with gw2: there is no energy system which prevent spell-spamming. Stuns can be spammed in gw2 as well whereas stuns in gw1 were rare and had to be used wisely. All in all there was best pvp in gw1 because of the pace the game had. People could counterplay each other due to longer casting time of spells.

PvP/PVE full split IS NECESSARY

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Posted by: MatthiasL.5346

MatthiasL.5346

Eventually a split has to happen. Pve players are frustrated because game is more and more balanced around pvp, while some skills can’t be changed because they would be extremely broken in PvP and useless in pve (or the other way round). But more essential are constant hotfixes. A net said multiple times that there will be no split in pve-/pvp due to complication and workload. But if you refuse to split, then already start with hotfixes to hinder “toxic” builds to be around for months.

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

And then you have the Daredevil…

  • Daredevil – New Weapon, New Skill Type, 1 additional dodge…

It’s so obvious that the dodges need to be rolled into the Daredevil elite spec minor as an out-of-combat selection box. All of the other elite specs have tier 3 traits that strengthen them further… we only have tier 3 traits that unlock the elite spec’s mechanics. I’ve attached a rough UI to show you how dodge selection should look.

^Absolutely this!

A case for Acrobatics

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Posted by: MatthiasL.5346

MatthiasL.5346

In addition to that endless stamina + feline grace is near to be useless. As already mentioned by others the amount of endurance you get with these traits is fairly bad. Endless stamina should be at 80-100% to be worth. A-Net removed 10% dmg, boon duration and might on dodge as well. We got nothing in exchange….
Personally I think acrobatic needs to be reworked: DD is like acrobatic 2.0, so maybe consider to change acrobatic to be a bruiser-spec with access to boons which thief are lacking now.

(edited by MatthiasL.5346)

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

I refer back to my original idea: [b]adjusting Staff #3 so that if it hits, your first use of Staff #2 in the next X seconds costs nothing.

I must have missed this suggestion initially. This is an outstanding idea. Not only does it solve the concerns some people have, it also feels like a Dual Skill. It kinda has a fighting game combo vibe to it.

I like this idea! Really good suggestion. Implement please.

Stealth is not a thief mechanic

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Posted by: MatthiasL.5346

MatthiasL.5346

^You are absolutely right! Nice suggestion by the way ;-)

Stealth is not a thief mechanic

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Posted by: MatthiasL.5346

MatthiasL.5346

He actually thinks thieves have sustain like other classes. LOL.

You dont have sustain but you have stealth + regen with stealth+ condi remove with stealth and best mobility in the game with decent damage. You cant have all =)

But wait i can’t gain stealth because engi and other classes have revealed spells

I can’t regen w/o stealth and frankly that regen is quite low and won#t save me from all the dmg flying around.

Condi removal….yeah about that one…. 3 sec stealth to remove 1 condi…. engis on average apply like 5 different condis…. i have to sit 15 sec in stealth to clear them……

Thieves have best vertical mobility but by no means “best” mobility….

Define decent dmg? Are we talking about 3k backstabs (because this is normal, 7-9k backstabs require might stacks, executioner, vuln stacks and squishy target)?

Have it all? Oh rly? Thief is ONLY class in this game right now that has to trade off dmg for CC, has to trade off defensives for mobility, has to trade off CC for dmg because of initiative and the way stealth works. NO OTHER CLASS DOES. Do you see thieves spamming stuns and doing high dmg and having multiple defensives with ports? NO.
Unless there is some secret build that can do it. Please show me.

^nailed it dude!
It has to be ignorance or just trolling by Babylon.8972… It would be the same if steal disables F1-F5 from engie. And after complaining that this would be op cause loss of survivalbilty and dmg, I would answer: “hey, you can still block, knockback and use your elite… You can’t have it all”

Stealth is not a thief mechanic

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Posted by: MatthiasL.5346

MatthiasL.5346

You mentioned 2 possible solutions which I thought of as well. It could stay the way it is but then stealth skills should be much more rewarding (dmg increase, daze duration increase, buffs or other effects). They even said on stream that other professions will get access to reveal-traits or -abilities.

Bandit's Defense 15 sec --> 10sec

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Posted by: MatthiasL.5346

MatthiasL.5346

I’m ok with bandits defense increased cd if the knockdown will be 2,5 sec and/or the block itself gets a duration of 2sec

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

Hey all,
here’s some other changes that happened today.

note: There was a bit of feedback that the auto-attack wasn’t up to snuff. We took a look today and decided that it was quite the case, being that damage on this weapon set is more localized onto the auto-attack.
Staff Strike: Increased damage by 5%.
Staff Bash: Increased damage by 18%.
Punishing Strikes: Increased damage by 20% per attack. Added a missile reflect skill fact.
Hook Strike: Increased damage by ~250%. note: The damage is still on the lower side for the weapon, but now deals more than practically zero. This ability is intended to set up high damage combos through crowd control, thus we’re trying to keep the damage lower than other from-stealth abilities.

Weakening Charge: This ability is now targeted, with the animation being cleaned up a bit. Distance traveled is slightly less, to increase the ease of landing multiple hits on a target. Reduced aftercast slightly (120ms).

Debilitating Arc: Included an evade fact. This ability continues to evade from the start of the ability.

Impaling Lotus: Removed the hidden initiative cost.

EDIT FOR BOLD!!!!!!

okokok…. Now where are going somewhere.

I have a question where do you want the staff to be damage wise? Right under Dagger? or between Dagger and Sword?

My suggestions:

Bandit’s Defense: CD should be reverted back to 10 seconds.

Especially because Berserkers have the same exact break skill, that grants adrenaline. Ours give Knockback, but it’s not anymore dangerous than extra adrenaline for each ennemy around the berserker.
Seriously, we need a reliable breakstun.
https://wiki.guildwars2.com/wiki/Outrage

Vault: Dodge effect on jump. 5 Initiative is reasonabe, but if this is too much, keep it 6 initiave, the dodge effect is must. Jumping around to smash people is an extremely flashy and attention seeking effect. It’s either this or taking 7 out of 10 Rapid Fire arrows while using Vault.

Hook Strike: Your argument is completely reasonable. I am not going to question that.

I’m ok with bandits defense increased cd if the knockdown will be 2,5 sec and/or the block itself gets a duration of 2sec

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

Just a sidenote for next bwe: can we get a stolen skill from revenant pls?

It hasn’t been posted in our subforum yet, but they confirmed Thief will have a stolen skill from Revenant next BWE akin to Essence Sap (900 range 1s Slow), but stronger.

Thx man!

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

Just a sidenote for next bwe: can we get a stolen skill from revenant pls?

Dmg modification looks good. Keep it going

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

No, I thought about skill that activates after the roll-away move. So don’t change the actual skill and it’s behavior. But after successfully hitting staff #3 and doing the roll-away move, maybe activate a gap closer or a block like spear already has.

Ah, better than what I thought you meant, but I’m still not a huge fan. You could not spam the move to backflip away, which I value. I also don’t need it to “hop back, then forward again,” because I already have both #2 and #5 for forward hops if I need that (not to mention the DD dodges).

I think if I were going to add anything to #3, it would be a ranged attack, that you’d flip back and then make an attack, allowing the second or third in a row to continue doing damage, but then it’s pretty much just SB3. What about this, have it so that Staff 3 (perhaps requiring a trait for this), would leave a Darkness field in your wake, which means that then using #2 or Lotus to go back in would cause leaching bolts, using Bound or Vault would cause AoE blindness, etc.

A ranged attack or some kind of combo field would be nice too. Something like throwing the staff ? Actually a block would be pretty nice to sustain/stay longer in fights(which was the intention of DD spec)

(edited by MatthiasL.5346)

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

Wondering why no one mentioned staff#3. Split the skill like sword/dagger 3 pls so there is a “chain” in the staff concept.

What, you mean you’d prefer it to be “3->hit the guy->3 again->dodge roll away?” I don’t think I’d like that as much. If there’s going to be a roll-away move, it needs to be instantaneous, not something that only happens every other time I hit the key.

No, I thought about skill that activates after the roll-away move. So don’t change the actual skill and it’s behavior. But after successfully hitting staff #3 and doing the roll-away move, maybe activate a gap closer or a block like spear already has.

(edited by MatthiasL.5346)

BWE 3 Daredevil Specialization Changes

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Posted by: MatthiasL.5346

MatthiasL.5346

Overall really disappointing changes. The dodges are our new class mechanic aren’t they!? So why can’t you make them actually selectable with f3,f4,f5 ? Why do I have to “waste” gm traits for the class mechanic? No other class has to do so… In other words we only get 2/3 of a new trait line! So design some usefull gm traits and actually give us our class mechanic please.

Evasion on vault is absolutely needed.
Bandits defense: If you increase cd to 15 sec no one will take it! With increased cd, the knockdown duration should be increased as well to 2,5 seconds.
Wondering why no one mentioned staff#3. Split the skill like sword/dagger 3 pls so there is a “chain” in the staff concept.
Most other things are already mentioned.

[Daredevil] - Feedback

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Posted by: MatthiasL.5346

MatthiasL.5346

Changes for BWE 3 are listed in red sticky above.

Raid on the Capricorn and underwater content

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Posted by: MatthiasL.5346

MatthiasL.5346

There was a concept where they moved the point out of water terrain a few weeks ago. Besides that it looked the same. Reimplement pls!

[Daredevil] - Feedback

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Posted by: MatthiasL.5346

MatthiasL.5346

It’s like you nerfed acrobatics to bring acrobatics 1.1. Don’t know why you didn’t do it in first place but add daredevil to acrobatics and make one traitline out of it. This way we would have ONE traitline which actually would be worth picking. Otherwise btw. another solution would be to rework acrobatics completely and focusing on boons in that traitline, because that’s what thiefs are lacking at the moment.

[Daredevil] - Feedback

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Posted by: MatthiasL.5346

MatthiasL.5346

So I tested thief a lot this weekend and here is my feedback (It’s mainly pvp tested. Other ppl mentioned most aspects already)

Staff in general needs a rework. It’s not that all skills are bad themselves but there is no synergy. So fixing the animations and stuff won’t fix the real problem. At the moment there is no evade rotation neither a stealth rotation ( like s/d or d/p).

Utility skills: bandit’s defense is amazing as well as new elite skill ( while the dmg part of finishing blow should be blockable etc. the stomp itself shouldn’t.)! I can finally go without SR. The other skills can’t compete with core skills.

Traits: these are underwhelming. It’s like you could have added evasive empowerment to swindlers equilibrium as well as escapists absolution to acrobatic trailine and move hard to catch to gm… The dodges are predictable and you are stucked in animation due to aftercast. While in animation during aftercast it’s no problem to spike the thief who is using DD.

I want to learn PvP, where should I look?

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Posted by: MatthiasL.5346

MatthiasL.5346

You could watch magic tokers stream on twitch as well. Just in general to watch some gameplay and understanding about rotations and stuff. You can ask for tips in chat an he will answer and show you (as you mentioned skill combo).

Struggling against necro's in spvp

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Posted by: MatthiasL.5346

MatthiasL.5346

What kind of necro? Well I assume you are speaking of celestial signet necro?
In general you shouldn’t fight 1v1, your role is to decap and to “+1” (sad but that’s how it is at the moment).
If you want to fight necro don’t miss your steal and use fear correctly. So if necro is in ds you can interrupt ds#4 with it. Otherwise go ranged if necro has full life force and wait till he leaves ds. Use the second skull to secure next steal and watch his boons. Necro signet build relies on might stacks, so if you manage to steal them he’s pretty much done. Try to avoid immobilize (dagger #3), pretty obvious animation. Blind just as always, if he casts insect swarm (warhorn #5) pay attention because blind condition procs on his swarm and therefore will be cleansed easily. Use headshot to interrupt skills but don’t spam.

change steal from Engi

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Posted by: MatthiasL.5346

MatthiasL.5346

I think ice stab needs to be buffed /reworked as well as dodge out of whirling axe. Other stolen skills are fine.

Can Revenant be F2P in PVP?

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Posted by: MatthiasL.5346

MatthiasL.5346

What’s the reason for hot then? It’s a new profession which you can play if you buy exp pack ( just like in other games ) so buy it or live without it.

Daredevil s/p new meta?

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Posted by: MatthiasL.5346

MatthiasL.5346

Obviously s/d will get the most of dd trailine. S/d offers naturally evade playstyle which synergies well with proc on evade traits. Additionally s/d does not depend on stealth. Ppl say d/p will get much better with dd… I doubt it. D/p builds have to abandon SA, DA or CS. Trickery is essential so most will drop SA and therefore explode against condition builds. Also have fun if you have to dodge while in stealth. Proc traits don’t work either if the enemy is blinded …
S/p itself might work better due to possible stealth disengage and a bit more dmg spike. However still a one trick pony…

this elite spec is

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Posted by: MatthiasL.5346

MatthiasL.5346

Finally positive post! I think it will be awesome too!

DAREDEVIL Utilities and STAFF SKILLS

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Posted by: MatthiasL.5346

MatthiasL.5346

If the leap finisher works like heartseeker (which should be the case) the traitline synergies with all weaponsets greatly (not only evade specs). Pistol offhand ( besides d/p) will be way more viable. Theoretical 3 stack stealth is possible due to 3 evade mechanic ( 4 stack could be even possible with endurance regeneration + vigor, or signet… But didn’t do the math yet with duration of pistol #5).

To all the whiners,youre making us look bad

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MatthiasL.5346

^Well said dude! People are disappointed because they wanted a new op spec which fixes all problems this profession has. However it’s true that thief has some major aspects which need to be reworked and redesigned but that’s not what the elite spec is for. People forget that the elite spec offers a new playstyle which is the case. The spec isn’t even revealed yet…Even if there are a few problems with skills, traits (…) that’s what the bwe is for.

16 Unseen PvP Maps.

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Posted by: MatthiasL.5346

MatthiasL.5346

This version of raid on the capricorn looks quite good! Remove water-capturepoint and reimplement this map:)

DAREDEVIL Utilities and STAFF SKILLS

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Posted by: MatthiasL.5346

MatthiasL.5346

Looks awesome so far. The autoattack might be a bit too weak but this can be changed after bwe. The initiative costs are quite high, so acrobatics “upper hand” trait or trickery traitline might be needed. All other aspects are really good and “fitting” for thief. Looking at range indicators staff is like a mid-range weapon and should be a good alternative regarding sb. In addition to that we finally get a needed block and whirl finisher.

Thanks for non stealth alternative A-Net!

(edited by MatthiasL.5346)

Reported for Shadow Shot

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Posted by: MatthiasL.5346

MatthiasL.5346

Just don’t pay attention to it. I played thief s/d in ranked and heard sb#5 from enemy thief while he was in stealth. I expected his bs, so I dodged “randomly” then I saw “missed” and dodged again (and ofc he missed again). Few minutes later I saw his SR and dodged again while he missed… Was reported for that…

Fears about sPvP Leagues

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Posted by: MatthiasL.5346

MatthiasL.5346

Another solution I’m really mad at is the carebear approach of “If you reach x score you don’t lose pips” – no. This is bad. Unless that score is ~490, this is a really horrible, non-competitive solution.

If you lost the match, you lost the match. Don’t sugarcoat it, make them lose those pips. This is infuriating. We are so close to finally have a working system, and then they would mess this up with this carebear approach.

Competitive or PvE casual, pick your target audience for PvP already because you can’t have both.

You missed the part, where they said that you don’t lose pips IF you are matched vs. teams you shouldn’t win against and reach x score. So this way it’s fine if you do good against teams you should lose against, because it rewards good players. The real problem is the way of thinking how matchmaking work: People don’t want to play against teams when it is determined to lose against just by mmr system. They want to play against players on the same skill-level. So if you are matched vs. players on same mmr there is no need to reward players if they reach x score.

Teach Me how to Khylo

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Posted by: MatthiasL.5346

MatthiasL.5346

It really depends on your team comp. But if enemy is constantly using treb, go for 3 point cap. Just rotate faster and dodge treb, this way it shouldn’t be a problem because you are basicly fighting 5v4. On side points it’s fairly easy to dodge treb. If you have a mobile prof like thief on your team, it shouldn’t be that hard to destroy treb multiple times.

Nerfing vigor value by half a bit extreme?

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Posted by: MatthiasL.5346

MatthiasL.5346

I like it, for several reasons:

- a little less dodging makes dodging more important and more skill is required to actually use dodges effectively.
- Energy-Sigils might become more important and we might see less Air/Fire…..
- There are tons of upcoming “on-dodge” or “on-evade” triggered traits, like the bomb with blast-finisher on Engi, reflect on Mesmer and so on, so a little less dodges might be needed to balance this out.
- Vigor is to important as it is and there are certain classes (in other words, there is the necro), that has no access to it. Nerfing vigor will balance this huge drawback of the necro out a bit.

I thought about some of what you’re saying as well. Its true that once the patch hits dodging will need to be more about skill and less about randomness… for some classes… Thief for example will be able to dodge even more often than they can now >.<

Completely wrong. Read patch notes and feline grace (how it works now) again please.

New Engie Lock on

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MatthiasL.5346

So I just remembered something…

How is that long lost S/P build gonna do?

S/P will be in the same spot I guess. You can go with acro traitline but it won’t be as effective as S/D because evades won’t proc if enemy is blinded with #5.

New Engie Lock on

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MatthiasL.5346

My question is this. What does it mean by Striking a Foe?
Does it mean any damage the Engineer uses including fire, bombs, grenades, bullets, shield, or rifle? Or does it mean tools and items on the ground? Striking usually means a physical type of damage.

This needs to be answered by Anet, not speculated by a player. Now if Engineers get hammer of course that would be a Strike weapon.

Just watched ready up. One aoe “hit” or physical hit will reveal thief for 6 seconds. Skip to 1:42:50 (Link: http://www.twitch.tv/guildwars2/b/669362853 ) in other words " as long as engie does dmg, thief will be revealed".

New Engie Lock on

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MatthiasL.5346

I think people are way over reacting to this…

I have to disagree.
You have to see it this way: Basicly one (MASTER) trait (not even grandmaster trait), hard counters/ destroys an entirely traitline with most of its benefits (except 3 traits) including 2 grandmaster traits + stealth based weaponsets such as d/p.

Hope anet change blinds the way it could be seen in a few tooltips for HoT (blinds could be stacked) or they increase cd (maybe 25-30sec) for lock on/ or decrease reveal duration (6 sec should be acceptable). Otherwise “lock on” seems a bit overpowered considering all aoe spells/ traits an engie has.

New Engie Lock on

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MatthiasL.5346

Really?! Where I can see those changes? Can you post a link?

New Engie Lock on

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MatthiasL.5346

Did I miss something? Can you guys explain please?

A Moment of Silence for HoT's S/D Thief

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MatthiasL.5346

Dude, dont know why you quote me, cause NinjaEd.3946 posted it. But that´s just YOUR opinion, other ppl want to test it before they start crying. I mean how do you even know how traits will develop? It´s just your expectation.
By the way do your maths again with: “20% feline grace+ 20% vigor buff+bountyful theft+ hard to catch+ don´t stop”
You gonna have 100% vigor uptime (with 20% vigor buff), stun break+ full endurance (30 sec cd), evading projectiles AND DA or CS trailine.
In your words “I fail to see how its getting ’buffed’ in any way.”, in my words: "
obviously"
Greetz

A Moment of Silence for HoT's S/D Thief

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Posted by: MatthiasL.5346

MatthiasL.5346

kaikalii.4198:

1. None of the numbers are set in stone. They said that over and over on the live streams.
2. You forgot that we also get a new grandmaster that gives a chance to evade projectiles while we have swiftness, and we still get swiftness on dodge.

3. Going into acrobatics has a nifty new GM minor trait that increases vigor effects by 20%.

4. the dps on s/d is going up since you get the full benefit of DA now, or if you wana try out CS either way you’re getting 6 traits in an offensive trait line vs just 2 (minor and major).

5. Acrobatics also gets the choice of a internal stun breaker or a reduction in CD for steal which is something s/d loves to use.

Result: Judging on their suggested trait changes (again, not set in stone as people have mentioned), S/D is getting far more buffs than nerfs. So no moment of silence for you OP

^this

A Moment of Silence for HoT's S/D Thief

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MatthiasL.5346

You forget that you don’t have to “waste” a dodge roll to get endurance back ( which is the case at the moment). Add that to the “dodge projectiles trait” ( which will proc the vigor trait as well) and you are fine. While I understand your opinion, you have to agree that gameplay will be less spammy and skillfull players will be rewarded.

A Moment of Silence for HoT's S/D Thief

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MatthiasL.5346

It’s fine because it will proc with fs/ls , sb#3, pw…( that’s what they said in stream). If you think about it, it’s more like a buff.

Matchmaking doesn't seem improved

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Posted by: MatthiasL.5346

MatthiasL.5346

Justin, I really appreciate your work on this new pvp stuff and your activity in pvp forums as well… But this is not enjoying anymore, it´s just frustrating: It really seems like you want people to join a team and punish solo players. I don’t know what’s wrong with this mmr, but I lost like 15 matches while winnig 3 or 4. I´m qued with people who cap home point with 2 players, while the third one being killed by svanir. Guards running far and die there, over and over again. Don´t know what changed since last patch, because I was qued with/against Collero, Rom or Hiba before and I had like 60-55% win rate (Now I do have ~40 %). On another post you were speaking about: “Your team was meant or expected to lose…” I don´t want matches which prefer one team in such a way… Even class stacking doesn´t work consequently: While my team was Ranger, Ranger, Ranger, Thief, Thief the enemy team was balanced. You may have a look at my data and tell me what´s going on?
As I said I really like that you are working to improve pvp, but why didn’t you “just” implement map selection, leaderboard parameters and (anti)class stacking in old soloq system? People just didn’t enjoy Skyhammer and Spirit Watch and the way leaderboard worked. Or maybe use hard filters? Please fix this, I don´t enjoy pvp anymore the way it is now.

Pistolwhip Nerf

in PvP

Posted by: MatthiasL.5346

MatthiasL.5346

Played S/P ever since release, so here is my opinion: Usually it is a great setup, because it works without stealth and all abilities are somehow useful.

After last patch this setup became so boring and the skill cap lowered much. Don´t know how to describe, it just feels wrong and bad to play at the moment. It was great pre -paralization- patch (the pistol whip-skill itself, without sigil, just want everyone to know which patch I mean):
1. The stun duration was longer, but it took also a while before the whirling started. So enemies had the chance to escape and dodge.
2. According to this, the thief had to position himself in the right spot to land every hit, which need a higher skill cap.
3. You couldn´t spam the skill that much, due to the initiative reg, which was ~-30%.
4. The animation was much slower, that’s why the thief took more damage before the evades started (risk-reward)
5. S/P had quite a higher skill cap, that’s why nobody (except a few people) played that setup.
6. It was a good feeling to play a setup, which was quite balanced compared to S/D and D/P.

Actually nearly everyone run this build because it´s just broken. Due to the ini reg you can spam this skill that much… Should have done a video:D Man I saw thieves just spamming #3 in the wall to evade! Think that fact explains everything about that skill.

So here are my solutions:
1. Turn it back to “pre-para-patch” or
2. Maybe separate the skill just like ls/fs with higher ini cost or undo the ini-reg-buff or
3. Maybe “only stuns the enemy if you hit him from behind” or
4. Delete “Stun” add “daze”
5….
? Increase the skill-cap, otherwise there will appear even more “spam#3likeabosswithoutriskthieves”
There are a lot of options… But please, just please make that skill non spam able anymore like this. There is such a low risk to a high reward like this. You can blame me for that, but it´s the truth. Man I just switched to S/D (that’s spamming like a boss too) but it feels much better than s/p, because there is no spam able stun, evade and aoe dmg at the same time.

Stun -lock warriors in sPvP

in Thief

Posted by: MatthiasL.5346

MatthiasL.5346

@Gwalchgwn.1659: Nice!:-D didn’t read your post but you are absolutly right, s/p players ftw ;-)