Showing Posts For Razi.6031:

Use of the R word

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Posted by: Razi.6031

Razi.6031

I don’t get what all the fuss is about anyways. And even by defining them as “girl gamers” is idiotic. There’s just gamers full stop!

I don’t see the problem with the use of the word anyways.. I constantly use it with friends on chat and ts to describe what has happened to me when I get ganked by a pack of thieves .

If you can’t handle words, you have way bigger problems than just playing a video game. Grow up! It’s soon 2018 after all

Cantrips / Improvisation

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Posted by: Razi.6031

Razi.6031

You can’t take both elites at once so technically nothing changes..

Profession word association

in Guild Wars 2 Discussion

Posted by: Razi.6031

Razi.6031

Oh oh let me try

Guardian: cooldowns
Warrior: cooldowns
Revenant: cooldowns
Thief: initiative
Ranger: cooldowns
Elementalist: cooldowns
Engineer: cooldowns
Mesmer: cooldowns

T3 chestpiece aura colours

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Posted by: Razi.6031

Razi.6031

Would it be at all possible to make the effects of the T3 chestpiece dyable? The light blue nice and all but would love to have at least a variation.. or if not completely customizable with all dyes, a selection of basic colours. Maybe some reds, yellows and green

Cheers

WvW needs an iconic mini.

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Posted by: Razi.6031

Razi.6031

New iconic wvw mini?

Mini floating pip following you around. To remind you of the grind

Legendary weapon sigil swap

in Guild Wars 2 Discussion

Posted by: Razi.6031

Razi.6031

Wait what should be removed from the game.? What are YOU arguing for?

Legendary weapon sigil swap

in Guild Wars 2 Discussion

Posted by: Razi.6031

Razi.6031

Please anet. Allow us to also be able to remove and switch sigils from legendary weapons like the legendary armour. So pve people That raid and make tons of gold get to swap out a whole set of 6 runes that most often cost a lot more than most sigils, even individually, cutting even more costs out of all the gold they make , and I can’t switch out a few sigils from something That is at the same tier having to constantly buy if I want to swap?

I have no idea why this hasn’t been implemented along with the new armour. Seems like a pretty common sense QoL fix .

Stolen skills idea/suggestion

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Posted by: Razi.6031

Razi.6031

Ugh the ele steal item is a useless disaster. I absolutely hate this steal skill and would love to see changes to it. Here’s an idea for it

How about the steal item gotten is determined by which attunement the ele will be atm. For eg.

If air – a stun skill
If fire – a damaging skill.
If earth – bleed + cripple.
If water – a small heal + cleanse 1 condition.

The problem with decay

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Posted by: Razi.6031

Razi.6031

So this is once again a case of the majority being punished for the abuse of the minority. GG

The problem with decay

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Posted by: Razi.6031

Razi.6031

The underlying problem with this new “fix” is that it is a negative incentive. This makes not allowing the participation to decay feel like a chore rather than a fun activity.

I would suggest something a bit different. A positive incentive which will promote not afking more than what has been implemented with the decay. How about reverting it back to before. Still needed to get to tier 3 for pip. Now, if you reach tier 6, maintaining tier 6 adds +1 pip.

This is a positive buff that doesnt punish but still incentivises being much more active

Just some food for thought

Remove Stealth attack nerf!!

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Posted by: Razi.6031

Razi.6031

@cyn

That is by far, so far, the best idea I have heard to at least remedy this disgusting nerf, much better than my alternate button option. IF this nerf won’t be reverted, I also agree that would be an awesome implementation. At least i won’t be locked out of AA knowing i don’t have enough time for a second backstab try but want to keep pressure up.

Remove Stealth attack nerf!!

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Posted by: Razi.6031

Razi.6031

For the love of god, please Anet, could you at the very least set the cooldown to 0.5 seconds on stealth attacks. I completely understand the reason for the mechanic, as to not encourage backstab spam till you hit target, but being locked out of AA and having to waste ini to use another damaging skill is ridiculous.

edit: here’s an idea. if you insist on keeping it at 1sec how about mapping the stealth attack to a new button freeing up AA so we can at least keep attacking rather than wasting time or hopefully being lucky enough with timing to try hit for a second time.

(edited by Razi.6031)

Marauder vs Berserker

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Posted by: Razi.6031

Razi.6031

I always ran full Berserker stats. I changed to marauder gear, zerk weapons, amulet and backpiece, and zerk+valk trinkets a few months ago. The damage reduction is minimal to a point of not even visible. The sustain though, from the extra HP is a godsend. Being full zerk for a quick gank ( at least for me in wvw ) is not a viable option anymore with all the passives on hit floating around.

Weapon Stacks , WP and Build Presets

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Posted by: Razi.6031

Razi.6031

That is a fair point. I’m going to believe that there are changes being implemented behind the scenes. Games that have been out for awhile often suffer from a need to change the code too. Which at some point is when companies start looking to make an expansion instead of patching constantly. I think we are a long way off from that aspect but I’m sure it has been discussed.

OP: I guess I don’t really mind building my stacks back up. Sure, it would be cool. Now the ability to save specs including having my armor change with the spec, I’d pay money for that one. (I’m reaching here but why not ask for the moon?)

Yeah, If i had a choice of the two, I would definitely choose the build template macro. Imagine using build for quick movement as you travel, but you see a blob on the horizon so you decide to switch up to either an offensive or defensive trait set, depending on situation. Ok now I stop. I’m foaming at the mouth.

Weapon Stacks , WP and Build Presets

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Posted by: Razi.6031

Razi.6031

Yeah these polls seem to not reflect at all what the playerbase is actually asking for…

Weapon Stacks , WP and Build Presets

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Posted by: Razi.6031

Razi.6031

I wanted to bring forth some ideas and share some thoughts. How would everyone feel if they allowed bloodlust/corruption etc. stacks to carry over when switching from one wvw map to another ( only wvw ). I find it sad that I need 2 work over my stacks once I move to another border.

Case in point: Let’s say I’m being called over back to my home BL coz garri is under siege. I get there, lose my stacks, and have to fight people that probably already have a nice build up of buffs and stacks, unprepared or under prepared.

( Participation carries over even after a dc so I’m sure this is an easy thing to implement. Also, even druid carries over the celestial avatar bar filled, so I’m sure stacks can too ).

As for Build Presets.

How would you guys feel if we had ( max maybe a set of 3 ) in-game (non 3rd party obv) macros that allowed us to switch up 3 diff builds ( not gear and weapons, just traits ) Out of combat. I’m sure this would be amazing quality of life and would allow to create some great tactics depending on situations.

Thoughts?

(edited by Razi.6031)

The Problem with Crafting

in Guild Wars 2 Discussion

Posted by: Razi.6031

Razi.6031

So in that game you could master 1 or spread out on afew/alot and here you can master 2 up to 4 i belive if you buy extra crafting licenses so how is that diffrent?

Whats really annoying is that jewel/cooking is basicly worthless since they cant craft anything ascended worthy.
Cooking get further devalued by all the seasional food that drop in large quantitys

Wrong. In that game you could master to 100 only 1 and take the rest to 60. The last 40 points are finite. In GW2 everyone can take all crafts to full cap, meaning no one relies on anyone on the market or the TP because everyone can make their own everything, which kind of destroys the point of even having a crafting system and a market system. Imagine if that the crafting system was account bound, and after capping there was a certain amount of point that can could only be put in 1 or 2 of the disciplines, thus creating market niches coz people would rely on each other more for certain items they need to progress. Imagine choosing cooking and be part of the sub-market of chefs competing in prices for those “higher” and endgame foods that would help raise stats. This of course can never happen because of megaservers and a global market.

The Problem with Crafting

in Guild Wars 2 Discussion

Posted by: Razi.6031

Razi.6031

What are you suggesting could / should be done about it?

It might be relevant to note that there are a number of items that are time-gated, so that if you want to build the end-product more quickly, you have to buy them from other players, providing the other players with something profitable to craft. There are a number of these in Mawdrey, for instance, as well as ascended weapons and armor.

I never mentioned or suggested solutions. I just mentioned what, to me, is one of the underlying problems with the crafting system. I wasn’t expecting agreement. Just wanted to throw my 2 cents in about the crafting

The Problem with Crafting

in Guild Wars 2 Discussion

Posted by: Razi.6031

Razi.6031

I’ve been surfing the web to see if I would come across anyone pointing out this very problem I find with the crafting in GW2, alas to no success.

I’ve been scratching my head for years now wondering what the underlying problem with crafting and the lack of profit that can be made from it is, And the answer is No Master Disciplines. Let me explain; In an old MMO I used to play, FFXI, the crafting system, in my opinion, was implemented perfectly.

There were a total of 8 crafts + fishing. The way the levelling worked, was, that all crafts could be taken up to level 60 but the last 40 points to 100 were finite (except fishing which was independent) , meaning one could potentially put 5 points in each craft and become a jack of all trades at lvl 65 but master of none, or even become a master of just one discipline.

This ensured that there was always a good supply and demand of crafted items. I used to fish and sell my fish to the master chefs, which made food that not everyone could make, in turn having their own little sub-market. Master Woodworkers created arrows for ranged weapons of the highest levels etc.

The way GW2 has implemented the system means everyone can do anything, and if everyone is special, then no one is special. The only reason to level a craft in GW2 is if you need to make a Legendary weapon, or gain some levels. That’s about it. The way loot works in GW2 makes it inefficient to try make a profit from crafting.

That in turn is why I think most items are better off bought than crafted in GW2. There are no incentives to create sub-markets, where crafters can benefit each other’s crafts in the economy.

That’s my 2 cents.

Is Stealth Too Expensive?

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Posted by: Razi.6031

Razi.6031

You make some valid points. The only thing I would say, is just that it is laughable to suggest that thieves stealth camp. If a thief is staying in stealth he is equally doing nothing to improve the situation. That was the beef I had with your comment and nothing else.

Is Stealth Too Expensive?

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Posted by: Razi.6031

Razi.6031

Also DecieverX are you a thief main by any chance? You don’t seem to understand the mechanics as they are now. No thief camps stealth anymore. I know loads of thieves that dont even take Shadow Refuge anymore coz of this Revealed Meta, where practically every class can reveal us now. I stopped taking Shadow refuge months ago and never looked back. I also mostly play s/d ( wvw ).

Is Stealth Too Expensive?

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Posted by: Razi.6031

Razi.6031

A simple solution that might not be too OP. Add another buff to the Preparedness trait;

Initiative recharges 20% faster.

Since almost (I’m guessing a lot of ) thieves take Trickery primarily for that trait, it wouldn’t be a bad idea or too OP to add something like that to the trait line.

This promotes camping stealth and effectively replaces Rejuv, so I’m going to have to disagree with it entirely.

So It’s ok for scrappers to stealth camp to oblivion but God forbid I stealth camp for 3 seconds to set things up or buy time for lets say a cooldown on my heal.

Thieves don’t stealth camp anymore… that was good when we got might in stealth from SA.

And by this logic you think it’s okay for the thief to do the same.

I disagree with it on principle and firmly believe scrappers and most other classes need drastically cut access to stealth, and thieves’ access should also be made no longer permanent.

Because I’d rather see proper mechanics development on all classes than ones which promote passive and repetitive styles of play due to an overwhelming surge of power creep.

My suggestion wasn’t to add more time in stealth but a small 20% ( let’s say 15% also ) increase to initiative regen. I never mentioned camping stealth. You brought up this non issue into my suggestion. I am still wondering how a traited small increase in Ini Regen will make us camp stealth. If anything it would allow us to camp stealth even less because we wont be hiding in stealth to get some Ini back to continue fighting.

You completely derailed my first comment.

Is Stealth Too Expensive?

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Posted by: Razi.6031

Razi.6031

EDIT: And don’t get me started on mesmers camping stealth where it is an actual problem as they can portal everyone in to inner castle with ease.

Thieves camping stealth pff don’t make me laugh

Is Stealth Too Expensive?

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Posted by: Razi.6031

Razi.6031

A simple solution that might not be too OP. Add another buff to the Preparedness trait;

Initiative recharges 20% faster.

Since almost (I’m guessing a lot of ) thieves take Trickery primarily for that trait, it wouldn’t be a bad idea or too OP to add something like that to the trait line.

This promotes camping stealth and effectively replaces Rejuv, so I’m going to have to disagree with it entirely.

So It’s ok for scrappers to stealth camp to oblivion but God forbid I stealth camp for 3 seconds to set things up or buy time for lets say a cooldown on my heal.

Thieves don’t stealth camp anymore… that was good when we got might in stealth from SA.

Is Stealth Too Expensive?

in Thief

Posted by: Razi.6031

Razi.6031

A simple solution that might not be too OP. Add another buff to the Preparedness trait;

Initiative recharges 20% faster.

Since almost (I’m guessing a lot of ) thieves take Trickery primarily for that trait, it wouldn’t be a bad idea or too OP to add something like that to the trait line.

Upcoming Balance Patch

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Posted by: Razi.6031

Razi.6031

Omg yes PLEASE! MAKE D/D viable again. Still my favourite weapon set and the most thematic!

Upcoming Balance Patch

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Posted by: Razi.6031

Razi.6031

If they increase our damage drastically, at least that might open up the possibility of our high risk high reward gameplay of kill fast or be killed… Not run fast or be killed. I have always run full zerker, even now. Staying alive was never the problem. Finishing the job has become the problem.

Switching from Thief to Dragon Hunter

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Posted by: Razi.6031

Razi.6031

Fat disgrace..

Calling him a coward… What you fail to realise from his post is that he is directly pointing out how brain dead the other classes r when all you have to do is hit 1 skill and ur invun for seconds or have blocks to like there’s no tomorrow.. When with thief after countless Nerf after Nerf.. We still have to rely on our twitch like gameplay to counter everything with little to no room for mistake… U failed to realise all the sarcasm in his post. I’m 100% sure if thief was in a good place he wouldn’t even touch other classes.. I still only play thief too. But I can see where he’s coming from

Imposible to play thief on high level wvw/pvp

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Posted by: Razi.6031

Razi.6031

I’ve been main thief since the beginning, with 3k+ hrs. I have a theory as to why we got nerfed so much all these years. I believe a sad reality is, we did this to ourselves in part. Allow we to explain. What makes a good thief? Our mastering of active defences, effectively allowing us to go full zerk, with complete yolo traits, AND still survive most battles if not end them quickly. Thieves have a fetish for maximizing that backstab or that condition burst, worrying little about survival, at least that’s how it was in the beginning.

So what happened? Other classes started QQing like infants because we could 1 or 2 hit them.. and dodge and blind effectively not even being hit because we mastered timing blinds and dodges… so our dps started taking nerf after nerf after nerf…

I’m not saying this is the main reason of course, or that it is even right or justified..
Basically it has always been a L2P issue for the other classes..

STEALTH BUG after Patch

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Posted by: Razi.6031

Razi.6031

after this new patch all thievs DIE in this game, so now need learn to play a warrior

You don’t “learn” how to play a warrior..
You just create a toon and face roll keyboard till you hit all your CD…