Showing Posts For Prince.7198:

Not even a nerf to precision strike l0l

in PvP

Posted by: Prince.7198

Prince.7198

That’s all it’d take to make people at least a little happy. Small shaves on Chill/bristleback. Precision Strike to be reverted to a 3 people attack with increased damage (but less than all 3 hitting a single person right now), some minor Scrapper shaves.

That’s all it’d REALLY take to at least make people happier, nothing too crazy.

“Precision Strike – Revert the change to 1 projectile per target (and 2sec chill). Buff the damage by 135% of invidual projectile. It will remain strong in 1v1 with 60% nerf to chill uptime and ~23% nerf to damage but it wont be useless in teamfights anymore. It needs projectile speed buff badly as well.”

… maybe one day? I honestly have no idea why they touched it in the first place.

because they have no clue what they are doing, thats quite obvious

Is this eq good for pvp?

in PvP

Posted by: Prince.7198

Prince.7198

HOT ruined balance + no fix

in PvP

Posted by: Prince.7198

Prince.7198

I wouldn’t mind if the OP got insta banned, less troll on the forum.

just read your forum posts, who the troll here lol

HOT ruined balance + no fix

in PvP

Posted by: Prince.7198

Prince.7198

I would be careful with asking for money back. Some people that got refund had their accounts also perma banned.

I’d be a martyr

HOT ruined balance + no fix

in PvP

Posted by: Prince.7198

Prince.7198

HoT was more a bad than a good thing when it comes to PVP imo. 4 Months in and still no decent balance patch. Feels bad man.

Edit. they can keep my money, i just want justice

(edited by Prince.7198)

@Devs: please explain this

in PvP

Posted by: Prince.7198

Prince.7198

Arenanet’s balance devs are a bunch of lazy’s #failwars2

No Balance patch! Feb 23rd

in PvP

Posted by: Prince.7198

Prince.7198

At least we got more colored rings BAHAHAHAHAHAHAHA #failwars 2

Make thief viable in PVP: Unblockable attacks

in Thief

Posted by: Prince.7198

Prince.7198

As patch day is upon us i am probably to late to bring this idea to the table. But i am fairly convinced that a small trait or skill change may allow thiefs to become a lot more viable in the current PVP (not talking pve) scene.

This little change is: Unblockable attacks!

The reason thief is not very viable in pvp is the fact that many of its direct counters (Dragonhunter, Mesmer, Revenant and Engineer) have, or have gotten (with HoT) a lot of easy burst damage mitigation in the form of blocks on low cooldown (mesmer shield 4, engineer hammer 4, revenant shield 4 and staff 3, guardian new virtues, ..). Since the play style of thief is focussed heavily around high single target damage it is basically a kill fast or die scenario. These blocks thus really mess up the thiefs way of apllying damage as they drastiaclly decrease the window of opportunity. I know a lot of you will shout l2p at this but as most of these blocks have no tell its very hard to predict when to burst and when not.

This is why i propose thiefs either gain a skill or a trait (replacing an underused one) that allow x (id say 5) attacks to be unblockable.

Somethign like this:

Trait: Dardevil Adept
Expose defenses: After a dodge roll your next 5 attacks are unblockable (10 sec icd)

Skill: Physical
Fox strikes: Your next 5 attacks cannot be blocked and apply vulnerability (30 sec cd)

I think this will allow thiefs to be viable again as it will give them the unique role of being able to continue damage during blocks and an effective way to deal with the bunker meta. Invulnerabilities and ofcourse dodges still allow counterplay so it would not be too overpowered.

Just an idea

Trap nerf? O.o

in Guardian

Posted by: Prince.7198

Prince.7198

The traps are just too strong on conquest, the node control is out of this world. I am ok with these big hitting traps, but the cast time has to be wayyy higher(1.5 to 2 seconds), so that they can be interrupted or forseen. Now its just a no tell super damage aoe which you can hardly call a trap.

[PvP] So what class have you rerolled to?

in Thief

Posted by: Prince.7198

Prince.7198

I’m doing fine on thief, S/D has gotten an great buff with all damage on dodge and evade rewards. For D/P Rune of the Daredevil allows me to get 8k backstabs of with a valkyrie amulet making me so much more sustainable. So overall the class is still strong, just got to get to know all the new professions so you can counter them. (Dragonhunter = pull out the shortbow, cuz them traps eat you raw)

BWE3 live feedback chat room

in Thief

Posted by: Prince.7198

Prince.7198

Bounding dodge should be reverted to a leap rather than a blast. It used to to create great synergy with the smokefield from pistol offhand, allowing some stealth safety to s/p and p/p build. this blast finisher makes it really clunky to try and gain stealth from your tiny smoke field. To gain stealth you need to place the field, run past and dodge back. This causes you to lose all momentum for a stealth set up and feels like a nerf. Please revert blast finisher to leap on bounding dodge. Thanks

Beastly Warden (Ranger Pet Taunt Ability)

in Bugs: Game, Forum, Website

Posted by: Prince.7198

Prince.7198

The taunt on this ability seems broken as when it gets activated it breaks off any action of the enemy player (including evade/Dodge) . Is the un-evadable or unblockable portion of this trait intended? In that case it is really strong and should be “shaved” as the uptime of taunt is currently rather large.

TL:DR: Beastly warden is un-evadable and unblockable. Working as intended or bugged?

(edited by Prince.7198)

Arenanet the MVP

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

This is props to Arenanet for listening to the community so well! In my opinion most of the price complaints were unjustified since it already is a great value game and arenanet should not have to react to these complains. They did it anyway so here’s to arenanet the MVP!

Big thanks!

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

After reading this thread to date I can make the following summary of 97% of the posts so far (paraphrasing for simplicity):
“I play a XXXXX and it has been nerfed, but the other classes haven’t” (insert every class for XXXXX).
“You have ignored the YYY players and favoured the ZZZ players with these changes” (YYY can be either PvE or PvP, but whichever you insert for YYY, ZZZ is the other option).

The main issue is that instead of being content with a system that mostly works a vocal minority keeps complaining about the current system (and this applies to all aspects of the game, not just traits) while the content majority being happy with the status quo have been mostly silent. Because of this Anet introduce changes which end up screwing over everyone and then over a period of several months have to readjust all of the changes to make them work properly.

Please remember the following with regard to changes:
1) Your theory on how the changes will affect you will probably not match the actual physical gameplay. (Based upon historical changes where roughly 75% of them did not work as people predicted).
2) Based upon past changes Anet will be readjusting all of this stuff for months after implementation to sort out the stuff that isn’t working properly (but most of the vocal people will claim that they missed all of the stuff that is really over and under powered).
3) The vocal minority does not represent the entire player base – please stop making changes to the game based upon their opinions.

Don’t go off topic please. The aim of them sharing the changes before release is so that people can give feedback, each from their own point of view. You are purely speculating over Arenanets code of conduct.

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

Well Lock On competes with “speedy kits” for the adept slot
so don’t expect too many engineers running it 24/7

Speedykit was nerfed and the engineer now also has Mecha Legs which is like Dogged March with a 25% speed buff. Leaving lock on with its low idc for a good choice if the enemy team has a thief or mesmer in it.

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

Acrobatics:

Minor:

  • Feline Grace: Gain 2 seconds of vigor upon successfully evading an attack. This effect has a 1 second internal cooldown.
    This trait has become very weak compared to its predecessor. I suggest removing the ICD (maybe cull duration a small bit). This will make it much more rewarding when you see the multiple evades of for example a grenade barrage fly out., 2 sec of vigor (100%) for an evade does not restore the same amount as it used to (making it a nerf). Especially since now it does not stack with vigor from other sources.
    Endless Stamina: The effects of vigor on you are enhanced by 50%.
    There is a nice idea here to give thief the original vigor when other classes only get half. However, two classes are granted unconditional endurance regen. (Engi GM: 50% in Adrenal Implant, Ranger Minor: 20% in Natural Vigor) Making those “passive” 100% uptime traits a lot stronger than thief. Knocking thief of the “King” of dodge throne"

GrandMaster:

  • Assassin’s Reward: Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
    If the healing modifiers remained unchanged this is the same broken/unused trait as it was before. I suggest removing it entirely for something that triggers an effect on evade (like warrior’s reckless dodge, but with the strength of a GM)
  • Upper Hand: Gain one initiative when you evade an attack. This effect has a 3 second internal cooldown.
    This skill is also too weak in comparison with Don’t Stop, removing the element of decission here. I suggest upping ini gain to 2 or reducing icd to 1.

Trickery:

  • Not many changes but no hard nerfs, Yay!

THIEF COUNTERS

Engineer:

Tools: Master:

  • Lock On: Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
    This “passive” master trait counters the entire shadow arts trait line and an entire set of utility skills. Shadow refuge (60 sec cd) is rendered completely useless as engineers with plenty of aoe will always be able to hit and reveal you on a 20 s ICD!!!!
    This considering engineers were already very strong over Thiefs (in PvP) and the fact that the steal skill from engineers, trow gunk, (which supposedly should counter them) is the most useless skill in the game. Please Bring this skill in line by drastically increasing the ICD (60 sec). Another option is to change the functionality so that it encourages active play to kill a thief.

(edited by Prince.7198)

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

TRAITS

Deadly Arts:

Adept:

  • Pitty the proposed needletrap on heal was removed as it would have posed a challenging competitor for Mug in a power build. This trait would also have justified the increased Withdraw cooldown. I suggest changing it back and playing with the icd to balance it. It is more fun and skillful than a passive recharge on trap reduction (Trappers Respite)

GrandMaster:

  • Improvisation: One random skill category is immediate recharged when you steal. You can use stolen items twice.
    Improvisation feels a bit weak (relying on RNG) for a grandmaster and will rarely be picked over Executioner (power build) or Potent Poison (Condi build). Also some of the steal skills (e.g. Trow Gunk v engi, Healing seed v longbow ranger) are quite weak. I propose changing it to one random equipped skill category is recharged but then with and icd to balance it. This will allow for more coordinated play rather than RNG luck (sometimes it does nothing for you)

Critical Strikes:

  • Farout the best/only line with creative new traits, posing challenging trait choices
  • Removal of ricochet will hit niche builds quite hard tho. Consider rolling it in baseline or merging it with Ankle Shots?

Shadow Arts:

Minor:

  • Merciful Ambush: Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster. (Former Adept Trickery trait)
    Having a res trait as a obligatory minor is quite an annoying change, especially since thiefs in PVP are easy to go down to cleave and in PVE rally is main rezzing mechanic. I suggest swapping with Sorrow’s Embrace in the adept slot since it is a must pick for thiefs that want to play a stealth build. Having it in the adept tree makes the other traits here obsolete.
  • Meld with Shadows: Stealth from your abilities last 1 second longer.
    Currently this does not effect stealth gained through leap/blast finishers. Can this be done to give this trait some more use? Another suggestion is replace it by the current trait Hidden Assassin (might on stealth application) since now we don’t have anyway of stacking might unless going full signet.
  • Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 25%. (Former Shadow Arts Grandmaster)
    This trait also got it’s effectiveness halved (Chainsaw nerf). Considering bringing it up to 33%( or even beck to 50% as stealth is an “expensive” and “short” buff) so it is at least on par with protection. Especially if you want us to be ninja nursing downed players.

Adept:

  • Last Refuge: Use Blinding Powder when you are struck while below 25% health.
    Broken since launch, still not fixed, even after promises made by Devs. All that happened was a switch form a minor to adept to not make it obligatory. This shows a lack of creativity in the thief balancing team. Please remove this trait and change it for something more viable (many threats with creative suggestions are out there)
  • Shadow’s Embrace: Remove 1 condition every 3 seconds while in stealth.
    This trait is the only viable one in the line thus removing the element of choice in the adept tree. I suggest replacing this one with Merciful Ambush in the minor slot.

Master:

  • Shadow Protector: When you grant stealth to an ally, they gain 3 seconds of regeneration. This effect no longer has an internal cooldown.
    This one also got hit hard (down from 10 sec). There was never and IDC as stated, there was only no application of regen if it was already present.
  • Hidden Thief: Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
    Did you fix the issues of this trait with Mug?

(edited by Prince.7198)

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

Here is my constructive feedback on the thief changes. I realize it has gotten a long rant but I would like to encourage you to read and consider these propositions. I mainly write form a PvP point of view which is very much influenced by class balance. In order to decrease the length of this post I only commented on changes I do not agree with/think need change. Some other changes were very well done for which i want to thank Arenanets Developers

SKILLS & GENERAL

  • Withdraw: This skill is one of the few things that stands between a thief imminent destruction when being snared/immob. The increase of the cd hits thief pretty hard and the only way around is traiting for it (tricks cd reduce) which only brings it back to the original?. Please restore the cd to its original so the traits actually gives us an advantage?
  • Traps: Traps remain weak as they rarely trigger on more than 1 person. Some changes to the functionality are required here (many threats with ideas exist)
  • Devourer Venom: Immob duration halved (chainsaw nerf) to account for extra venom charge. Currently it is 2s/strike for 2 strikes = 4sec of immob. It will be 1s/strike for 3 strikes = 3s immob. Hard nerfs for a 40 sec cd skill that will no longer see any play outside venom share now. I suggest putting it on 1.5 sec/strike.
  • Chocking Gas: Got nerfed hard a few patches ago already. Will need testing with new condi system but still seems a pretty hard nerf.

How to defeat: Riffle Cele Meta Engi

in PvP

Posted by: Prince.7198

Prince.7198

On ranger you want to entangle halfway through the fight when they use gear shield. Try to prevent them from getting out by wolf fear/knockdown and whatnot.
As power ranger you will lose on node but win in open field.
Condi ranger can rolfstomp engis basically. Run around them and press 1. Frailty sigil on shortbow is good too.

As dps guard you can win if you don’t panic burn your condi removals. Engi is weak to immobilize and you got 1 unavoidable one(scepter) and the hammer one too. If you catch them in ring of warding(which is easy with judges) after they wasted the block you can easily kill them.

On thief if you s/d and engi is decent he will overcharge you at the end of flanking when you are kinda rooted. But that’s not enough to kill you. On d/p try to keep blinds on them. Using head shot to interrupt certain skills also confuses them and if you can predict the heal you can totally shut them down. Try to blast/leap through the ethereal field from throw gunk. That really hurts them.

Most engis walk close to you and overcharge. If you can predict and dodge that you already negated their whole burst.

how does giving me chaos armor hurt them ? for these measily 2-3 short cndis they get on?

High time for a balance update

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Posted by: Prince.7198

Prince.7198

I do soloq regular;y, so i get teamed with people that do it at teh same level as i do and are relatively good at it. However, 9/10 i get teamed against dubble bunker and dubble med guard or a veriation thereof. SO apparently the “good players” all run super cheese specs, so the leaderboard is basically who can put the most turrets down first ?

Please, teh amount of CC a turreteer has at its disposal is op. I am not talkign 1v1, i am talkign controllign complete teamfigth bcs of knockbakcs whevener one of teh monsters dies.
Als the mobility of med guard through teleports shoudl be toned down. I am ok with guardians doing high damage and having tons of heals and reset buttons, but that mobility is over the top.

Please anet, it has been way too long since a good balance, and some builds are spiralling out of control leading to an uninteresting gimmick -meta. DOnt go tell me “turret engi’s are not in tournament tier” bullkitten. Most people dotn play tournament but soloq or teamq, and in these cases teh turetteer is wasy beyond op.

Pet Dies penalty

in Ranger

Posted by: Prince.7198

Prince.7198

In good ol’ GW1 a pet for a ranger was a build option as it could potentially provide a lot of damage to the build as well as take the focus of the ranger. Because of the strong advantages to this there was a cost to pay when the pet died (All the players skills went on a 10 – 3 sec cooldown??). In GW2 however, when you are fighting a ranger who always has a pet (wich are mostly used as a form of free cc on top of an already powerful build on itself) there are no penalties for the ranger when the pet dies (just swap to the next passive cc spammer). I think this devalues the pet system, as it is now more like a passive clone the ranger does not even care about if it lives or dies (maybe emotionally but for no other reason) and does not have to do anything to keep it alive. It is like a dead ranger mechanic. Attacking players also will never go for the pet, as there is no reward to killing it whatsoever.
So, i ask for a penalty on pet dead and creation of some trait that play into this, to make batteling a ranger more a question of batteling with the rangers unique pet mechanic, than just battelign a random dude with a free summon. A beastmaster specialisation would be nice, if they can give teh pets some better ai (i am aware of the lackluster ai).

Balance Preview - Jan 27

in Thief

Posted by: Prince.7198

Prince.7198

NO thief NERFS and an EXPANSION. Re-downloading the game as we speak!!!!

Thief gets left out again

in Profession Balance

Posted by: Prince.7198

Prince.7198

Thief is in a decent spot atm that’s probably why there weren’t to many changes.

Do you play thief? There are so many things broken about thief and almost all the other things are not viable (never were or not anymore). The only things that remain for tpvp are d/p power build since s/d is almost a joke now but even these meta builds camp with tons of bugs related to steals and teleports.

Thief gets left out again

in Profession Balance

Posted by: Prince.7198

Prince.7198

Let’s balance thief:

  • increase attack speed of Dagger’s Auto Attack by 50%
  • increase duration of evade on Death Blossom by 100%
  • increase duration of stun effect of Basilisk Venom by 200%
  • increase base HP by 5 000
  • decrease Reveal debuff by 50%
  • increase base Initiative amount by 5
  • decrease Heartseeker initiative consumption by 2
  • Shadow Refuge will stack Stealth for 5 mins

did I forgot to add something?

stop going off topic. I am asking for a venom rework, what you type is purely irrelevant. Please make an effort to do a useful suggestion or dont comment at all.

Thief gets left out again

in Profession Balance

Posted by: Prince.7198

Prince.7198

Yesterdays Ready up is loaded with more dissappointments for the thief again.
The continues focus on the broken poison “we are almost there” (for the last 2 year) mechanic is their way to stall any progress on thief build progression?

Venoms go from 45 to 40 seconds but are still a crap mechanic. Please arenanet, either do a complete venom makeover completely changing their mechanic. Or just stop focussing all your so called “balance” efforts on them because the thief class needs some build diversity introduced in the real (power) meta (especially since you trashed s/d last patch).

On a side note. They were talking about scorpion wire pulls being lame and easy but they keep ignoring that it is STILL BUGGED for 2 years now (Read: http://wiki.guildwars2.com/wiki/Scorpion_Wire) unlike magnet pull (the real issue on skyhammer).

How to dominate PvP with celestial Axebow:

in Warrior

Posted by: Prince.7198

Prince.7198

typical warrior lameplay, hitting up noobs in hotjoin. Warriors that can pvp without longbow are indeed the only ones with some skill to it. Longbow should haev been nerfed long ago but apparently its the balance teams favorite weapon all over !

Guardians Fading Away... (Competitive Tpvp)

in Guardian

Posted by: Prince.7198

Prince.7198

Guardian will never be as good and diverse as other classes until Anet FINALLY realises their mistake and decides to actually give the class some mobility.

What mistake? Guardian is a bunker class, their design is not to be very mobile. It seems like you want a GOD MODE profession, which would be lame cz everyone would then roll it.

Saying that guardian is a ‘bunker class’ goes against the idea of any class fulfilling any role. I like guardian, but I don’t want to bunker with one. There’s nothing wrong with being able to have some build diversity, and I’d much rather have a squishy, mobile damage dealer than a tanky bunker that just stands in place for entire matches.

Hahaha any class any roll, ever seen a thief hold a node vs 3 ppl bashing in to him? Same for mesmer? With that statement anet just was refering to selfsustaining classes that do not need a dedicated healer /dedicated tank but each have their own mechanics to deal damage /stay alive. As goes to roles in tpvp, not all classes can do all roles as effective. You haev build diversity (stop trying to go off topic) and you haev a squishy guardian that can deal tons of dps and has teleports (judge intervention) and sowrd no 2. But you can not expect to haev the mobility of a thief, with heavy armor and tons of virtue heals/blocks/invulnerability. For as far as my opinion goes, the two teleports listed above are already way too much.

Killshot vs Daggerstorm?

in Thief

Posted by: Prince.7198

Prince.7198

DS lasts what? 9 seconds? How can a warrior have wasted and rebuild his adrenaline in that time frame? unless if he popped zerker stance, then it would be theoretically possible but unlikely. I think the animation of DS just bugged out and the skill was already done (can check by the stability on you) but animation persisted

Rapid Fire

in Profession Balance

Posted by: Prince.7198

Prince.7198

Why not learn how to counter it before asking for nerfs ? I still have to die against LB ranger and I fought many of them in the past 2 days.

you are probably running a bunker build and even tho you can survive them, you can’t kill anythign either…

[Skill Bar] [Thief] [Expectations]

in Profession Balance

Posted by: Prince.7198

Prince.7198

Arenanet look at this again please. Theif is borderline extinct in Spvp!

Guardians Fading Away... (Competitive Tpvp)

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Posted by: Prince.7198

Prince.7198

indeed guardians are not an spvp reliable class:
lowest hp in the game , no mobilty , no cc, easiest target in game
we are awesome at dungeons but that a different subject
skills like mace protectors strike hitting like a pillow even though it should of being our anti faceroll skill against those who burst you mindlessly its just scratches them
there is no way to turn the tables with guardian

let’s see, highest armor in the game, highest heal potential in the game, most “reset buttons” in the game (how many times it happens you burst a guardian with all you have and 2 sec later hes full hp bvs he popped a virtue and some boons?) and no cc? You have the furtheste knockbakc in teh game, you have groundtargetted cc that can repeatedly AOE knockdown a groupfight, you have immobilize, you have a pull, you have a lauch from shield. Mace is your defensive weaponset, ofcourse it doesn’t hit much. And regarding the no damage, a medi guard can reck almost any class that is unprepared.

Guardians Fading Away... (Competitive Tpvp)

in Guardian

Posted by: Prince.7198

Prince.7198

Guardian will never be as good and diverse as other classes until Anet FINALLY realises their mistake and decides to actually give the class some mobility.

What mistake? Guardian is a bunker class, their design is not to be very mobile. It seems like you want a GOD MODE profession, which would be lame cz everyone would then roll it.

Guardians Fading Away... (Competitive Tpvp)

in Guardian

Posted by: Prince.7198

Prince.7198

ow boohoo. Guardians are not falling out of the meta. Selfsustain builds are indeed able to run without but that just gives an alternative playstyle than the forever stale bunker guard, support bunker hambow and roamer teams. I you wanna fall out of the meta, roll thief, the last nerfs hit hard for tpvp..

ANET DO SOMETHING PLEASE

in Thief

Posted by: Prince.7198

Prince.7198

Celestial might stack is indeed bad for the game, giving too much survivability for the amount of pressure it can put out. Although i do not agree with guardians being pushed out of the meta. Bunker will likely alwasy stay a good option (altho some teams are starting to try and run without one, finally) and i’m seeing a lot of burst medi guards (basically thiefs hard counter) popping up with the focussed renewal = medi buff. These kind of builds have so many reset/cleanse/stunbreak buttons coupled with high dps. Good thing the mobility sux, the one thing thief still has.

4v5 soloq misery has to end!

in PvP

Posted by: Prince.7198

Prince.7198

Punishment has to be immediate and significant to stop it.

You can’t assume the best and think every 4v5 is a disconnect. The reality is that only a few of the 4v5 are due to unintentional disconnects. Most are due to personal fails that corrupt the game with their quitting/afk attitude.

It also starts in hotjoins too. There is so little attention paid to the quality of hotjoin and fails who team swap…that it creates a culture that “anything goes” and Anet won’t do anything.

What if you immediately banned someone 30 minutes from hotjoins and ranked pvp for leaving? Why is that such a harsh punishment? Even if you legitimately dc’d, then you shouldn’t be queing again immediately with an unstable connection.

This would cleanup a lot of the problem and, more importantly, create a culture that gets out the losers who quit and corrupt the game.

i agree, similar system to gw1 dishonerable, immediate punishment

4v5 soloq misery has to end!

in PvP

Posted by: Prince.7198

Prince.7198

counter is on 7 today now on approx 2 hours of playing time. This is just getting rediculous

The balance team has thieves for breakfast

in Thief

Posted by: Prince.7198

Prince.7198

this kinda sums up the september balance patch

http://i.imgur.com/Wa3FBIo.jpg

Post patch S/D roaming vid

in Thief

Posted by: Prince.7198

Prince.7198

Dude, who cares about WVW, half the players there are terrible and can’t dodge kitten. S/D is broken for Spvp/Tpvp because LS is easily dodged by a somewhat skilled pvper’ leaving you to just spend ini on dancing in stead of on damaging.

can we please get a dev in here?

in Thief

Posted by: Prince.7198

Prince.7198

It is rather frustrating to see such a great class nerfed into the ground. When ever I see one of these balance or feature patches we always seem to get perhaps 1 small buff and then its down hill from there.

When watching that dev on the video discussing all the class changes, he went through loads of cool additions on the other classes with thief being a blip on the radar. It was almost like we just got overlooked.

We already had a dev lead thread where many thieves posted possible balance changes and out of the pages and pages of suggestions we got maybe 2 or 3.

I remember that. Thief was getting nerfed (the usual) but they announced the skillchanges and people could give suggestions. All that changed was a small decrease in a nerf they did. All the broken traits ahum last refuge ahum fleet shadow ahum improvisation* ahum* hard to catch* ahum (and now they added assasin equilibrium and invigorating precission to that list) that people made great suggestions about were plainly ignored because they are lazy. Fixing traits that don’t work properly shouldn’t be a balance decission, it should be evident and a priority over other balance changes (which i understand is harder to do because you need to look at the bigger picture). We are now a balance patch further and have any fixes been made??? NO, just more nerfs. Either arenanet is underemploying the balance team, or they are just incompetent.

everyone is OP!

in Profession Balance

Posted by: Prince.7198

Prince.7198

thief is now the least op (but still op tho)

can we please get a dev in here?

in Thief

Posted by: Prince.7198

Prince.7198

They do not reply in most other class seperate forums either, they only reply very sporadically on the profession balance page. Fact remains, they killed thief and will never admit it openly for making that mistake (same goes for the longbowranger overbuff mistake). All they will do is either try and fix stuff with the next feature pack (which is over4 months or something so better not log in until then) or just not care and give us more nerfs/introduce useless changes that are not viable.

DISAPPOINTED

Shadow refuge nerf

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Posted by: Prince.7198

Prince.7198

HAHA SR is overpowered?? All you need is any kind of point blank CC (and if your some what good, even targetted cc) or a mediocre amount of AOE which is easy to come by in this game. The thief migth be in stealth (if you did not manage to cc him out of it, wasting his biggest cooldown) but hell be dead or too low to engage. With continuously resetting you mean pressured to retreat and let you fullcap a node?

Can we have a buff to death blosom

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Posted by: Prince.7198

Prince.7198

Now that every other weapon set got shaved by a katana can we?

Make the evade last 1/2 sec like any other evade skill ever and reduce the aftercast.
Then maybe make it apply vulnerability for a few sec (3sec or so nothing big) on each strike to make the thing actually have synergy with the rest of the skills.

Or maybe buff the damage instead, get creative make each strike deal x% more dmg than the previous IF the previous strike hit (say give it 300 base dmg and every strike deals 50% more if the last on hit something).

Or just redesign it, having 1 condition damage skill on a set that is otherwise power based makes 0 sense not to mention that using d/d as a condi setup is subpar and stupid to play
-prepare to face the mighty Back Stabbing Black Jack The Blade and his condi d/d build, you better be ready for all the 3 spam and absolutely nothing else-

Shaved by a katana more like by a death star ray:
https://www.youtube.com/watch?gl=BE&v=Fpy2ZBUo7yI

ANET DO SOMETHING PLEASE

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Posted by: Prince.7198

Prince.7198

Thief is borderline extinct. It is not that all our options are gone (d/p still is a little bit viable altho it has gotten an extra difficulty with the blind nerf) but the fact that our no1 spvp set (S/D) is now out of the window, has made thiefs as well as people playing other classes lose interest. Yesterday I was soloq’ing and it got real ugly. Befor the match even started i had some people saying, thief needs to reroll (i was the only thief). I had people saying, i am going afk if this thief doesn’t reroll. I had a guy rage quiting after he apparently had lost a fight and it was because the thiefs (we had 2) were too bad for teamfights (he solo pushed far). Please arenanet, i have spend all my hours in game on this thief and it is the only class i can say i have somewhat mastered in pvp. I do not have the time nor the motivation to start from scratch and mastering another class, so pretty please fix mine in stead of leaving it in the shadows (ironically) as other classes are getting buffed.

(edited by Prince.7198)

How would YOU have "fixed" S/D?

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Posted by: Prince.7198

Prince.7198

Since S/D is dead now, I think we can all agree that ANet totally dropped the ball on this one. I personally haven’t even bothered playing thief since my intial post-patch playtesting, which is really sad because I love the mechanics of the class.

I think FS>LS needs to reverted fast or we are going to see nobody playing this build whatsoever soon. I am even seeing many thiefs running P/X builds in pvp at the moment, which is just worse than useless. There is no point in having mobility in shortbow if it means you are going to a point and fighting an enemy whilst strafing around, kiting and eventually dying whilst doing nothing productive. In short, pistol builds are really weak in PvP, and the patch did nothing to fix that.

The reason S/D was really a little teeny bit too powerful was clearly the access to evade. It was too kitten high. Once a S/D thief learned the basic attack/dodging rotation, they were very very difficult to even land hits on as a melee class. I believe this comes down to arguably the single most powerful master trait in the game.

Feline Grace

What on earth is with this trait? I say this as a thief player remember…. It’s cheap, requiring minimal trait invesment whist feeling like a GM trait – and gives a HUGE buff to the amount of damage mitigation a thief is capable of, essentially giving a thief a permanent +30% endurance regeneration that STACKS on top of vigor. Really? How can this possibly have been overlooked with regards to balancing? Outside of S/D, acrobatics are not taken very often, so it does not really harm different builds to nerf this trait. Alongside this, I don’t believe the nerf would have to be that much to have enough of an impact on how much the thief evades.

Keep in mind I am saying this as if we were still playing pre-patch and S/D was still the best PvP build going.

A slight nerf to endurance regen, say 10% rather than 15%, would have been probably significant enough to ever so slightly rein the acrobatics line in. Does anybody feel else feel that this would have been FAR FAR preferable to the horrendous FS>LS nerf?

I really just hope that Anet will revert this sooner rather than later (it will happen at some point, S/D is dying, and dying fast) so that they can get back to fixing the problems with the class.

Oh and while they are at it can they fix our teleports plz :’)

You say this master trait feels like a grandmaster, well i think the fact that the acrobatics line doesnt even have a decent GM is good balance for that. Just change the feline grace to GM and give us some of the current crappy GM traits in that position. They just have to stop nerfing our weaponsets and have a better look at the traits first. So many useless and broken stuff.

It's a Trap! - Thief Trapper Build for WvW

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Posted by: Prince.7198

Prince.7198

i like it a lot, but this is the kind of build that will only be viable as long as its new. If this build ever sees the light of meta, people will very fast learn to watch for the place traps animations and simply outplay you bcs you have no real utilities

4v5 soloq misery has to end!

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Posted by: Prince.7198

Prince.7198

Dear anet,

This mornign i wanted to do some quick soloq before work. I ended up having time for 5 matchups of which 4 were 4v5…..

I am not sure if it is because there are still server problems and people DC, altho since they didnt rejoin at all i suspect they just shut down the client (“oh im late for work”).

Please, punish rage quiting like that harder. somethign like: Leaving a match for more than 2 times a week (due to dc) 1-2 weeks dishonerable!

cheers

Who won the Skill Bar Previews?

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Posted by: Prince.7198

Prince.7198

From a WvW perspective

Rangers, the changes are just plain op.
necro, stability stomp every 7 seconds … sure
mesmers, enough said already
guardians, thats alot of hard buffs.
thiefs, because they remain pure cheese
ele, useless except that glyph changes
engineers, mostly useless changes except that awesome 2 s cripple on TK…
Warriors, the only real nerfs in this update

Betting 2000 gold this guy has never played thief!

[Skill Bar] [Thief] [Expectations]

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Posted by: Prince.7198

Prince.7198

+1 on all! Well thought out, i only think you would be making dodging too powerfull, but i am a fan of condi remove and ini regain on dodge.

Power Block + Thieves = Your opinion?

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Posted by: Prince.7198

Prince.7198

What people who don’t play thief (at least not competetively) dont understand is that iniative is the cooldown not just for 1 skill, but for ALL 10 Weapon skills we have. Taking 3 initiative on a powerblock interrupt would be similar to putting ALL weapon skills on a 1-3 sec cooldown. Now you tell me if that is overpowered or not?
The only thing that would be an option is indeed lock out the skill that was interrupted for 5 sec (the 5 additional seconds you get on oother professions) but that will be hard to implement i think.
Otherwise, be happy you can still interrupt our heal (in case of hide in shadow), and shadow refuge. those are the skills that keep us alive in tight spots anyay so those are the ones you should be interrupting.