Showing Posts For Minion.9850:

[Thief] Party support

in Profession Balance

Posted by: Minion.9850

Minion.9850

I’ll keep this brief. I like consistency, and yet why are there only three professions that have party-wide stat sharing? The ranger gets Spotter (precision), warrior gets Empower Allies (power) and guardian gets Strength in Numbers (toughness). Hell, guardians get virtues and the Battle Presence trait too (shared virtue of resolve passive) so they get superior party support to all. Elementalists get Soothing Mist, which is good stackable regen to keep you topped up against splash damage.

This leaves several stats which haven’t been shared out yet in a trait on any profession. I believe above all else, thief is lacking in party support in terms of DPS aid to party members. Mesmers also have Time Warp, forgot to mention. The only thief party aid is stealth, which is the opposite of DPS aid.

So, to combat the inconsistency, I would recommend that thieves get a party-wide ferocity buff to a party of 5. 150 to keep it consistent with Empower Allies perhaps. This would make sense considering the crit damage nerf to stats; a supplement choice would be great and make thieves more desirable. In PvE, they’re not really a favoured profession due to their squishiness and lack of party support. Backstabs do great DPS, but more often than not in PvE you fight mobs where backstabbing is wholly ineffective compared to an ele, guardian or warrior.

Of course, the next obvious suggestion is a shared condition damage for necromancers, but I doubt that will have much affect on the profession. They need far more help than a trait change. Elementalists could have Healing Power sharing in water, too.

Should Pve and pvp be balanced differently?

in Profession Balance

Posted by: Minion.9850

Minion.9850

Yes. PvE needs to be balanced around 5-man dungeon teams. Balancing for open world zergs is silly, and it’s not at all like Guild Wars where the idea was to initially segueway PvErs into PvP, but this is more generic MMO than GW was. However, even towards the end, Anet started splitting PvE/P skills, they just need to split a lot more than just skills here.

For example, a necromancer is possibly the worst class to take in dungeon parties, since DPS is typically the goal for all party members. Condition damage needs to be affected by vulnerability and should be able to crit. Bleeding is so weak in terms of DPS when you consider backstab thieves, rangers and warriors. Necromancers don’t aid their party AT ALL. plz fix.

[Merged] Ascended Armor Impressions

in Guild Wars 2 Discussion

Posted by: Minion.9850

Minion.9850

Alright. As a Guild Wars veteran, I understand they’re going for prestigious-looking shiny “Fissure of Woe”-esque armour. Obsidian armour, whatever you wanted to call it. The difference is there were seven sets of Obsidian armour in the game; one per profession. I think that variety is what’s missing in GW2, since there are only three different sets based on light, medium, heavy. It’s a step back.

Wouldn’t it be better if there were 7*3 sets? It would be an advancement to cross-reference race with profession type. If anything, it would make each set stand out. I wouldn’t mind if they re-used and revamped skins from GW, since they looked pretty great. The necromancer had some amazing armours; Vabbi, Cabal and Obsidian were my favourite. Scar pattern too was grim and gnarly.

They fell into the trap of thinking “more expensive armours=need more detail and shiny stuff”, but there’s such as thing as Less Is More. In this case, you’ve thrown in too many chefs and the broth is ruined.

Having said that, I really like the medium shoulders and chestpiece on my Sylvari male thief. Those saying the skirtbit is too long, don’t listen to them. However, the skirt is wtf and doesn’t dye at all. It looks a little outrageous and goes with nothing on a Sylvari.

So, if these are the vision of post-Obsidian armour, then revisit those. I don’t think anyone will be mad if you re-use them at all. Don’t rush it and make more sets that at least mould together well. As it stands, they don’t really.
k thanks.

Obs/spectator mode in dungeons

in Suggestions

Posted by: Minion.9850

Minion.9850

When I die, I don’t want the camera to be fixed, sitting around my stagnating corpse waiting for someone to resurrect me. I would like to be resurrected, but sometimes this is not possible. One thing I thought for sure would have been reintroduced from GW would have been the death-cam spectator mode, which featured in both PvP and PvE.

Now, on launch, iirc, you could not do this at all in GW2, but now the capability is there, why hasn’t Anet applied the same PvP obs system with dungeons? Click on the avatar of the player to follow their actions. How hard can it be? Dying would be much more fun if this were possible. You could even take a group of friends into a dungeon to spectate one of you as they try to solo the dungeon.

The other application it has is giving the opportunity for bad/intermediate players to observe better, more alive players as they use their skills and see their exact positioning/timing. A very useful tool for learning.

One concern may be that people will die more often or on purpose, but it’s not aimed at those and we shouldn’t look at preventing those players from dying if they want. Remember, it’s a gold sink for Anet when people die with armour on, so it can’t negatively impact the game in any way.

So, the question is:
1. Since the infrastructure is already there, why has Anet not implemented this in any form of instanced PvE?
2. Is there really no interest for it in PvE?

P.S. if there’s already a thread for this, then by all means merge.

So with zerg reviving getting the boot....

in Fractals, Dungeons & Raids

Posted by: Minion.9850

Minion.9850

Rob; if you’re looking into improving TA, how about the worm boss at the beginning of each path. When a team fails, the worms currently do not reset, which makes it all the more tricky and usually results in simply resetting the dungeon.

P.S. I like your assassination idea for Magg. Still a DPS challenge, mind you. I do like the current one too; zerging it in a manly fashion is very satisfying, instead of the nabbish 2:3 kite modo.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Minion.9850

Minion.9850

New class skills like BAIT! I think the Thief need some BAIT’s skills, is just too cool and, for what I played a long the years, logic for a Stealthy profession.

What do you think?

Before they even consider new mechanics, they’re going to try and fix current ones.

@above, I’d agree with burning, but Guardians burn a lot already. It would be more of a nerf unless burning started to stack with intensity.

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Minion.9850

Minion.9850

My issues with thief are utility and damage. True that in a 1v1, a thief will always out-DPS a warrior or Guardian, but in a team, the Guardian and warrior can both give Might to their team, raising their own party slot’s DPS by a vast amount more than the Thief’s single-target.

To fix this problem, the Thief needs more Might-sharing capabilities to the extent of the guardian/warrior or be able to deal even more damage in PvE (but that would be broken and playing together would not be beneficial)

I want Death Shroud to cure conditions on top of the regen it offers. I want Steal to drop to a 3s recharge if nothing is stolen. I want the trait about giving two stacks of Might to myself each time I cloak to be shared to the whole party around me (600 range like Empower, maybe). I want Dancing Dagger to cost less 3i but deal even less damage than now.