Showing Posts For Nalviir.2698:
FA, I’m pretty cheesed that you took our Greatest Player in the Game.
Did ye fall off ye dolyak, and bump ye head, ye knave?!
Lady Jayne dost hold the title of the Toast’s Greatest Player in the Game!
Like a previous poster stated, wait until the changes are made, before you start QQ’ing. You don’t even know what to emphasize about yet, because it hasn’t happened.
So far, all we know is, that culling will be reduced, so that will help with stealth abuse issues. And, a “revealed” mechanic will be improvised to ALL stealth abilities, for all classes. (mesmer’s, thieves)
I never played a thief, and I was already consigned to the fact that if I ever came across a thief, alone, I was dead….if I was lucky to see them first. And, I think that’s what Anet is trying to address. Having thieves stealth still be “viable”, without it being an almost god mode ability, that is relied on too much, to the exclusion of all else a thief could possibly do, if tweaked right.
They already said the it is in this patch…usually they don’t say that unless they mean it.
I know. Which is what I referred to when I said, wait until the patch is implemented, to emphasize what you may find objectionable. We know what Anet has stated, but we don’t know how it will work in-game, yet.
Let it all play out, then discuss how you feel about the changes. That seems more productive than, “RAWR, ME NO LIKE CHANGES!!!”
I play a thief so I know what effects this change will have. There was enough concrete statements in the video to let me know what is forthcoming – reveal debuff regardless if you attack or not.
I’m fine with well thoughout and gradual change(s) – this isn’t either of those. We’re trying to facilitate discussion with the Dev but none have come to our call. We want to provide reasonable suggestions to their problems. There are other ways to nerf stealth without destroying build(s).
So, you’ve played the game, with these changes already implemented? You were a part of the actual testing? Well then, it’d be cool to hear about specific encounters you’ve had, regarding the changed stealth mechanic.
However, if this is not the case, then all I’m suggesting is “wait and see”. I’m not saying that thieves will like/love the change, or that it will be perfect. All I’m suggesting is, wait to see how it plays, once the patch goes live, then make your arguments for/against.
Otherwise, it’s just comes across as presumptuous, fearful ranting.
Like a previous poster stated, wait until the changes are made, before you start QQ’ing. You don’t even know what to emphasize about yet, because it hasn’t happened.
So far, all we know is, that culling will be reduced, so that will help with stealth abuse issues. And, a “revealed” mechanic will be improvised to ALL stealth abilities, for all classes. (mesmer’s, thieves)
I never played a thief, and I was already consigned to the fact that if I ever came across a thief, alone, I was dead….if I was lucky to see them first. And, I think that’s what Anet is trying to address. Having thieves stealth still be “viable”, without it being an almost god mode ability, that is relied on too much, to the exclusion of all else a thief could possibly do, if tweaked right.
They already said the it is in this patch…usually they don’t say that unless they mean it.
I know. Which is what I referred to when I said, wait until the patch is implemented, to emphasize what you may find objectionable. We know what Anet has stated, but we don’t know how it will work in-game, yet.
Let it all play out, then discuss how you feel about the changes. That seems more productive than, “RAWR, ME NO LIKE CHANGES!!!”
Like a previous poster stated, wait until the changes are made, before you start QQ’ing. You don’t even know what to emphasize about yet, because it hasn’t happened.
So far, all we know is, that culling will be reduced, so that will help with stealth abuse issues. And, a “revealed” mechanic will be improvised to ALL stealth abilities, for all classes. (mesmer’s, thieves)
I never played a thief, and I was already consigned to the fact that if I ever came across a thief, alone, I was dead….if I was lucky to see them first. And, I think that’s what Anet is trying to address. Having thieves stealth still be “viable”, without it being an almost god mode ability, that is relied on too much, to the exclusion of all else a thief could possibly do, if tweaked right.
Given your scenario, what’s to keep the defending force from also splitting up it’s forces, once the majority of the attacking force has dispersed?
Or, once the attacking force loses numbers, the larger defending force goes out, quickly kills the remaining attacking force, then goes out to the rest of the map, while they repair the damaged keep. Pretty much leaving you with no gains, whatsoever.
As i’m sure it’s been stated many times, W3 is a game of coverage/numbers. Skill, and tactics, are also important. But, all the skill, or planning, falls short if you don’t have the numbers.
