Showing Posts For Nate.5109:
If he is invisible I can’t attack him.
Number one reason why stealth thieves can be so successful right here. GW2 doesn’t require tab targeting to use skills, and I get the majority of my thief kills by hitting them while they’re stealthed.
Yet the majority of people I encounter when playing as a thief react like NPCs do when presented with stealth. They stand there for a second, then go wander off somewhere because they’re completely helpless without a locked target.
I would like to have this point tattooed on several of the whiners of late. Maybe just have it appear on the screen upon entering WvWvW, since that seems to be where most of the kittening comes from.
I’ve been seeing Jon Peters around the forums giving info on some heavily commented concerns of various types that are slated for changes/fixes on Dec. 14th.
That’s awesome, and I applaud him… but for the love of god, can we get some word on the lameness that is Flanking Strike?
Say VS gets tuned up, and becomes a more viable way to do mixed-type damage for free, that doesn’t help power-based P/P at all. Either the “fixed” VS is better than Unload DPS-wise (like all of the other auto attacks) and you’re better off just running condition damage (and consequently most likely just using P/D), or the fixed VS is still worse than Unload and people continue to spam Unload for mediocre damage. Literally the only thing boosting VS would do for P/P is boost a utility-heavy thief where you spam VS with +condition gear for your DPS and conserve your initiative to burn on #2/4/5 skills. Not a popular build, and not really that good at what it does. That is just the unfortunate truth of how the initiative system makes all thief skills in direct competition.
VS is a bad skill, but fixing it won’t fix P/P.
Hmmm… that makes sense, despite being depressing. Assuming Vital Shot does get “fixed”, maybe adding some utility to Unload in lieu of upping its damage would help. Say, a 1 second immobilize or some cripple… maybe a couple of seconds of confusion? Nothing to interrupt, but it could still gain other advantages.
I can’t imagine that would break P/P, but maybe I’m missing something.
Quite possibly the easiest fix to one of the biggest exploits in this game.
Have ‘VITAL SHOT’ cost INITIATIVE. Find out the math behind if 1 to 1.5 to 2 initiative per vital shot round is reasonable.
100% Genuine Troll, Accept No Substitutes
The one time event was not available to everyone, for either work commitments or other reasons. Now, in normal circumstances, this would be fine, but the rewards given out were so exceptionally high that they became unfair. Just to get something equivalent to the accessory and the bag could take weeks (especially back then), and that’s to say nothing of the precursors etc. Players who have worked for hours to get to where they are, only to be overtaken by a factor of (whatever) will be understandably disheartened.
Pretty much this.
I’m still very glad that Anet is working on fixing it for those who at least could participate and tried to. I’m sorry they haven’t done a smoother or faster job for people, but they are working on it… and we’re actually seeing a lot of communication from them on it, which is a pleasant surprise.
But to those of us screwed by the very design of the one time event, many of the most vocal gripes just look ungrateful. You’ll probably get your crap… one way or another.
The rest of us just have to hope that Anet shows more wisdom in designing these events in the future.
I’m sure this was covered already, probably ad nauseum, when it originally happened. But with the recent flurry of rewards being discussed in LA atm, I thought I’d leave a reminder about it.
Please adjust future “one-time events” in one of two ways. Either make them less “one time” so that more can participate or scale back the rewards from them so as not to leave people completely in the dust over missing a single afternoon of gameplay on a Sunday. People receiving two precursors is absurd, and while I’m sure that’s a rare exception… the rewards were big.
Honestly, I’d probably start shopping for a new game. Not that I’m that married to Thief, even though it’s my main, I love Ele as well and have both at 80.
But the epic failure of professionalism in game design displayed by the removal of stealth, that would do me in here. Added to the meta-events that stay broken for weeks without comment from Anet, the face-palm worthy nerfs already, etc.
So here’s hoping that they find a reasonable solution, especially to culling.
It would be OP, the devs knew it would be OP, they nerfed the speeds and didn’t update the tooltips. These guys aren’t idiots, after 3+months they would have figured out that half the auto-attacks in the game were attacking at the wrong speed.
The poster above took more time and more detail to break this down, and he/she did a great job. I just want to point out your closer… where you apparently think Anet is professional/knowing AND somehow believe that they ninja nerfed several auto-attacks and left incorrect tooltips in place. Those two implications would seem to be at odds.
@Tulisin.6945 ( im not blaming thief of my failure ok.,) i say there thief is lethal in 1 vs 1 and i can accept that., but not in 1 vs group., is that clear? For example: u r in the party and thief kill u, i think ur party should have chance to make that thief stop, down or retreat but they can’t do that why? Bcuz of that #5 dagger,skill, thief can hide every 2 – 3 sec.,
Granted, I only watched the first encounter in that pretty long video. I mean, I make bad choices in the heat of WvW too… and often. But I don’t demand that other people be nerfed because I forgot what an AoE was. Or crowd control, honestly… but mostly AoE.
Stealth may be a glorious survivability tool, but it doesn’t negate damage or effects. It can regen and periodically remove conditions, but it doesn’t make the Thief’s opponent suddenly not have skills to use. Pretending otherwise just makes you bad, as does running around not casting anything trying to kite a bleed Thief. That first group deserved everything they got.
I’ve tried to resist saying it… but not this time. L2P.
I’m a Thief main with a beloved Ele alt. This thread is amusing. =)
+1 Would read again.
I don’t even have time to autoattack on my D/D Ele. I’m too busy hitting skills left and right on each attunement. Why isn’t thief more like this? Needs more action, less “meh.”
I actually lol’d reading this. It’s SO true! I have an Ele alt that isn’t even geared past 70+ green/yellow that I put a signet/aura build on with daggers a few nights ago. I was spamming skills left and right. Also, it’s just so much more forgiving than Thief is if you screw up.
Here, I’ll lay it out for you:
The Pistol (baseline) has about a .8 recast, and the bleed lasts 4 seconds
The Rifle (baseline) has about a .85 recast, and the bleed lasts 6 seconds.Therefore, Vital Shot can only maintain 5 stacks of bleed at best, you occasionally briefly get more from a sneak attack, and often dip below from doing anything else at all.
The Rifle pretty consistently maintains about 8. The front-end damage is also slightly higher, the range is greater, and they still get huge boosts to power from Volley and especially the Adrenaline shot that does mega damage (far more damage than Unload).
Not trying to be rude, but you very clearly don’t understand much about what you’re talking about.
This pretty well lays it out for me. I don’t care that we have less range, that’s what Stealth & gap closers are all about. It’s the rate of fire that’s just silly. I’d happily take a bleed duration increase while we’re at it though!
Use the main hub to gain new members to the group should a player leave or dc. Once a group reaches a check point, clear a fractal, or wipe, a new or previously dc’ed player waiting in the hub can then rejoin the group.
This… right here. While I don’t think group finding is the worst thing in the world, that a group can literally waste their time under certain fractal combinations due to a single DC is absurd.
Hell, it doesn’t even require a DC. I had a pissy bint Guardian the other day that got stuck in one of the cultist cages… it was clearly bugged, she couldn’t destroy and neither could we. She was so upset that she coudldn’t get her chest that she straight left instead of just queueing to move on and finish.
That kind of garbage shouldn’t ruin it for everyone, and I think someone should have known better over at Anet. Here’s hoping they do, at least, address it.
I don’t believe anyone can look at the current state of the game in any aspect (Dungeons, Legendaries, Fractals) and say with a straight face that the game was designed with ‘minimal grind’.
Agreed. I mean, it’s better than some other games… you have to give Anet that. But “minimal”? No.
As for the quote: “We absolutely design everything we do with minimal grind and will continue with this principal moving forward.”
I’ll add another… Inigo Montoya: “I do not think it means what you think it means.”
So when is A-net planning on responding to this thread to let us know what they were thinking when creating it, and what the purpose of this thread actually serves?
Also, when will they lock it down because it clearly derailed some time ago…
I get that they wanted feedback yes, but there are more than enough common themes appearing in this thread by now.
Should we assume a patch to the class is incoming based on the common trends of this thread?
I only hope they can overlook all the whining.
+1, good sir. I wouldn’t hold my breath though. Frankly, the way this thread has gone, it almost looks like this thread was the extent of their plan.
I’m sure more nerfs will be forthcoming anyway. All while Flanking Strike remains busted, Pistol Whip remains kitten, Dancing Dagger remains initiative expensive, etc. Christ, I’m having flashbacks of playing SAM in XI… and they were hated on like this even without a strong PvP mode in that game.
Erm, assuming the 900 range on Steal is any indication, then Pistol is 900. Shortbow is longer. I can 900 range Steal within Pistol range, and cannot at the same range as pistol stops auto-attacking.
For whatever reason, Dancing Dagger and Shortbow do out range 900. The arcing theory seems as good as any for this. Unless there’s a wackiness over Steal’s range that I’m unaware of.
Vital shot could sure use a buff to rate of fire though.
The multiple restealthing has to be fixed either by introducing cooldowns or increasing the initiative requirements.
You have no idea how stealth works now, do you? The appearance of this is something even Thieves have been calling for fix for. The rest of it is just you not understanding that they’ve already done what you asked for.
I swear, thieves in this thread seems absolutely desperate to keep their OPness. Whatever it takes eh?
I love that Moderators have removed several Thief posts trying to combat the sheer stupidity of “zomg I just got gibzd in WVWVWVWVWWVW… nerf Thief prz!!!!!@!” posts. But the above post… that one’s constructive.
Mmmmmk.
I’m almost willing to bet that most of their resources are tied up in Wintersday :X
Pretty much this. Boy, was I thrilled with the cosmetic kits change today too! Oh well, hopefully it’ll work eventually.
Fix the thief. One just took out our raid. She wasnt even using her perma invis..she raced around the battlefield..if someone got close she stealthed, then someone was dead..she would let us chase her a bit..stealth, then do it again. She killed 15 of us without taking damage. This isnt the first time this has happened.
With all due respect, I don’t see how we’re supposed to take this feedback seriously. Can we please stop the ridiculous hyperbole? I think you have a fundamental misunderstanding of not only how Thief works/plays, but also a serious misunderstanding of what to do when you get hit by a single stealth Thief in a group of supposedly 15 allies, assuming that part of your tale is even true.
It’s been bugged for over 12 days on Northern Shiverpeaks.
Sounds about right.
I’d love a Flanking Strike fix… it’s kind of sad to watch this skill path anywhere but in a perfect out in the open.
Bring Dancing Dagger back for PvE, please. As previous posters have commented, you’ve implemented skill fixes in just PvP before… why clobber PvE thieves too?
Pistol Whip… yeah. Less damage than auto-attack? Please mention the lulz you’ve gotten on the forums on this one to the genius that came up with that. We appreciated it SOOO much.
Please god just fix [Steal/Mug + Cloak & Dagger]… leave backstab’s mechanics alone.
Other than that, I think the only real wackiness I see lies in the rendering bug with Stealth. Oh, and lolTraps. Maybe lolVenoms too… most of them anyway.
Server: Northern Shiverpeaks
Dungeon: Arah
Issue: Meta event stuck and not progressing to allow access… again. Please for the love of god remove the dynamic event from this. It flat out blocks personal story progress.
Northern Shiverpeaks as well.
I’m not entirely sure I understand the question. The entrance to the Pact area where the merchant is located was accessible on our test servers, but not on Live. We’ve corrected that, and it should be getting updated soon.
You know what, that’s great. And I thank you for clarifying that. I apologize if I came off as aggressive. For future reference, it’s worth noting that your latest post specifying the area accessibility constitutes “additional information” when compared to your previous post. Also, your update notes include the token, not the area change. I can’t speak for anyone else, but when Anet makes a mistake, I’d really like you folks to be specific and convince me that you know what you’re talking about/are actually working on the problem.
Anyway, looking forward to the fix. Thanks again and good day.
I sort of agree. I’m a serial alt lover… and have now leveled three characters to 80 in order to explore the different order stories. Having said that, though… my intent was to level 2 more characters for one of each race for completion’s sake. Having witnessed all the order specific points along the way without any balancing race specifics… I’m not sure that I will level the other two races due to the perceived slogging repetition.
Also, would some class-specific story really be so bad?
We’re working on a fix, the issue is something that worked on our test servers but didn’t work on Live, so we had no way to catch it before the update, unfortunately.
So wait Jeffrey. I’m confused… what fix on your test server allowed access to an NPC in an area that has never been accessible outside of instanced Fort Trinity? I’m sorry, but your “we had no way to catch it” just doesn’t make any sense without additional information. How could you not catch that the NPC isn’t even accessible to people that had completed the last story mission without having to re-complete it?
EDIT: added “in an area”
(edited by Nate.5109)