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Things to fix after this patch

in Mesmer

Posted by: Mixchimmer.7230

Mixchimmer.7230

Time Warp also needs to be completely re-worked.

If your goal is the most quickness on the most amount of players, Time Warp is now actually a detriment.

If you use it, it continually stacks 1 second, and when you can only have 5 stacks of duration, you don’t ever want one of those valuable 5 stacks being a duration of 1 second.

In PvE end-game, it’s effectively useless now.

Dash or Bound?

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

It also depends entirely on whether or not you’re talking about PvE / PvP, and what type of each we’re talking about.

In raids, for any actual boss fights you will always take bound, because the role of the DD is to maximize DPS. Take dash in raids is doing nothing but gimping your DPS.

Mesmer reduced to boonshare/alacrity bot?

in Mesmer

Posted by: Mixchimmer.7230

Mixchimmer.7230

At least from a PvE perspective – yes, their role is mostly Support, but there’s nothing inherently wrong with that.

Most RPGs with classes will typically have a class that multiplies the potency of the rest of the party to the n’th degree.

In some games it’s a Bard, in others in a Mage, and in GW2 it’s the Chrono. If we’re talking about PvE, if you don’t enjoy support, I would maybe suggest leveling another class!

My guess, is an elite specialization will be released for Mesmer that will significantly improve their personal DPS.

Camera Cuts Travel Distance of Skills

in Bugs: Game, Forum, Website

Posted by: Mixchimmer.7230

Mixchimmer.7230

If you haven’t heard of this yet, if a player doesn’t select a target, turns autotargeting off, and uses right click to pan the camera straight down, they can cut travel distance of animations short.

While at first glance this might not seem like a big deal – it actually allows for in-game mechanical advantages.:

-Thieves can Heartseeker more on a smoke field for more stealth because they aren’t being leaped out of position.

-Daredevil Whirling Charge’s travel distance can be cut short to ensure all 3 instances of damage affect a mob.

-Elementalist can cancel the travel distance on Burning Speed

Etc.

According to this dev post from about a year ago – it sounds like this is pretty much definitively unintended:

https://forum-en.gw2archive.eu/forum/professions/thief/Action-Cam-Thief-Issues/first#post5665782

The quote I’m referring to is:

Player:
“pointing the camera down does not shorten the Heartseeker’s leap, making it much more difficult to jump inside Black Powder multiple times.”

Joel Helmich’s Response:

“The behavior you want is almost certainly a bug in the first place, so I’m not sure what to tell you.”

Is this truly intended?

Caith's Bloom Dagger -- Air Trail is Off

in Bugs: Game, Forum, Website

Posted by: Mixchimmer.7230

Mixchimmer.7230

It’s a bit hard to get screenshots of, so I didn’t know if I should post it to the equipment issues thread.

When swinging the Caith’s Bloom Dagger — I’m quite sure that the air trail that appears in your swings wake is way off.

It seems smaller than usual, and when executing backstab, it looks like the trail actually is above where the dagger swings.

Has anyone else noticed this?

Off-Hand Auto Attacks. 4th strikes.

in Guild Wars 2 Discussion

Posted by: Mixchimmer.7230

Mixchimmer.7230

This…. is a really good idea!!

I like this a lot. I’ve always thought it sort of lame that you can go an entire fight without so much as moving your offhand weapon.

I REALLY thinks this would be cool.

Dunno how likely it would ever be to get implemented, but I think it would make auto attacks look more interesting and flashy, and would be a good way to balance specific weapon sets.

Me likey — here’s to hoping your suggestion gets some attention.

Lack of New SKills

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

I like the idea of new traits that feel exciting when they’re slotted.

So many traits just passively do something really boring. I want them to change the way my 1-5 skills work — add a new dimension to my skills.

Right now traits are so lackluster in my personal opinion.

Poll: Rate your satisfaction *updated*

in Guild Wars 2 Discussion

Posted by: Mixchimmer.7230

Mixchimmer.7230

biased poll is biased. Every option except one is worded towards the negative.

It’s not biased. How many versions of “I love this game so much” would you like?
There’s one people can choose if it’s their all-time favorite, one if they love it but it’s not their favorite, one if they tried it and bored due to lack of content/whatnot, and one if they hate it.
Like I said, it was not intended to be perfect. It was supposed to give an overview of the forum population because there’s no where else to do it.

Look, I agree with you, and I actually voted that I’m not as happy with the game as I ever thought I would be, but I have to agree with their statements.

The votes are obviously set up with an undertone of biased agenda. If you want people to take a poll like this seriously you would need to make the scale as plain as possible.

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

I really do think that it’s important to keep this thread in mind until we see some improvements.

I agree… but it’s not so much a matter of keeping the topic visible as it is keeping the discussion going. I think in the past if people are bumping posts for the sake of only visibility — they usually get shut down.

I know Mon mainly talked about balance in the OP, but he did briefly mention PvE and this is one of the areas that I think needs the most improvement.

Anet releases a whole bunch of really great and intriguing content; but the combat in PvE is so utterly one dimensional and boring to me. I’m not going to play through the intriguing content unless it’s fun to do so. Even the combat mechanics are fun — it’s just the complete lack of viable builds aside from DPS. Sure you can run support or control — but if you do that you’re basically wasting everyone’s time. This, paired with the fact that weapons only have one set of strict skills makes every PvE encounter sort of feel just like you’re beating your head against a brick wall.

For me to return to the game.I would love to see 3-4 options for each 1-5 slot of a weapon (or 4-5 on offhands, 1-3 on mainhands), or some other similar alternative that would allow more customization of your characters combat experience. This along with the viability of support and control builds in PvE would make me actually really really want to return to playing GW2.

This is why I hope they see the feedback — because I desperately WANT to like GW2 again.

EDIT: I also forgot to mention that 70% of skills and traits and runes feel completely useless (completely) in PvE. Traits that do very minor passive things are just boring.

(edited by Mixchimmer.7230)

[PvE] New Runes -- When Struck

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

What sort of functionality do these runes really even have in PvE?

Most of the time is spent actively avoiding damage by dodging, opportunistic melee, and ranged kiting.

I get that they’ll still proc in PvE but their usefulness and potency I would say is VERY significantly diminished in this game area, once again.

WvW and PvP still seem to be the basis of balance. Is there any way that the effectiveness of these could be increased in PvE?

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

I know that this is about a month old, and that this post has already gotten Dev attention — but I feel the need to chime in anyways. I had to even re-set my password to say this.

I don’t play Guild Wars 2 anymore, and it’s for every single reason that is highlighted in the OP

I also don’t plan on playing regularly again until these things are addressed.

I log on and peruse the forums every now and then because I want guild wars to be what I thought it would be SO BADLY. I have great memories from this game and I remember the feeling of grandeur it filled me with because of all of the possibilities. Instead, I was left frustrated and disappointed for the reasons highlighted in the OP. The feedback was so on point without being condescending or insulting — it spoke directly of the facts, and that’s why I was drawn in.

Thanks a lot for being a voice of the community of sorts MonMalthias. At least I know you were speaking for me when you made this post.

Here’s to hoping it is taken very seriously by the management (and then subsequently bleeds down to the devs). If it’s not, I will likely never play again, and I fear other players may start to follow suit.

To clear the air about Berserker

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

Nike,
I think you’re operating under the assumption that in a hybrid DPS system roles are destined to some kind of empty frivolous flavor text.

That’s just not true. In other games that feature this kind of a system, the gameplay between the roles is legitimately different. Different roles are desired because they keep things interesting by re-contextualizing the same content with a different perspective.

The gameplay between a Medic and an Assault in a TBS will give you an entirely different experience. A Marksman and a Support in a MOBA will do the same thing. A fully Support specced character versus a fully DPS specced character in GW2 will not. Speccing into a role in this game doesn’t re-contextualize your experience and offer a different perspective, it’s the same experience with some superficial mechanics overlaid on top that happens to result tossing around some buffs and conditions.

That’s not standard operating procedure for this kind of a system, that’s a tragic and shallow imitation that’s in desperate need of stepping up it’s game.

Very, very, well put — this further summarizes my feelings regarding the issue at hand.

Again, though changes to gear aren’t going to do a whole lot in changing this — I still think this concisely summarizes why many players are dissatisfied with the meta as it stands — and I beleive we share the opinions that the professions don’t mix playstyle up enough

To clear the air about Berserker

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

I like the idea of roles because it is my opinion that when every single role is DPS, it’s boring.

Every character in a dungeon is [DPS+ _. DPS+Banners. DPS+Reflects. DPS+Stealth.

Lets look at it like a math problem. If each side of the equation is dps, we can cancel it out and then you have the roles: Banners/Offensive support, Reflects, Stealth, Defensive Boons etc.

I’ve said it until I’m blue in the face: your traits, class and weapons determine your playstyle. Your gear is simply a reflection of how much damage you intend to have to soak up.

TL;DR: Everyone’s role is dps, regardless of gear. Everyone has to wack on the boss. The actual playstyle is determined by non-gear factors.

As an aside, not regarding your post directly… I see people saying “I don’t want dps to be my playstyle I want a more tanky playstyle.” Do you not understand what this means? This literally means, “I don’t want to contribute my 1/5th of the team dps, and I’d rather not be bothered to dodge most attacks.” When you realize that is what you’re saying, you can imagine a little bit why the reaction from some people is less than positive.

Oh, play style is absolutely affected by non-gear factors — I will not disagree with you there. Like I said earlier, I agree that their content is a large chunk of the problem, Tequatle was literally just a DPS check.

There are a whole lot of different things that change the play style. I don’t particularly think altering gear is going to fix it. I do feel that is it a baby step in the right direction though. All I know is I’m personally sick of DPS dominating all PvE content and I’m ready for the meta to be shook up. Whether changes to gear, changes to content, new content, or deciding that GW2 is no longer the game for me, is what will cure the sickness is yet to be seen.

To clear the air about Berserker

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

People want roles because in an everyone does everything for himself they can’t handle all the different things they need to take care of and become worse players for it.
So they want their little role to learn and maybe they’ll do better.

The meta will still be dps oriented – I’m just sorry for the people that invested in ascended zerker.
There will still be gearchecks, the dungeon community will still be as it was before – nothing will change except the optimal set we deal dps with.

Critical damage changes – really won’t change anything. They’re addressing the symptom of a problem they can’t really fix.

I don’t want roles because I can’t handle everything else. I do quite well in-fact — I’m no pro or anything. I consider myself a rather experienced player and am quite good at maintaining awareness of all the multiple things going on in combat. I like the idea of roles because it is my opinion that when every single role is DPS, it’s boring.

Saying I (or any other player) would want roles because we can’t handle everything is an extremely un-fair assumption and isn’t really constructive.

I respect your opinion — I only ask that you respect others. Being condescending and insulting doesn’t help anyone.

(edited by Mixchimmer.7230)

To clear the air about Berserker

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

[snip]

In order for the meta to change, they must completely rework encounters with the AI. The AI must be smart, and punish players more. Anet would have to do a ton of work.

Instead, it seems they are just going to nerf some stats, and some gear, which will fix nothing. The gameplay will still be, kill everything as fast as you can. It will just be up to us to figure out what gear does it the best, which probably still be zerker unless they hit it so hard conditions become relevant. Either way, its still a dps race.

Most who are arguing against changing anything, already knows anet won’t do the necessary steps to properly shift things, since it would require a whole rework of all encounters, and all PVE mobs. Nerfing zerker won’t change the meta, it will still be kill stuff as fast as you can and learn 2: dodge, reflect, block and blind.

Well you won’t have me arguing that content is at least part of the problem.

Tequatle was supposed to be a cool new fight with neat new intriguing mechanics. Instead we got a 15 minute DPS check with other mechanics sprinkled on top. If they were going for a PvE meta with less reliance on DPS I don’t think that was the way to go about it.

I’m just glad they’re at least taking some sort of step to try and cull the zerker dominance.

I personally would rather see significant bumps in defensive stats than I would nerfs to zerker. Though I won’t disagree a real change in the meta would take a lot more than that. Who knows — we’ll see what happens.

To clear the air about Berserker

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

But as it is the current meta for PvE is degenerative.

This is one of those statements that should require massive amounts of evidence before people accept it, but clearly you take it as somehow self-evident.

The current meta for PVE is working perfectly. Give a complete noob a set of zerker gear and send him into Arah p1 for the first time. See if he can even make it to the champ entities. Give him full tank gear, he might actually make it. The entire concept, as I have described elsewhere, is that in PvE you take as much defensive gear as you need to survive… and no more. This system is working exactly as intended.

Personally, I think it really boils down to what one considers enjoyable and fun in combat.

I think people from the side of keeping the current DPS meta really truly enjoy the high risk / high skill but very high reward feeling of it. Currently It’s true that you take as much defensive gear as you need, and if you’ve gotten really experienced and feel you’ve reached a high skill level within the game, you no longer need any defensive stats. In this situation your reward for being really good is that you get to put out more DPS than anyone else (and why shouldn’t it be?). Once it was discovered that all DPS on all players in the party is one of the most optimal ways to run through content, it is what everyone started running, (which again, why shouldn’t they?). In this scenario, if everyone in your group is extremely skilled and running full zerker because of it, you are rewarded with very fast rewards for such skilled play.

I think people from the side of changing the DPS meta really enjoy the idea of filling specific roles that optimize the ability to progress through content. Filling specific roles other than DPS can be very fulfilling if they really do significantly add to the effectiveness of the party — and I think this is what people from this standpoint desire. I think the reason people desire this is it lets them feel niche — it lets them feel unique, and like they bring something unique to the table. Professions certainly help with the unique feeling, but a lot of effects that professions can provide can overlap via utilities and other abilities. In the current meta, I don’t think many people get the feeling of being “Niche”, because if you’re running anything other than DPS, you are sub-optimal. If in the opinion of the player, this is what makes combat fun, what’s wrong with that?

I will admit that I am on the side of changing the DPS meta for the reasons above. I also will admit that I can see why people don’t want to change the DPS meta. My personal opinion is just that the all DPS meta is boring. As stated in the beginning, it boils down to personal preference. I like feeling like I fulfill a specific roll, like I the option to bring something unique to the table (and not just something unique mind you, something that is unique and really adds to the effectiveness of the group). To provide an example, one of my favorite classes in EQ/EQ2 is the Bard or the Enchanter. They don’t do the most DPS, they don’t do a lot of healing, and overall by themselves they can be underwhelming — but they bring something so unique to the table and because of it they really enhance the group as a whole.

I know a lot of people would likely respond to the idea of wanting to feel niche by saying that maybe this isn’t the game for me, and if I want that feeling to go play a game with a classic trinity. The thought has crossed my mind, and I have entertained the thought that maybe the game really isn’t for me — and there’s nothing wrong with that I’ve gotten more than enough play hours out of it, and I’ve loved playing the game. Talks of possibly re-doing the DPS meta have got me interested in playing regularly again.

There’s so much condescension and insult throwing in this thread.

So if the DPS meta changes and you don’t like it, what’s wrong with admitting that maybe the game is no longer what you thought it would be an move on to a different game? Furthermore, if the DPS meta stays the same, what’s wrong with saying the game isn’t what you thought it would be and move on to a different game?

We can all argue over what kind of game the devs want Guild Wars 2 to be, or argue semantics over what they meant in their manifesto, but none of us are devs, so really, what’s the point of arguing about it?

(edited by Mixchimmer.7230)

Constructive Solution to Crit Problem.

in Profession Balance

Posted by: Mixchimmer.7230

Mixchimmer.7230

Hmm, that’s rather interesting. I sort of like your idea.

Personlly, I would change your suggestion by one small detail. Instead of tying vitality to crit defense, I would tie toughness to crit defense (if it is to be tied to a stat at all). Generally speaking Vitality is used as a defense against large amounts of condition damage, and Toughness is used as a defense against raw damage — making one stat mitigate both seems like it might be slightly unbalanced.

You would also have to make sure that npc mobs come with crit defense. The DPS meta only really dominates in PvE. You see a lot more build variety in the other game modes.

dear thieves

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

1) dagger maxes out around 6500 in a dungeon with backstab. sword does 6-12k to ALL enemies. with its swing.

2) dagger has no defensive utility. pistol has blackpowder shot and sword has a long evade.

3)dagger has no way of keeping you alive with a nice heal when attacking like sword or pistol canpaired with SOM.

4) when a thief uses dagger in a stack and a bunch of enemies come closing in…. its basically a 4 man team and the thief does about 2% of the total group dmg rather than its share around 20%+.

its pretty obvious why its bad. and yes its ok to bring out d/d for solo bosses. thats never an issue.

I don’t particularly agree on a few points you’ve made.

Dagger Backstabs can go as high as 15k if you’re full Zerker spec’ed and you get the perfect storm of might/vuln. Throw in a 7k C&D crit and that’s a lot of damage — especially especially repeated every 3 seconds indefinitely. I have no idea where this “2% of the groups damage” idea comes from. I would wager if there was some sort of DPS meter — in most situations D/D thieves would be close to the top.

I don’t have any hard numbers on sword, but I know the last hit in the chain can go up to 6 or 7k (maybe higher) if you’re spec’d properly and also get proper might/vuln. So it does do decent damage, but D/D doesn’t just out-do it in single target DPS — it demolishes it in single target DPS. Also note-worthy, is the full auto-attack chain for Dagger takes less time to complete than the Sword chain.

It certainly has its merits, and you definitely bring up a good point with the cleave. My personal preference is much more for D/D for single target DPS and SB for AoE damage though. The cleave requires mobs to be somewhat close to eachother and has a 3 target max where SB has a 5 target max (with clusterbomb) and a bigger AoE range. I would argue too that clusterbomb spam provides more DPS than the sword auto — it’s not sustainable, but most stuff dies by the time you run out of initiative anyways, so it’s almost always a non-issue.

You also mention there’s no ability that adds to your survivability. I personally find that this is just blatantly false. Well timed C&D’s to drop aggro or to chain stealth off of mobs helps a lot. Wild strike — the second strike in Dagger’s chain — adds 10 endurance. Might not seem like much but that 10 endurance makes a huge difference if you know the right time to dodge as you’re really able to keep your endurance up. Also — if you’re really good with timing, Death Blossom can be used as an emergency evade.

So the way I see it — SB is superior for AoE, and D/D is very superior for single target DPS — so if you’re going for the best DPS / fastest clears, D/D and SB are the way to go. Again, I don’t have numbers on this — this is just my opinion and the logic behind it.

I used S/D at launch for the longest time with a daze/AoE blind spam build and it was a lot of fun. I even switched to a more DPS-ey S/D build. Once I made the switch to D/D — I realized how significantly faster everything died, both in the groups I was in and in solo and I just couldn’t resist. And please don’t say I made the switch because I was doing S/D wrong or something like that. These discussions around balance and meta can get heated sometimes and that’s not my intent — and replies like that are simply not constructive.

At any rate — that’s my take on it.

(edited by Mixchimmer.7230)

CDI- Character Progression-Horizontal

in CDI

Posted by: Mixchimmer.7230

Mixchimmer.7230

Without any doubt, my most important would be Role Diversification

And not just because it was one of the options Chris provided, but because it’s been discussed at length in this thread in various different ways.

The PvE meta in this game is quite abysmal as DPS pretty much rules everything — Tequatle was hailed as adding great new interesting mechanics, but what it ultimately comes down to is a 15 minute DPS check with other mechanics sprinkled on top.

I think expansion of the roles each of the classes can provide would really help alleviate this. Perhaps even skills that alter combat in new and interesting ways with new mechanics could be added.

CDI- Character Progression-Horizontal

in CDI

Posted by: Mixchimmer.7230

Mixchimmer.7230

It would be another time consuming difficult PvE activity to do that’s completely different than dungeons, and it lets players enjoy all of the zones in new and exciting instanced ways.

as if the open world zones would be too populated nowadays, we need a new instanced version. No thank you. Better find other ways to add Hard Mode to the game but not instanced

Yeah, that was sort of my biggest concern with it as well, which is why I stated in that same post:

“The biggest problem I see with this though, is that it would prevent players from spending time in the real zones, which is already a goal of Anet.”

:)

CDI- Character Progression-Horizontal

in CDI

Posted by: Mixchimmer.7230

Mixchimmer.7230

Just quoting, couldnt say better.

Personally, I think moving towards a pure HP model is going to be more difficult than some people imagine. Not without significant rework in the combat, skills and content systems.

For sure adding things like wardrobes, new skins and revamping rewards can help but ultimately people like to feel their character has evolved and moved on. Not just been able to wear prettier and shinier stuff.

This is where the weakness of GW2 becomes ever more apparent(certainly in PvE) where DPS is king and support and control are very much also rans.

Adding new skills, and methods of capture is indeed a great idea. However these skill are going to need to be useful if they are to move beyond the gotta get em all phase.

If they are DPS skills, people will expect them to be more powerful, if they are support/control skills people are going to expect them to be worth taking over the DPS meta.

All of which, unless content Is going to be trivialised even more will mean that content and encounters will need to be re-worked to ensure these new skills (especially support and control ones) are actually useful.

Basically, unless PvE is re-worked new skills are a temporary fix. An accelerant in the cycle of buff, nerf and power creep.

The other issue is that of build diversity and failure scenario’s. Thanks to a restricted skill set and focus on DPS there are only a few build for each class that are actually worth taking.

This issue is further compounded by the fact that stats are now linked to gear. If the current meta’s are changed to make others more worthwhile then all of those who ground for thousands of hours for ascended items are going to be furious and upset.

In order for build diversity to become available then really stats should be separated from gear(or at least have stats swappable) as really I don’t see an alternative.

There also needs to be a sense of jeopardy. Outside of a very few encounters it is impossible to fail content in a meaningful way. Fail a temple event, so what? either wait or hop to a server that has it open. Personal stories and dungeons are impossible to fail, only run out of time or money.

You can’t drive horizontal progression in a very largely fail free game., as nothing matters, nothing is at stake.

As to how to fix these issues. Then I would suggest:
Short term
+ Introduce more social stuff. Wardrobes, guild halls, more stuff that allows the community to do stuff together(and if we are being really radical take a long hard look at your back end server structure. It really does hold so many things back) – *Community drives longevity and fun, not content grind. *
+ Allow dynamic stat swapping on ascended items too. It would give a horizontal progression meaning to why they are there, and facilitate more build diversity.
+ Go back and play GW1. Look how that did content and horizontal progression. particularly skill capping, the UW and FoW areas. Basically look what worked there and do that

Long term:
+ Rework content to make support and control aspects needed
+ Introduce real consequences for failure in dungeons and instances.
+ Allow a degree of profession blurring. where you can use weapons and skills from other professions(Heck maybe ascension still works in the crystal desert and the reward for ascending is being able to utilise more weapons)

Basically. I feel the pve meta is stale, adding more of the same skills and content wont fix it. It feels to me as though GW2 needs to become GW2 2.0 to really evolve and move on. Every and anything is else is just treading water.

A whole chapter of GW1 was scrapped because it highlighted issues that were unsolvable in a GW1 context. It was a courageous decision and from it GW2 was born.

I feel now is the time to be courageous again if GW2 is to move beyond the trivial and temporary.

Yes. This.

I put forth a lot of thought into the sub-classes idea — but I think this post highlights the single biggest issue with GW2 right now — and that is that DPS rules everything in PvE meta.

Because of defiant (and just the general nature of combat all being an AoE fest) there is quite literally no reason to ever build your character around control. Support sort of has its place — but DPS is sill 90% if not more what rules this games meta.

Anet tried to introduce new fun mechanics in Tequatle, but it still ended up being a 15 minute DPS check.

If Anet can get this under their belt, I think the game will move in a fantastic direction.

Here’s to hoping.

CDI- Character Progression-Horizontal

in CDI

Posted by: Mixchimmer.7230

Mixchimmer.7230

What about adding Vanquishing (Similar to GW 1) into GW 2? It may work next way: You talking to npc in LA or any other city and selecting Vanquish option and then choose the map u havent done in this mode before. Then u get teleported to instanced version of the map (Queensdale, Cursed Shore or whatever you choose) and will have to clear all the mobs (which will be much harder than in normal open-world version). You may connect to this mode achievements, unique skins or tokens for vanquishing which u trade for precious items like skins or t6 materials or anything else.

Yes! I would love this.

It would be another time consuming difficult PvE activity to do that’s completely different than dungeons, and it lets players enjoy all of the zones in new and exciting instanced ways.

The biggest problem I see with this though, is that it would prevent players from spending time in the real zones, which is already a goal of Anet.

CDI- Character Progression-Horizontal

in CDI

Posted by: Mixchimmer.7230

Mixchimmer.7230

Hi Chris!

First and foremost I want to thank you for your time in initiating and speaking with us all on this CDI. Character progression is something I’m relatively passionate about in games, and I’ve truly enjoyed reading everyone’s ideas and your responses in the other tread, and I’m happy to contribute to this one.

Horizontal progression:

There are two (somewhat related) topics I’d like to talk about that I think are very exciting and interesting ways to expand upon horizontal progression and really toss things up in the meta.

Topic 1: Horizontal Progression in the form of Sub-Classes/A Job System

You’ve stated a few times in a couple different ways that the Anet team has been discussing the potential of Horizontal progression in the form of a type of job system or “sub-classes” if you will.

This in my opinion is an excellent idea, and I would love to see something like this implemented in GW2. I think this is one of the best possible ways to expand upon horizontal progression. This is one of the reasons to why I have now participated in this CDI. I want to weigh in on this topic a bit more with my expectations/ideas for a system such as this.

Below, are three things that I would like to highlight regarding a potential job or Sub-Class System:

1: Further fleshing out the roles of “Control, Damage, Support” for each of the classes

In a lot of interviews with devs before this game came out, it was stated that GW2 wanted to do away with the original holy trinity of MMOs, and replace it with a trinity of Control, Damage, and Support. I feel like in the current meta of the game, this is new trinity is barely existent in PvE content. Most of this content is easier the faster you burn something down, so there is a very heavy reliance on DPS (even Tequatle is literally just a 15 minute DPS check with other mechanics thrown in). This is something I would LOVE to see expanded upon in the form of a Sub-class system, or heck, even without a sub-class sytem. New traits, new skills, new passive bonuses that the player has the choice to have active/slotted that can buff one of the three roles. This sort of leads into my second point.

2: New exclusive skills to each job (both weapon, utility, and passive).

This is touched a bit more on the next section, but new exclusive skills would really mix the meta up, and make it feel like No two Warriors/Thieves/Mesmers/etc are the same (which again, makes the game so much more engaging in my opinion)

3: Sub-Class development shouldn’t end with selecting a sub-class
This portion of my opinion might come under fire a bit because a lot of the GW2 community has lot of people don’t want things to feel too grindy (which is a completely fair and valid point). I still think there should be ways developing a sub-class furthar upon selection. A skill tree that uses your skill points would probably not be the way to go on this considering that makes it ALL about grind. Instead, perhaps, your sub-class or job could earn sub-class or job exp based on activities that the job performs well.

For the sake of example, suppose a thief has the Sub-Class “Nightshade” — a support based subclass that focuses on stealthing, healing, and buffing itself and its allies with the sacrifice of some DPS. This player should earn “Nightshade” exp by Stealthing, healing, and buffing it’s allies.

As the Sub-Class/Job increases in level, new passive and slot-able skills become available.

Topic 2: Horizontal Progression in the form of new weapon skills (not new weapons)

Some have mentioned new weapons, which is great and I’d still like to see, but I’m talking about multiple sets of skills for each 1 – 5 slot on each weapon. New skills for each weapon would increase build diversity exponentially, and it would make creating a build so much more engaging. There would be new combos to figure out, more diversity in combat — I’m sure there would be new animations etc. Generally speaking I think this another item for Horizontal progression that would be extremely healthy for the game, and the game’s meta. This can even tie back to sub-classes — certain sub-classes could have some exclusive weapon skills. The mixing and matching of weapon skills would be very engaging.

There are times where if I’m running a certain build, some of my weapon skills feel 90% invalidated. For example, take Death Blossom on the Thief D/D set-up. If you’re running a back-stab build for maximum power and crit damage, this skill is virtually worthless. It is semi okay for AoE, but if I want to do that, I’ll just switch to Short bow. I’m not saying it needs to be another raw damaging ability — but I’d hope to at least see something useful in that slot.

I never want to feel like because of my build, one of my core abilities in 1-5 is invalidated. This can be alleviated by adding multiple skills per weapon slot.

CDI- Character Progression- Vertical

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Posted by: Mixchimmer.7230

Mixchimmer.7230

For example, Ride the Lightning for elementalists was a good skill for glass cannons that was nerfed because it was too strong in defensive builds. Unfair, right? And this kind of stuff happened even more often in GW1. Now think of a Battlemage subclass with the old Ride the Lighning, and a more defensive subclass without it at all. Easier to balance, because it would be… very easy to categorize skills in the place where they should be, and make them effective at where they belong without the risk of making them too strong elsewhere.

I think this highlights an important issue — that a lot of skills try to fit too many uses causing difficulties with balance in all situations (ex: the ride the lighting example above) — and then there’s the opposite problem of skills that fit a purpose that’s too specific that it can become completely invalidated by certain builds.

My example for this is Death Blossom on D/D for Thief. If you’re running a Backstab build (Which I’m sure most know consists of Power Prec, and Crit damage) this skill gets almost completely invalidated — at least I know I almost never touch it in a Backstab build and why should I? It does barely any raw damage and the damage it does do is derived from Condi Damage. If I need the AoE I can just use Short Bow. I’m not saying it needs to be another raw damage ability — but I need the option of at least SOMETHING in that slot that doesn’t do damage for which I’m not spec’ed — it adds nothing to combat.

With these types of issues it makes me feel like something needs to happen to add to diversity of slot-able weapon skills. I personally really do like the idea of sub-classes, and I know some don’t, either way, I’d really like to see more slot-able weapon skills.

(edited by Mixchimmer.7230)

CDI- Character Progression- Vertical

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Posted by: Mixchimmer.7230

Mixchimmer.7230

To be honest, I don’t enjoy much the skill and the trait systems. The first is very restrictive. The second is very passive. I would personaly enjoy a fusion of both systems into something else. An universal system for both skills and traits, perhaps tied to each subclass, that would have less “passive spam” and more skill freedom. Perhaps something like FFVII’s materia, where the “passive traits”, the “active skills” and the “runes/ sigils” fought for the same number of slots and, even more so than that, there existed “combo effects” that gave new functionalities to already existing skills.

I very much agree with your sentiments regarding traits and skills, it just sort of feels underwhelming in my opinion.

I like your ideas.

CDI- Character Progression- Vertical

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Mixchimmer.7230

I would also like to point out that all of the statements I put forward regarding sub-classes were just brainstorming.

At no point did I present my information in the format of “This is exactly how it should be implemented”.

People are even criticizing the actual ideas for sub-classes: “Where’s the archer option?”

I don’t think at any point any of us were trying to say, that these are the subclasses that will or should be implemented. The only reason they were brought up were for the sake of example.

There’s also a lot of people posting their opinions on the matter where the tone in the literature conveys, “This is how it is, it isn’t opinion” — While it may sound contradictory; I’m sorry, but this simply isn’t the case — we’re talking about what people find fun and engaging :P. That being said, there has also been a lot of evidence and support provided, but I don’t particularly think people react well in a collaborative environment when opinions (even those with good reasons behind them) are conveyed as absolute fact.

At any rate, some very good counter arguments for sub-classes were brought up, and I don’t necessarily disagree with them. I guess the reason I like the idea is because I really like the feeling of being ‘niche’. With the current PvE meta, I feel like this is virtually non-existent and I wouldn’t disagree that this can be done without sub-classes — I’ve just always sort of liked the idea. I feel like in the case of the PvE meta, DPS rules everything, which is so unfathomably boring.

Defiant makes “control” or CC builds virtually worthless in so many encounters. Support builds have much more of a place, but usually, if you bring more than one, you’re killing stuff too slow. Hell, even the Tequatle encounter was literally just a 15 minute DPS check with a few other mechanics sprinkled in. You can even find successful full zerker groups in higher level fractals.

Maybe ultimately I don’t necessarily feel like the game needs Horizontal progress more-so, I take issue with the current state of the meta and I personally think Horizontal progress (Possibly in the form of sub-classes) is just one way of shaking that up. That being said, unless current mechanics change or new ones are implemented, I don’t necessarily see this happening.

So this is sort of where I’m coming from — my angle. I’m sure there are people that will disagree with me that there’s more to the meta than DPS and maybe some support every once in a while, but that’s just sort my opinion on the matter.

(edited by Mixchimmer.7230)

CDI- Character Progression- Vertical

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Mixchimmer.7230

Hi Chris!

Topic 1: Horizontal Progression in the form of Sub-Classes/Jobs

You’ve stated a few times in a couple different ways that the Anet team has been discussing Horizontal progression in the form of a type of job system or “sub-classes” if you will.

This in my opinion is an excellent idea, and I would love to see something like this implemented in GW2. I think this is one of the best possible ways to expand upon horizontal progression. This is one of the reasons to why I have now participated in this CDI. I want to weigh in on this topic a bit more with my expectations/ideas for a system such as this.

1: Furthar fleshing out the roles of “Control, Damage, Support” for each of the classes

In a lot of interviews with devs before this game came out, it was stated that GW2 wanted to do away with the original holy trinity of MMOs, and replace it with a trinity of Control, Damage, and Support. I feel like in the current meta of the game, this is new trinity is barely existent. Most content is easier the faster you burn something down, so there is a very heavy reliance on DPS (even Tequatle is literally just a 15 minute DPS check with other mechanics thrown in). This is something I would LOVE to see expanded upon in the form of a Sub-class system. New traits, new skills, new passive bonuses that the player has the choice to have active/slotted that can buff one of the three roles. This sort of leads into my second point.

2: New exclusive skills to each job (both weapon, utility, and passive).

This is touched a bit more on the next section, but new exclusive skills would really mix the meta up, and make it feel like No two Warriors/Thieves/Mesmers/etc are the same (which again, makes the game so much more engaging in my opinion)

3: Sub-Class development shouldn’t end with selecting a sub-class

This portion of my opinion might come under fire a bit because a lot of the GW2 community has lot of people don’t want things to feel too grindy (which is a completely fair and valid point). I still think there should be ways developing a sub-class furthar upon selection. A skill tree that uses your skill points would probably not be the way to go on this considering that makes it ALL about grind. Instead, perhaps, your sub-class or job could earn sub-class or job exp based on activities that the job performs well.

For the sake of example, suppose a thief has the Sub-Class “Nightshade” — a support based subclass that focuses on stealthing, healing, and buffing itself and its allies with the sacrifice of some DPS. This player should earn “Nightshade” exp by Stealthing, healing, and buffing it’s allies.

As the Sub-Class/Job increases in level, new passive and slot-able skills become available.

WOW you and me are thinking a like i was talking about this in game about how sub classes can be in guild wars 2. I was thinking about how all the weapons will be available to all classes it got me thinking about the class i currently use. Which is ranger and i thought to myself “huh if ranger had a staff it would have a separate build that is based around spirits and nature magic enhanced even further. perhaps a name for it could be druid or shaman” But yeah so glad someone is thinking of that

Yes!! This is exactly my line of thinking! I like your example — ranger earns the sub-class of Druid, so he can use staff, has more spell-like abilities and has other bonuses that really change the game-play.

I didn’t mention it, but you bring a good point — sub-classes could have exclusive weapon options. Ranger normally can’t use staff, but if he sub-classes into Druid, he can, which opens up a lot more skills and variety!

I like it a lot

Lag since patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Not everyone is seeing lag. Therefore its hard to pinpoint the exact issue. I recommend running the game adviser and attaching the log(specifically the part that uses the “pathping” command). The one user who posted it, is showing massive packet loss going to the servers.

The problem is, this isn’t perfect; as it uses a separate port/protocol than GW2 uses.

Yeah,

This is pretty much what I’ve done.

I submitted a ticket discussing my issues with lag, and attached the diagnostic log. The support team told me I was experiencing relatively heavy packet loss (‘Why else would I contact you…’ went through my head) and then they told me to download a third party “Ping Plotter” application to run while playing Guild Wars 2.

I plan on doing this when I get home — I hope it helps them fix it, because it’s quite literally unplayable.

Sounds like a plan. Pingplotter may help determine what is going on. I’ve seen another thread with a user having issues and awful packet dropping. Generally the game uses ports 80, 443 (standard internet ports; shouldn’t cause issue) and ports 6112, 6600 (unprivilaged ports; which are not “normal” web traffic, but correct thing to do). Maybe something with how packets are being prioritized/routed over those ports. That is just a complete guess.

You can also try using the “/clientport 80” command line argument; that should send all the traffic over 80 and ignore the 6000 level ports.
http://wiki.guildwars2.com/wiki/Command_line_arguments

Ah, interesting — I didn’t know you could specify one port.

I actually already have all of the ports you indicated above marked for port forwarding to my static internal IP address on my router.

Oh well — I’m sure this will get them some more information.

CDI- Character Progression- Vertical

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Hi Chris!

First and foremost I want to thank you for your time in initiating and speaking with us all on this CDI. Character progression is something I’m relatively passionate about in games, and I’ve truly enjoyed reading everyone’s ideas and your responses.

You wanted to move the conversation now to one more focused on Horizontal progression, and this is the topic I came here to discuss. I will not mention ascended gear at all in this post (except for this little snippit) because it has been covered quite thoroughly already (and quite frankly, I personally take little issue with it).

Now on to Horizontal progression:

There are two topics I’d like to talk about that I think are the best ways to expand upon horizontal progression and really toss things up in the meta.

Topic 1: Horizontal Progression in the form of Sub-Classes/Jobs

You’ve stated a few times in a couple different ways that the Anet team has been discussing Horizontal progression in the form of a type of job system or “sub-classes” if you will.

This in my opinion is an excellent idea, and I would love to see something like this implemented in GW2. I think this is one of the best possible ways to expand upon horizontal progression. This is one of the reasons to why I have now participated in this CDI. I want to weigh in on this topic a bit more with my expectations/ideas for a system such as this.

1: Furthar fleshing out the roles of “Control, Damage, Support” for each of the classes

In a lot of interviews with devs before this game came out, it was stated that GW2 wanted to do away with the original holy trinity of MMOs, and replace it with a trinity of Control, Damage, and Support. I feel like in the current meta of the game, this is new trinity is barely existent. Most content is easier the faster you burn something down, so there is a very heavy reliance on DPS (even Tequatle is literally just a 15 minute DPS check with other mechanics thrown in). This is something I would LOVE to see expanded upon in the form of a Sub-class system. New traits, new skills, new passive bonuses that the player has the choice to have active/slotted that can buff one of the three roles. This sort of leads into my second point.

2: New exclusive skills to each job (both weapon, utility, and passive).

This is touched a bit more on the next section, but new exclusive skills would really mix the meta up, and make it feel like No two Warriors/Thieves/Mesmers/etc are the same (which again, makes the game so much more engaging in my opinion)

3: Sub-Class development shouldn’t end with selecting a sub-class

This portion of my opinion might come under fire a bit because a lot of the GW2 community has lot of people don’t want things to feel too grindy (which is a completely fair and valid point). I still think there should be ways developing a sub-class furthar upon selection. A skill tree that uses your skill points would probably not be the way to go on this considering that makes it ALL about grind. Instead, perhaps, your sub-class or job could earn sub-class or job exp based on activities that the job performs well.

For the sake of example, suppose a thief has the Sub-Class “Nightshade” — a support based subclass that focuses on stealthing, healing, and buffing itself and its allies with the sacrifice of some DPS. This player should earn “Nightshade” exp by Stealthing, healing, and buffing it’s allies.

As the Sub-Class/Job increases in level, new passive and slot-able skills become available.

Topic 2: Horizontal Progression in the form of new weapon skills (not new weapons)

Some have mentioned new weapons, which is great and I’d still like to see, but I’m talking about multiple sets of skills for each 1 – 5 slot on each weapon. New sills for each weapon would increase build diversity exponentially, and it would make creating a build so much more engaging. There would be new combos to figure out, more diversity in combat — I’m sure there would be new animations etc. Generally speaking I think this another item for Horizontal progression that would be extremely healthy for the game, and the game’s meta. This can even tie back to sub-classes — certain sub-classes could have some exclusive weapon skills. The mixing and matching of weapon skills would be very engaging.

In Closing

Simply thinking about these sort of things being implemented into GW2 gets me excited — it would certainly make me want to play a lot more.

Also, for all those that took the time to read I want to emphasize that all of this is just my opinion — you may disagree, and I’m perfectly okay with that. If you’d like to expand upon or discount any of my ideas, I will not be offended.

(edited by Mixchimmer.7230)

Lag since patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Not everyone is seeing lag. Therefore its hard to pinpoint the exact issue. I recommend running the game adviser and attaching the log(specifically the part that uses the “pathping” command). The one user who posted it, is showing massive packet loss going to the servers.

The problem is, this isn’t perfect; as it uses a separate port/protocol than GW2 uses.

Yeah,

This is pretty much what I’ve done.

I submitted a ticket discussing my issues with lag, and attached the diagnostic log. The support team told me I was experiencing relatively heavy packet loss (‘Why else would I contact you…’ went through my head) and then they told me to download a third party “Ping Plotter” application to run while playing Guild Wars 2.

I plan on doing this when I get home — I hope it helps them fix it, because it’s quite literally unplayable.

Lag since patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

I’m definitely having the exact same issue.

I submitted a ticket and attached all the required documentation including the text file of the diagnostic.

Maybe I’m just frustrated from not being able to play — but it seems like they’re trying to see if it’s an issue on my end, which it cannot possibly be.

Everything played perfectly fine before the patch, now after the patch it doesn’t. Nothing. Else. Changed. — not to mention none of the other online games I play have been having any latency or lag issues either.

Again — I may just be venting out of frustration of not being able to play the game I paid money for :-/

Salvaging ascended jewelry for mist essence

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Posted by: Mixchimmer.7230

Mixchimmer.7230

I think this is an awesome idea. The RNG is quite frustrating when hoping for shards to infuse your ascended items — not to mention that it would give us a use aside from vendoring the ascended items we don’t want because the stats are trash to us.

/signed

"Revealed" Nerf is also a damage nerf.

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Meanwhile, in the land of warriors (Pre-Banner Buff) … 32K crits on a 6 second cooldown. This isn’t my picture, I saw it over in the warrior forum.

This is why dungeon groups with only warriors are so much more efficient than any other group. Between all their shouts, they can easily reach 25 stacks of might, all their auto attacks (including the mesmers) inflict vulnerability keeping the mob at constant 25% extra damage, and then the obvious time warp.

I think maybe the only reason I think the nerf to our PvE damage/viability is so unfair is because of stuff like this.

Bah, who knows.

You do realize he has 25 stacks of might? Right?

You also realize that warriors versus most thieves is an easy kill for a thief? Right?

You do realize that 100b in SPVP is laughable? Right?

Please…

You do realize that we’re talking about the PvE aspect right? Keep your PvP/WvW comments out because most of us don’t care how Warrior VS Thief goes in PvE. Point is when they nerf stuff like this for PvP/WvW, PvE should not suffer.

Meanwhile in the land of Mesmer, you can portal through the fire trap. How come I can’t do that on my thief. However, I can stealth my entire group in the raving asura fractal and bypass those stupid harpies. How come a warrior can’t do that! Stop kittening over a small nerf (it could’ve been worst). Go check the ranger forum if you want to feel better.

Let’s do this over shall we? I understand every class has things they can do and can not do. We can come up with different scenarios all day. All classes however, do damage, and this is a damage nerf to Thieves in PvE that seemed unaccounted for by the balance team. This is not a ‘small’ nerf, it’s at least a 25% DPS reduction for most thief rotations whether you are P/D or D/D…and this is not “kittening”, it’s an attempt to get an answer from the balance team why they think a 25% dps nerf is fair for thieves.

I have a Ranger too, so no, I won’t feel better. The unreasonable Quickness nerf however, should be treated on a higher priority than this as it affects many more classes and perhaps destroyed a fun mechanic in the game.

I like you Orpheus, not only are you not rude (Even in the face of rudeness directed at you) but you kinda took the words right out of my brain :P. Your explanation for why many PvE thieves are upset is right on point (at least in my opinion).

Oh, and as I side note, I’m very well aware that the warrior in the screenshot has 25 stacks of might, as I specifically mentioned it in the post — this is very obtainable with a group of all warriors because they all can use shouts — which I was pointing out to support the claim about there being a little inequity around PvE class balance.

And again, I realize everyone’s really passionate about telling people they suck on the internet, but a lot of us, myself included, are trying to discuss this from a PvE balance position only; I think the nerf is perfectly fair for PvP and WvW.

Orpheus brings up a good point when he says different classes can do different things in many different scenarios and everyone can do DPS — it’s just that this nerf from a PvE perspective only feels a bit unwarranted.

At least that’s where I’m coming from.

(edited by Mixchimmer.7230)

[TC] Hidden Killer or Executioner?

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Wow, this is cool, thanks for doing the math. I sacrifice a bit of precision for survive-ability in the vein of toughness and vitality so I typically stay right at 50% crit chance. I typically use hidden killer so I’m glad that I’ve been making the right decision.

Thanks again!

Thief Hidden Killer Trait Broken Post-Patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

I’m sure they’re still working on it.

It does suck though, it’s the basis on which SO many builds are built around….

Thieves got shafted

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Posted by: Mixchimmer.7230

Mixchimmer.7230

After ~5 hours of WvW today I’m confident in saying the nerf had little effect on the power of a thief there. You simply do not re-stealth that often due to initiative concerns and you do not get to stick to a target long enough to get anything approaching an ideal rotation. You burst just as hard as ever, and the biggest thing I missed was quickness stomps.

In PvE, the nerf translates into roughly a 15% DPS decrease for the Thief; it is now significantly worse than a Warrior in dungeons.

This is petty much exactly how I feel about it.

Thief Hidden Killer Trait Broken Post-Patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

I don’t overly care about the WxP points, I just enjoyed playing WvW as a whole, and I loved my d/d build and thief, but it all revolves around hidden killer, the 4second debuff on stealth I can learn to play around, but the traits being broken, I can’t.

Yeah, that’s fair.

Thief Hidden Killer Trait Broken Post-Patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

My build is still useless without hidden killer, i cant even go enjoy the new WvW updates >.<

You can always switch a few traits around and use S/D, that’s what I did :P.

No one has to be forced to change their playstyle because of the broken trait. It is a problem that has to be fixed asap, and not to be left over in silence.

Well, I’m not trying to justify it, trust me, I know it sucks — it decreases potency of backstab builds sevenfold.

I’m just saying if you’re really wanting the points that bad you could always just play around that’s all.

Thief Hidden Killer Trait Broken Post-Patch

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Mixchimmer.7230

My build is still useless without hidden killer, i cant even go enjoy the new WvW updates >.<

You can always switch a few traits around and use S/D, that’s what I did :P.

"Revealed" Nerf is also a damage nerf.

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Mixchimmer.7230

Cry more, you cant see how overpowered you are, you deserve it. Finally those poor defenseless classes who take 6k, 5k, 8k (and if manage to survive) go “what the heck” then they get another backstab and die.

This isn’t even a PvP discussion, and you’re bringing your incessant whining in to a place where it is not warranted.

You are the reason I hate the MMO community in general. Shoving your nose in areas of the game that you are clearly completely clueless about and pretending that you are even slightly knowledgeable. Your complaints are not even SLIGHTLY relevant here. Go cry in sPvP or WvW forums instead. People like YOU are the reason PvE elements fall to pieces.

You’re almost as bad as Columba. Please leave. Now.

You are the one who doesn’t see it. Thieves can’t do that sequence since their stealth is debuffed for once, and by the looks, you are unhappy that i am happy about being nerfed. Nah, im not sooking, im crying for joy that they got nerfed!!! You don’t understand how overpowered you thieves really are.
And yeah, I know you are a thief, any other class wouldn’t whine the way you did.
~Bye! I won’t be reading your next post because its just gonna contain more whining!

This dude is everything that’s wrong with the thief forums. Coming in here and making a post for the sake of drama alone -_-. I wish there was some sort of preventative measure to this kind of unproductive bull-crap.

Thieves got shafted

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Posted by: Mixchimmer.7230

Mixchimmer.7230

It was a really stupid nerf that hurt PvE thieves…

This nerf hasn’t hurt my PvE thief at all.

I’m going to repeat something I said back when life-steal food was “nerfed” (i.e. balanced): if you build your character around a single skill, trait, boon, or consumable then you’re setting yourself up for a aggravation should the day come your gimmick build nerfed.

You know that’s actually a really insightful statement (no sarcasm or trolling here I’m being genuine). It’s a good way to stay positive about it.

I think the main reason I’m a little annoyed by it (I’m not saying anything like the class is broken, I just think it adversely affected PvE thieves a little too much) is because Warriors do so much more DPS, bring heals/boons with shouts, and can severely buff a team with banners — If you want DPS, there is literally no reason to take anyone other than a Warrior.

I’m not gonna let this make me change classes or anything like this, I still love the class and look forward to adapting — I just think there’s a little inequity around class balance for PvE.

"Revealed" Nerf is also a damage nerf.

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Meanwhile, in the land of warriors (Pre-Banner Buff) … 32K crits on a 6 second cooldown. This isn’t my picture, I saw it over in the warrior forum.

This is why dungeon groups with only warriors are so much more efficient than any other group. Between all their shouts, they can easily reach 25 stacks of might, all their auto attacks (including the mesmers) inflict vulnerability keeping the mob at constant 25% extra damage, and then the obvious time warp.

I think maybe the only reason I think the nerf to our PvE damage/viability is so unfair is because of stuff like this.

Bah, who knows.

Attachments:

PSA: Hidden Killer Trait Broken Post-Patch

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Well I posted this to the bugs subforum and a Dev responded and said they were looking into it.

Just wanted to give everyone an update!.

I think we all would rather have...

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Posted by: Mixchimmer.7230

Mixchimmer.7230

It is 1… 1 freaking second on a combo that is still so ridiculously powerful no other class can match it. People here are QQing about still being really powerful.

Again, in PvP it’s definitely warranted and you are correct in saying that no other class can match that kind of burst in PvP.

However, the only reason it peeves me a little is that it significantly inhibits the ability to deal DPS in PvE — and there are classes that do loads more damage in PvE even before the patch — Warriors.

I’m not saying I want to have DPS equal to theirs — but as it’s one of the only things we bring to a group, you have to understand that from a PvE position it DOES seem a little unfair. Particularly because the change was mentioned as being specifically for PvP.

Also, can we please stop using that phrase… “QQing”. Dropping into another class’s subforum and telling them they’re “QQing” doesn’t really add anything to a discussion. It just tries to incite negative feelings and I prefer to have discussions about issues on the forums instead of arguments for the sake of “Internet logic owns”.

I think we all would rather have...

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Posted by: Mixchimmer.7230

Mixchimmer.7230

Come on guys…. just nut up and learn to use it, we needed this nerf.

You have my support on this one — from a PvP perspective only.

Just try to understand that the reason thieves are upset at this has nothing to do with PvP (or at least for me). It has to do all with PvE.

To give you an example, our typical dagger DPS in dungeons consists of spamming of the following:

Cloak and Dagger —> Backstab -- > Autoattack — > Repeat after revealed wears off.

You have my support in that it was needed for the purpose of PvP — but it is a very significant hit to PvE DPS — and this is why many people, including myself, are a bit peeved.

If you’re hitting the target dummies in Lion Arch, I would agree with you. Seriously, we don’t stand in one place indefinitely and spam that combo…

Well of course I don’t stand in one place silly. I still spam the combo though — I do it in FoTM and other explorables on bosses that need to be DPSsd down, with great effect — this is possible with a few well placed dodges.

Although in your wording, you do point out well that I said “Our typical dagger DPS rotation” as opposed to “my typical dagger DPS rotation”. My apologies for making it sound like I was trying to speak you and others — I should have worded it differently.

I think we all would rather have...

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

Come on guys…. just nut up and learn to use it, we needed this nerf.

You have my support on this one — from a PvP perspective only.

Just try to understand that the reason thieves are upset at this has nothing to do with PvP (or at least for me). It has to do all with PvE.

To give you an example, our typical dagger DPS in dungeons consists of spamming of the following:

Cloak and Dagger —> Backstab -- > Autoattack — > Repeat after revealed wears off.

You have my support in that it was needed for the purpose of PvP — but it is a very significant hit to PvE DPS — and this is why many people, including myself, are a bit peeved.

I think we all would rather have...

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

/signed

I was totally in favour of that change, and I was eagerly awaiting the patch to get stealth in a manageable state, especially with the culling fix. It looked like it was on-track to becoming something that QQers could marginally accept (there will always be whiners).

Instead, Thief got nerfed completely and utterly in to the ground. All PvE stealth rotations are dead. All stealth-focused builds are dead or functioning at a pathetic capacity. All that, because of some PvP crybabies.

USE YOUR kitten SHORT BOW AND BLAST FINISH. NO ONE WANTS A kittenTY BACKSTABBING THIEF THEY HAVE TO REVIVE EVERY 10 SEC

Great answer. Use my one method, all other methods are wrong. Love the all-caps touch too, makes you really respectable.

Generally agree with you. While I don’t think all stealth rotations are COMPLETELY dead, I will very certainly admit that we’ve taken a very hard hit to PvE DPS.

Also, good on you for staying mature in the face of people that like to use all caps and type out thoughts that are fueled by 90% emotion. You have my support.

"Revealed" Nerf is also a damage nerf.

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

I personally agree.

I feel like the nerf is definitely warranted in WvW and take no issue with it. What I do take issue with is nerfing PvE DPS for the sake of balance in another unrelated aspect of the game.

I guess I wouldn’t be as upset if strong DPS wasn’t one of the only things thieves can bring to a group. I certainly can admit that the blinds, smokescreens and stealth-rezzes are also useful — but everyone knows DPS is king.

I hate to make the comparison again (because it’s been beaten to death) but warriors do way more DPS and support in the form of banners, shouts heals, shout boons and so on.

Perhaps I’m out of line here, but I just don’t think the nerf is fair to us Thieves that really love PvE.

PSA: Hidden Killer Trait Broken Post-Patch

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

You should be using Executioner anyway

For certain builds, Hidden Killer is vastly more dps gain. Generally, these would be builds with frequent stealth cycles and semi tanky gear like Power/Vitality/Toughness. It also has much more predictable results.

Yeah, I primarily PvE where mobs just sit there and let you repeatedly stealth-cycle backstab them. This is the main reason I use hidden killer — though if you make a good enough case, I can certainly be persuaded.

Basilisk Venom and Stability

in Thief

Posted by: Mixchimmer.7230

Mixchimmer.7230

So our ELITE skill turned into 1,5s STUN, which can be nullified by dodge (strange thing to lose venom when u don’t hit the target), block (ok) and stability.
The skill is destroyed.

Well, I’m not one for complaining much about balance on official forums, I actually rather enjoy the period of adaptation as it tests your creativity as a player.

In this situation however, I feel that for an ELITE skill, basilisk venom being wasted on targets with stability and through dodges seems vastly underwhelming. I’m not even sure if the immunity to targets with stability was intended, but that’s where we’re at currently.

I feel like at this point you mine as well take devourer venom and take either thieves guild or daggerstorm — at least devourer will still CC through stability.

This is all just my opinion though, and we all know how much that matters on the internet :P.