My engineer: Toy
Best.
I’m pretty sure any damage or status effect a stealhed thief suffers will appear on your screen. That was enough for me.
Yeah you can get around 3 hips shots in one flame jet. If you go power then flame jet does power damage around 2/3 as much as hip shotting, with the last burn doing a little more than last third. But it only does more damage if every tick hits. Every. Tick.
At least the other 4 skills seems okay.
Rifle #1 spam outdamages FT 1 spam to tell you how bad off FT dmg is.
depends on if you specc around FT or not.
This was pre-trait update, but as an engineer, I had a pretty easy time killing thieves.
Honestly, when I think of humanoids for my next class I always go through this throught process.
“Lets see, Norn have tattoos, actual muscles for females and spirits that actually do interact with them from time to time…………..Sylvari are the youngest race, have the rather interesting dream of dreams, the most beautiful characters when done well and they glow…………but humans have……………………………………………………………………Gods…….that do nothing now…….I guess…….no female muscle to speak of…..nothing that really stands out honestly…….”.
Thus I end up laughing at humans, and making a gorgeous sylvari thief that I have yet to see any human even come close to equaling visually.
On-topic: I didn’t like Rurick, but I’d take him any day over that worthless king of a father he had.
Sylvari beautiful? I prefer them smooth, not thorny, nothing beats norn women
Geeesh, could you NOT copy your username straight from an overrated TV show please?
I’m not against the dazed thingy, but in the spirit of maintaining class identity, let them keep their individual skills.
Also, I just accept that some classes are harder to kill when downed than other. I see that as class mechanics.
I see it as more of a global problem. Remove the requirement for conditions entirely on builds that don’t use conditions. They can do this with a bit of manipulation. There are key choices people make when making a condition build so that they use conditions exclusively in every class they could fix every class so that the only time skills apply conditions are when they are using those traits to improve condition damage or time.
it would improve things like the FT by default because those who chose a power or burst damage option could use FT without worrying about using a condi damage stacker.
I think the whole thing needs work but if they started on the engi that’s the first thing I’d do is increase the base damage across the board of #1 skills allowing them to be more useful as power and burst options and taking out any condition adders until one chooses a typical condition build modifier trait.
Then again, the POINT of flamethrowers are to burn things. So a flamethrower that was not all about inflicting as much burn as possible would be a very weird flamethrower.
I like all of these. I’d add Druid though, coz shapeshifters own.
Gold is easy to get, it seems fine.
So, say you are, for instance, an Engineer, and you have a sigil of fire on your shield. Will this effect procc on the normal auto attack along with the mainhand, or only with skills that makes use of the shield? Moreover, does both carry over to kits?
Heck, do they carry over to weapons that are not technically equipped at all?
(edited by Oxstar.7643)
This will probably sound hipster, but I think it’s in a good spot. With juggernaut and deadly mixture, the damage is acceptable – not as high as bombs, but on the other hand, it’s aoe is superior, and it offers a low cooldown pushback – not to mention how freaking boss skill 2 is, time it right and it’s a doublehit on a very low cooldown.
Think of it as the following: Primarily an aoe weapon, then a detain and damage topping item. Especially with juggernaut, 6 might stacks make a lot of difference for all your weapons.
PS: Slap an agony sigil on that.
(edited by Oxstar.7643)
They have something: its called pickup.
A meteor shower to clear my turrets is simply wasted on me since I don’t keep my turrets out between encounters. And once the ele wasted his completely absorbed burst chain, I heal up, drop turrets and down this zerker in seconds.One player-kill equals holding a point for 10 seconds, so, together with decap and recap, thats 15 seconds I can take my time for to kill an annoying target, which is why I rather not care about my point if an easy prey shows up. and people who burst on range are per default easy prey and i hardly ever misjudge that, tough downstate can happen to me as well, especially with a thief in the other team.^^
Good luck picking them all up in a meteor shower, at least if the ele in question is about damage, as most staff wielders are – especially if they are spread out. Not to mention that you subject yourself to 15 seconds where you DON’T have access to your turrets. In fact, that meteor shower could not have been used better – it forced you to nerf yourself for 15 whole seconds. Aka, he used ONE skill to waste SEVERAL of yours. It’s an encounter you drew the short end of.
Btw, 10 seconds of holding a point equals a kill in team worth so you might be bogging your team down. Up to you if you wanna risk being useless.
(edited by Oxstar.7643)
AL WEH NED IS ENUFF BATLE BRUTHERS ON TEH GRAND SO DAT WI CAN DESTROI DEM WIT OUR BOLTARS! DAT IS WUT MATARS, SPESS MAHREENS!
What’s wrong with having players test content before it comes out? That could save so much embaressment simply from preventing “bad updates”.
You were the one who started with words definitions first… No, you’ve completely ignored our advice, spurned our tries to help you, and you are, 100% GUILTY. Then you can live on in your own world, but it doesn’t change ANYTHING.
Advice? Nothing I’ve said is about my personal experience. This is how your are interpreting it though. You are taking your entire experience of needing help in game and applying it to me. I already went over this with you a several posts above.
What you don’t understand is if shockwave or yourself had said “These are helpful tactics that can combat stealth users…..”. I’d say those are pretty fair statements. But what you both are saying is that your suggestions are counters and they are not.
You’re loosing so much by getting stuck up on words… and how could it be anything BUT your own experience, can you control another persons hands, or see through his eyes? Believe what you see with your own eyes, but try to get insight so you UNDERSTAND what you saw.
Fine, helpful tactics that can counter stealth, but you’re contradicting yourself.
Now you can see how rediculous some of the listed opposing view points are, but some are not rediculous, yet they’re all valid in some way.
The point is that when people provide ways to counter stealth, it’s because there actually are ways to counter stealth.
The only thing I see is the absence of comprehension on your behalf. The thing is its not my view point, since what I’m saying is objective not subjective. Its based solely upon what the definition of counter is not what I “think” or “feel” it is. The list you made is completely subjective since its based upon your own personal interpretation of what a counter means.
Its a fact that all of the mechanics I listed stand on the opposite end of the spectrum of their counter parts. It doesn’t matter how you say they are applied, the only thing that does matter is that there are mechanics in place that balance out each other by providing the opposite effect.
Going by the “definition” of counter, not your own personal interpretation of the meaning. Show me how anything you listed is even roughly related to it.
Okay if you’d like to look at everything in a silo then my argument is that stealth does nothing by itself except put you at a disadvantage of not being able to interact with objectives.
Therefore stealth is actually a debuff.
This is irrelevant because you are shifting the discussion from the mechanic itself to things outside of it such as objectives or your personal opinion that its a debuff. Looking at the mechanic itself, illustrate how any of what you listed in your previous reply fits the definition of a counter.
If you like to know what the hard counter to stealth is those are
- Stealth by itself (as the play in stealth is less useful than when they are out of stealth)
- Revealed
And there’s the list of other counters that I previously mentioned, such as Invincibility or blocks, or blinds, since stealth by itself is actually a debuff and is useful for creating an opportunity deal damage.
Stealth makes the target invisible. What skills can make a target visible?
All skilsl that either spawns a target effect or a damage number on the screen… You don’t need to SEE him to counter him, just know his position. Sigh… I’d need both Hawaii and Costa Rice to accomodate all the facepalm you deserve!
The only thing I’ve done is keep it objective. For many such as yourself and shockwave, this is a difficult task. Since you prefer to try to redefine a word to justify what you think. Perhaps if the world revolved around you then words could mean anything you want them to be.
You were the one who started with words definitions first… No, you’ve completely ignored our advice, spurned our tries to help you, and you are, 100% GUILTY. Then you can live on in your own world, but it doesn’t change ANYTHING.
Now you can see how rediculous some of the listed opposing view points are, but some are not rediculous, yet they’re all valid in some way.
The point is that when people provide ways to counter stealth, it’s because there actually are ways to counter stealth.
The only thing I see is the absence of comprehension on your behalf. The thing is its not my view point, since what I’m saying is objective not subjective. Its based solely upon what the definition of counter is not what I “think” or “feel” it is. The list you made is completely subjective since its based upon your own personal interpretation of what a counter means.
It’s a fact that all of the mechanics I listed stand on the opposite end of the spectrum of their counter parts. It doesn’t matter how you say they are applied, the only thing that does matter is that there are mechanics in place that balance out each other by providing the opposite effect.
Going by the “definition” of counter, not your own personal interpretation of the meaning. Show me how anything you listed is even roughly related to it.
Okay if you’d like to look at everything in a silo then my argument is that stealth does nothing by itself except put you at a disadvantage of not being able to interact with objectives.
Therefore stealth is actually a debuff.
This is irrelevant because you are shifting the discussion from the mechanic itself to things outside of it such as objectives or your personal opinion that its a debuff. Looking at the mechanic itself, illustrate how any of what you listed in your previous reply fits the definition of a counter.
If you like to know what the hard counter to stealth is those are
- Stealth by itself (as the play in stealth is less useful than when they are out of stealth)
- Revealed
And there’s the list of other counters that I previously mentioned, such as Invincibility or blocks, or blinds, since stealth by itself is actually a debuff and is useful for creating an opportunity deal damage.
Stealth makes the target invisible. What skills can make a target visible?
All skills that either spawns a target effect or a damage number on the screen… You don’t need to SEE him to counter him, just know his position. Sigh… I’d need both Hawaii and Costa Rica to accomodate all the facepalm you deserve! A TON of GOOD players have no more problems fighting thief than ANY class, some even find it underpowered! You are so insufferable with your self righteous attitude of “IF I CAN’T DO IT THEN NOBODY CAN, END OF STORY!” – Why do you think this game revolves around YOU? You are not a pro, you’re not even THAT GOOD, you just need to TRAIN, like the rest of us did, and we’re trying to HELP you – you claim nobody can fight thives, we give you multiple ways to do just that, and you just go “no that’s wrong” without even practically applying it! Do it and you’ll see we’re right, procided that you’re not just BAD. But you don’t, and it’s hurting you, and those around you! Just… GOD!
(edited by Oxstar.7643)
Countering backstab is pretty simple, and is ultimately what was being complained about in recent posts. Below is a list of counter backstab options that are not random at all.
Options include but are not limited to the following:
- Back directly away from where the thief stealthed and dodgeroll 1.5 seconds after, then continue to back directly away (attacking simultaneously)
- AoE the ground (preferably with a snare, but damage is good too), back directly away from where the thief stealthed.
- Knockback as soon as stealth happens and back directly away.
- Use a DoT defensive skill such as Renewed Focus or Shield Stance
- Activate a counter block skill, then dodge when you see block, and back directly away from where you dodged from (also works with Aegis)
- Stealth to counter their Stealth
- Use a leap skill then about-face, and back away
- Equip Healing Signet, the more time a thief is in stealth the more you are winning
- Blind the area around you
- Etc…
Again the above list isn’t random actions, but you can be random if you feel like it will accomplish something.
No no and no.
Everything you listed are “preventions” not counters. Its amazing that people just can’t comprehend the definition. The definition of a counter is simple, a eye for a eye a tooth for a tooth. For it to be a counter it has to be something of equal value to what its opposing.
Cripple counters swiftness, vulnerability counters protection….there is a pattern you see?
Cripple is everything swiftness is not, swiftness speeds you up, cripple slows you down. Protection increases your defense, vulnerability decreases your defense.
Everything you listed has nothing to do with countering at all, sorry man no disrespect.
These in fact are counters.
I see you’ve provided a list of things you think have counters, I could apply your own kind of logic to your own list and show you why they aren’t counters..
Here are examples:
1. Protection – Vulnerability
2. Might – Weakness
3. Endurance – Weakness
4. Stun, Daze etc – Stability
5. Healing – Poison
6. Conditions – Condition removers
7. Block – Unblockable attacks
- 8. Stealth – Sic em
- 9. Evade – Nothing
1. Vulnerability doesn’t counter protection, because you can’t constantly apply 25 might stacks to mathematically make them even.
2. Weakness and might don’t counter each other, because it doesn’t affect each kind of build in the same way. It counters berserker builds harder than soldier builds. It reduces berserker build dps by more than half, whereas 25 might stacks only increases power by 50%. Vs condi builds weakness basically has no effect, whereas 25 might stacks increases their condi stat by about 100%
3. (Assuming you meant vigor not endurance, if you didn’t though then this is a prime example of your view of something called a ‘prevention’ being something you view as a counter) Weakness doesn’t counter vigor properly, because when both are applied your endurance regen rate is 75% of normal.
4. Stability doesn’t counter daze or stuns, because stability doesn’t remove them, it only prevents them.
5. Poison isn’t a counter to healing, because all it does is prevent some healing (a prime example of your view of ‘preventions’, which people are suggesting are in fact counters)
6. Condition removal doesn’t counter conditions, because conditions can be applied too easily and there’s not enough condition removal to account for all the conditions (another kind of ‘prevention’, that you view as a counter)
7. Unblockable attacks don’t counter blocks, because players get smart enough to time block skills until after unblockable skills are used.Now you can see how rediculous some of the listed opposing view points are, but some are not rediculous, yet they’re all valid in some way.
The point is that when people provide ways to counter stealth, it’s because there actually are ways to counter stealth.
Voice of reason.
1500? hadly any class can burst at that range.
meteor shower alone? gets eaten
ranger longbow? gets eaten
warri sniper? gets dodged^^
Turrets got nothing that can eat a high damage end meteor shower unless you time it perfectly.
Rangers have the range and can have the damage to do it.¨
Turrets can’t dodge crap.
Just that you say you come over and chase him down sets you up for hit and run.
Heck, even another Engineer could do it.
Plenty you could do.
- 50% more incoming damage while in stealth.
- 25% chance of hits cause revealed.
- New utility “Lawyers Bane”, instant banish all thieves in a 1200 radius to the bottom of the ocean where Lawyers are thrown.
So many simple changes that’d make the entire GW2 community immensely happy. Except thieves. Nobody cares about thieves.
Ironically there is a trait that reduce incoming damage while in stealth by 50%.
Maybe, but vs an invisible enemy, damage is not what matters, spotting does.
My god, what is WITH these anti kit people? That is how the class is designed, EVERY class got a gimmick they depend on! Why do you even complain if you purposely limit yourself?
whatever they have on that range, I can eat it up all day long^^
to channel effectively even an ele has to come close, else he won’t be able to get actual burst down… and if he’s dumb enough to kitten up his precious timing, I just drop thumper (as a interim point holder) and go after him. It’s pretty amazing how people complete ignore your turrets when you’re not around them, and suddenly get downed by them. happened so with a thief that tried to sneak my point while I was playing catch with a ranger^^
Unless they are, oh, idk any class that can burst outside turret range?
At least in pvp a full zerk group is likely to get rolled.
NO NO NO NO NO!
Engineer is a free kill and he is very easy to spot due the backpacks. We target engineers first because they usally die pretty fast compared to necros with 3 healthbars and permablinds, PU-Mesmers and thiefs with permastealth or eles with 3 cantrips or warriors or anything.
Throw Elixir B is a joke, a pretty bad one. But i already said that when they patched it.
Stability on a skill with casttime, traveltime and without any stunbreake effect is just useless. Dont get me wrong, engineer is a very strong class, but not in group fights with assist.
Engineers are awesome, don’t diss.
Which is why a good turreteer places his turrets where:
- they can cover your point
- they can not be attacked unobstructed from far away (next to a pillar is in most cases completely enough)
- they can not be cleared without requiring the attacker to leaving the pointeven without deployable turrets almost every point on every map has these spots, you just have to find suitable spots for yourself, and at best switch the position of your turrets to complete different spots between each push. Doing so yields the best results.
But if they are placed to block ranged los, it works against you too.
More 2 cents.
Many of the stealth supporters here seem to postulate that perma stealth is not a huge advantage that can be countered easily once people learn to play.
On a separate note, I think most people will agree that Rangers could use a little love in some other build diversity.
I am not going to agree or disagree only postulate this:
I think we should give rangers access to perma stealth. It seems fair right? It’s not that big of an advantage once one learns to play, it also makes sense for a scout to disappear into the wilderness. They already have some stealth with hunters shot.
Would anyone change their opinions of perma-stealth if rangers had access to it?
No amount of perma stealth would help the 70% of rangers that insist on using their longbow, no matter how hard I poke my 20 cm dagger into their chest.
Sure, give them perma stealth but reduce their HP to lowest tier and take CC and condi cleanse away from them.
Also, for god’s sake, get a sigill of fire, stealth-whiners. Even if you can’t watch your AA-animation, the burnmark should be visible even with your tear-stained eyes.
Exactly. Damage numbers reveal their position, stealth or not. This is a huge part of why aoe cripple fields (with damage) and flamethrowers are so effective. Hell, even those without damage show a status effect.
Also, anticipation helps. A lot.
There are plenty of counters. Pushbacks, aoe cripples, flamethrowers, and of course, the good old brain. Just because they are invisible doesn’t mean you can’t estimate where they will go. For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. The most direct route is straight ahead, and if they don’t take that path, they lose precious stealth time.
Sorry none of those are counters. And just like I wrote in my previous post about how players will make posts about how to counter it will and can only give solutions that are random by nature.
A example: "For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. "
It means you don’t know where he is going, so its a guessing game like I stated above. This isn’t a counter, this is the equivalent of mashing buttons on a controller hoping to get a concrete result.
Here is a example of a counter by definition:
1. A thief stealths.
2. You use a skill that causes the thief to be brought out of stealth, causing him/her to waste their cooldown, now they are on the defensive.
That is a counter, no a prevention.
Here is your example:
1. A thief stealths
2. The player randomly aoe, dropping cripple, bleeds and fears hoping the thief is getting hit by them.
None of that is a counter, its just random behavior since their is no solution to stealth this type of plan of action becomes the best thing to do. But like I said its not a counter since it doesn’t punish the thief for using up stealth and not considering what you may do.
Right now there is much considering since you can simply stealth and teleport far away. Waiting for cooldowns to come back up as well as health then re-engaging the target.
Oh, I’m sorry, but drawing a line from point A and then use some base logic to force a thief to take a non direct route to get to me is not beyond me, idk about you.
Look, I hate to be that guy, but… l2p.
This makes you look bad. When people resort to l2p, are you mad and other low intellectual responses means they are out of things that are relevant to say.
Whatever bro, I pvp’d in spvp and wvw for months upon months, stealth was never a problem to me.
This is a subjective perspective.
Objectively its a huge issue, anything that exists without a polar opposite becomes a issue.
Here are examples:
1. Protection – Vulnerability
2. Might – Weakness
3. Endurance – Weakness
4. Stun, Daze etc – Stability
5. Healing – Poison
6. Conditions – Condition removers
7. Block – Unblockable attacks
- 8. Stealth – Sic em
- 9. Evade – Nothing
Evades, blocks, blinds, leaps… I could go on. Sorry, but I don’t think any sort of majority is gonna agree with you.
I do, In fact, he couldn’t be more right. He summed up everything perfectly well, and deserve a +1. If you can’t come up with anything else, but silly logical fallacies… I’ll let you finish the sentence.
Again, I got no problem with it. I tried my best to explain what one can do. But I guess some ppl are too stubborn to listen.
thumper turret+3 more turret+rifle+detonate and use toolbelt skill = 12 aoe heals from a single field. Holy crap, man. Or might.
Well I’m glad that works in WvW because it sure doesn’t in PVE. I’ve tried it, I’ve tried all turrets I’ve tried combo of turrets and gadget blast finishers. It just doesn’t create that many explosions and typically the turrets die during the slow loading process when I do get them going with a boss fight.
I think it’s hard to pull off. You could use the second water field from toolbelt.
aka, slightly different Skyrim?
I’ve always felt Norn and Charr are true bros. They love to fight, drink, and are very skilled craftsmen. But, what other races are “bros”? Maybe Asura and Sylvari – their relationship is a bit more sardonic, but the clash of nature and machine seems fascinating to both. That and they both infuse their structures and weapons with magic.
Your pick?
thumper turret+3 more turret+rifle+detonate and use toolbelt skill = 12 aoe heals from a single field. Holy crap, man. Or might.
Well, I play Engineer, and it always seemed to me that they are the anti-thief.
Cats are so overrated.
Engineer is a free kill and he is very easy to spot due the backpacks. We target engineers first because they usally die pretty fast compared to necros with 3 healthbars and permablinds, PU-Mesmers and thiefs with permastealth or eles with 3 cantrips or warriors or anything.
Throw Elixir B is a joke, a pretty bad one. But i already said that when they patched it.
Stability on a skill with casttime, traveltime and without any stunbreake effect is just useless. Dont get me wrong, engineer is a very strong class, but not in group fights with assist.
aoe slows, leaps, blinds, knockbacks, blocks, interrupts… You obviously have yet to face good engineers. Also, if this guy can kite 4-7 ppl, he is obviously anything but a free kill and contributes heavily to his fights.
How is this kitten productive ><
It’s not. Me, I think I’ve done all I can here, so, am out. Stay frosty kids.
1. You are just bad, bro, no offense.
2. You don’t seem to understand what counter MEANS.1. Expand your vocabulary, go out, interact with people. No offense taken, you are speaking about yourself.
2. I do, you don’t:
coun·tered, coun·ter·ing, coun·ters
v.tr.
1. To meet or return (a blow) by another blow.
1. One that is an opposite.Rofl. You’ve any idea how many times I was told I suck during my learning curve? I listened and tried to improve, and it payed off. You will either do the same, or remain that minority who are too proud to fault themselves and will answer every criticism with “No, YOU suck” or “you’re talking about yourself”. Choice is yours. You’re struggling, I’m not, I tried to help you, you won’t listen, and it’s affecting poorly on you. The sooner you get your head out of your rear and start improving, the more fun you, and people around you, are going to have.
Btw, stealths are there to create a chance to hit your foe. CC’s are there to fight that. That is an opposite.
(edited by Oxstar.7643)
Neither. They are the same race.
There are plenty of counters. Pushbacks, aoe cripples, flamethrowers, and of course, the good old brain. Just because they are invisible doesn’t mean you can’t estimate where they will go. For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. The most direct route is straight ahead, and if they don’t take that path, they lose precious stealth time.
Sorry none of those are counters. And just like I wrote in my previous post about how players will make posts about how to counter it will and can only give solutions that are random by nature.
A example: "For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. "
It means you don’t know where he is going, so its a guessing game like I stated above. This isn’t a counter, this is the equivalent of mashing buttons on a controller hoping to get a concrete result.
Here is a example of a counter by definition:
1. A thief stealths.
2. You use a skill that causes the thief to be brought out of stealth, causing him/her to waste their cooldown, now they are on the defensive.
That is a counter, no a prevention.
Here is your example:
1. A thief stealths
2. The player randomly aoe, dropping cripple, bleeds and fears hoping the thief is getting hit by them.
None of that is a counter, its just random behavior since their is no solution to stealth this type of plan of action becomes the best thing to do. But like I said its not a counter since it doesn’t punish the thief for using up stealth and not considering what you may do.
Right now there is much considering since you can simply stealth and teleport far away. Waiting for cooldowns to come back up as well as health then re-engaging the target.
Oh, I’m sorry, but drawing a line from point A and then use some base logic to force a thief to take a non direct route to get to me is not beyond me, idk about you.
Look, I hate to be that guy, but… l2p.
This makes you look bad. When people resort to l2p, are you mad and other low intellectual responses means they are out of things that are relevant to say.
Whatever bro, I pvp’d in spvp and wvw for months upon months, stealth was never a problem to me.
This is a subjective perspective.
Objectively its a huge issue, anything that exists without a polar opposite becomes a issue.
Here are examples:
1. Protection – Vulnerability
2. Might – Weakness
3. Endurance – Weakness
4. Stun, Daze etc – Stability
5. Healing – Poison
6. Conditions – Condition removers
7. Block – Unblockable attacks
- 8. Stealth – Sic em
- 9. Evade – Nothing
Evades, blocks, blinds, leaps… I could go on. Sorry, but I don’t think any sort of majority is gonna agree with you.
What does this even mean?
1. You are just bad, bro, no offense.
2. You don’t seem to understand what counter MEANS.
When a thief uses stealth, you have a few options:
1) Use something that protects yourself.
2) Use something that punishes the thief for hitting you.
3) Anticipate a strike while they’re in stealth and dodge.
4) Use an AoE that damages the thief and stand in it.For example, I’m an elementalist and one thing I like to do is use Shocking Aura. The moment they attack, they get revealed and they get stunned for hitting me, allowing me to attack.
None of these are counters.
Yes they are, because counter means something that denies the second party access to what would give them an advantage over you, You can’t reduce their stealth TIME, but you can very well make it hard for them to make good use of it.
Ugh, that screenshot proves nothing. Glassed thieves are all about damage. I can guarantee you, if every player were of equal skill, backstab would struggle to take the top.
There are plenty of counters. Pushbacks, aoe cripples, flamethrowers, and of course, the good old brain. Just because they are invisible doesn’t mean you can’t estimate where they will go. For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. The most direct route is straight ahead, and if they don’t take that path, they lose precious stealth time.
Sorry none of those are counters. And just like I wrote in my previous post about how players will make posts about how to counter it will and can only give solutions that are random by nature.
A example: "For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. "
It means you don’t know where he is going, so its a guessing game like I stated above. This isn’t a counter, this is the equivalent of mashing buttons on a controller hoping to get a concrete result.
Here is a example of a counter by definition:
1. A thief stealths.
2. You use a skill that causes the thief to be brought out of stealth, causing him/her to waste their cooldown, now they are on the defensive.
That is a counter, no a prevention.
Here is your example:
1. A thief stealths
2. The player randomly aoe, dropping cripple, bleeds and fears hoping the thief is getting hit by them.
None of that is a counter, its just random behavior since their is no solution to stealth this type of plan of action becomes the best thing to do. But like I said its not a counter since it doesn’t punish the thief for using up stealth and not considering what you may do.
Right now there is much considering since you can simply stealth and teleport far away. Waiting for cooldowns to come back up as well as health then re-engaging the target.
Oh, I’m sorry, but drawing a line from point A and then use some base logic to force a thief to take a non direct route to get to me is not beyond me, idk about you.
Look, I hate to be that guy, but… l2p.
This makes you look bad. When people resort to l2p, are you mad and other low intellectual responses means they are out of things that are relevant to say.
Whatever bro, I pvp’d in spvp and wvw for months upon months, stealth was never a problem to me.
This is a subjective perspective.
Objectively its a huge issue, anything that exists without a polar opposite becomes a issue.
Here are examples:
1. Protection – Vulnerability
2. Might – Weakness
3. Endurance – Weakness
4. Stun, Daze etc – Stability
5. Healing – Poison
6. Conditions – Condition removers
7. Block – Unblockable attacks
- 8. Stealth – Sic em
- 9. Evade – Nothing
Evades, blocks, blinds, leaps… I could go on. Sorry, but I don’t think any sort of majority is gonna agree with you.
Weird, I could have swore I posted here…
Anyways, the problem is aoe, yes. One problem though is that your turrets can be picked off 1 by 1 from a safe distance while only dealing with one. If you get over there to stop it, you either lose your turret advantage or get hit and run’d. Unless you bunch them at the same spot, but again, aoe.
Gee lets make engineers more annoying and frustrating to catch =.= and actually combat. Engis have access to condi removal through elixirs. Healing turret is pretty good (15-20s CD removing 2 conditions). Truth is if you want more condition removal you got to give up something else for it.
This.
There are plenty of counters. Pushbacks, aoe cripples, flamethrowers, and of course, the good old brain. Just because they are invisible doesn’t mean you can’t estimate where they will go. For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. The most direct route is straight ahead, and if they don’t take that path, they lose precious stealth time.
Sorry none of those are counters. And just like I wrote in my previous post about how players will make posts about how to counter it will and can only give solutions that are random by nature.
A example: "For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. "
It means you don’t know where he is going, so its a guessing game like I stated above. This isn’t a counter, this is the equivalent of mashing buttons on a controller hoping to get a concrete result.
Here is a example of a counter by definition:
1. A thief stealths.
2. You use a skill that causes the thief to be brought out of stealth, causing him/her to waste their cooldown, now they are on the defensive.
That is a counter, no a prevention.
Here is your example:
1. A thief stealths
2. The player randomly aoe, dropping cripple, bleeds and fears hoping the thief is getting hit by them.
None of that is a counter, its just random behavior since their is no solution to stealth this type of plan of action becomes the best thing to do. But like I said its not a counter since it doesn’t punish the thief for using up stealth and not considering what you may do.
Right now there is much considering since you can simply stealth and teleport far away. Waiting for cooldowns to come back up as well as health then re-engaging the target.
Oh, I’m sorry, but drawing a line from point A and then use some base logic to force a thief to take a non direct route to get to me is not beyond me, idk about you.
Look, I hate to be that guy, but… l2p.
This makes you look bad. When people resort to l2p, are you mad and other low intellectual responses means they are out of things that are relevant to say.
Whatever bro, I pvp’d in spvp and wvw for months upon months, stealth was never a problem to me.
There are plenty of counters. Pushbacks, aoe cripples, flamethrowers, and of course, the good old brain. Just because they are invisible doesn’t mean you can’t estimate where they will go. For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. The most direct route is straight ahead, and if they don’t take that path, they lose precious stealth time.
Sorry none of those are counters. And just like I wrote in my previous post about how players will make posts about how to counter it will and can only give solutions that are random by nature.
A example: "For example, imagine a thief stealths, put down an aoe cripple skill, then move in a line from where he vanished to where you think he will move. "
It means you don’t know where he is going, so its a guessing game like I stated above. This isn’t a counter, this is the equivalent of mashing buttons on a controller hoping to get a concrete result.
Here is a example of a counter by definition:
1. A thief stealths.
2. You use a skill that causes the thief to be brought out of stealth, causing him/her to waste their cooldown, now they are on the defensive.
That is a counter, no a prevention.
Here is your example:
1. A thief stealths
2. The player randomly aoe, dropping cripple, bleeds and fears hoping the thief is getting hit by them.
None of that is a counter, its just random behavior since their is no solution to stealth this type of plan of action becomes the best thing to do. But like I said its not a counter since it doesn’t punish the thief for using up stealth and not considering what you may do.
Right now there is much considering since you can simply stealth and teleport far away. Waiting for cooldowns to come back up as well as health then re-engaging the target.
Oh, I’m sorry, but drawing a line from point A and then use some base logic to force a thief to take a non direct route to get to me is not beyond me, idk about you.
Look, I hate to be that guy, but… l2p.
A skill that dodges and inflicts lots of aoe bleed.
A SKILL THAT DODGES AND INFLICTS LOTS OF AOE BLEED.
What the eff dude?