As a reminder:
In 2015 ANet introduced the Seasonal Activities achievements which back then included only the Dragon Ball achievements from that year.
In 2016 they forgot about that system and introduced a new set of achivements under “Lunar New Year” instead.
This year they did the same mistake again…
In general I feel like the base Revenant can use a lot more polish while the Herald is in a great place already (maybe even too great?). I think by bringing up the base lines we could reduce the dependancy on Herald this class currently has.
A major aspect of this class is energy management which feels great for Herald but pretty bad for most other Legendaries.
I’ll also assume that the underwater aspect is not finished yet (where are my skills?), so I won’t go into detail about that.
Weapons
While weapon skills costing energy is generally a good way to prevent mindless spaming of off-cooldown skills it also means that a lot of skills will see little to no use if they don’t excell at their purpose. Here are a few skills that I think could use a little more polish:
- Sword 2
The Revenant has no movement skills on their melee weapons, this is by design and instead on thier sword they have a snare to keep enemies from disengaging once they are in range. However the Chill applied by this skill has only a 50% uptime in the best case scenario and since movement abilities are no longer affected by snares the Revenant still has a hard time keeping up with other players trying to disengage. Maybe a longer duration Cripple instead of a short duration Chill would help this skill.
- Sword 3
This skill is pretty strong, but it has problems with enemies near walls where it can cancel early or do no damage at all (even though you still spent the energy and cooldown).
- Sword 5
This skill also tries to fix the disengaging problem, but I havn’t found a good use for it yet. It’s a pull but you have to get close before you can try to pull an enemy. If the enemy dodges or the pull fails for any other reason you only manage to created a gap between you and them putting you into a worse situation than you were in before using this skill. I suggest increasing this skills range to 600 and removing the dodge backwards part.
- Hammer 2
It’s a really strong skill, but the animation does not line up with the actual hitbox. Please fix either the animation or the hitbox.
- Hammer 5
The cast time is way to long to justify using this skill for its damage, and slo way to long to try to stun anyone with it. I think this skill would benefit from a “Dragons Tooth” mechanic where you have a short cast time and then are free to use other skills, while the actual effect is still delayed and thus counter-playable.
- Axe 4
Decent skill but the dash always overshoots the target. This is pretty disorienting, especially in Action Combat mode.
- Axe 5
It’s really hard to estimate the pull range, please add some range indicator on the ground.
- Staff 1
A bit on the weak side, I get that ist supposed to be a support weapon but the only support it does is create some really short lived, weak and annoying to pick up healing orbs.
- Staff 4
The only decent direct support on this support-weapon. There is no problem with this skill, but if you would move it to Staff 2 (with an appropriate CD) the support aspect of the Staff would be much better.
- Staff 5
Is it supposed to destroy Break Bars like this? I’d rather see this one get toned down and the rest of the Staff brought up, than for the Staff to become a 1-trick-pony in PvE.
Utilities / Legends
Jalis
- Soothing Stone (Heal)
The 2 seconds of Retaliation seem kind of pointless, but otherwise it’s a decent healing skill but the cast time somewhat kills it. A cast time reduction to 3/4 seconds would benefit it greatly.
- Inspiring Reinforcement (Paving the Road)
This skill is way too slow. By the time it finished building you actually ran past its area of effect. Please increase the build time (double it?).
- Forced Engagement (Taunt Chain)
This one’s a bit too expensive to use considering al the other expensive skills Jalis has to offer. Maybe reduce its cost or increase its effect. Taunt in general seems a bit underwhelming in PvE maybe there could be a different, global solution? (e.g. Taunt in PvE lasting two or even three times as long, and partially working on enemies with a break bar so they still focus the Taunt-user, but get to keep all of their skills)
- Vengefull (Whirling) Hammers
A really nice skill in its current iteration, but again with all the other energy dumps on Jalis its a bit cost prohibitive. Maybe reduce its upkeep to 5 so it will stunt your energy recovery while active but can still be maintained without draining energy for other skills. Also these Hammers are a bit buggy and despawn on collision with objects and can fall down when walking on a narrow pathway.
- Rite of the Great Dwarf
The long cast time, huge energy cost, short duration, and uselesness against conditions unless traited are killing this skill. Please adress one or more of these issues, to make this skill worth using.
Mallyx in general
I havn’t spent a lot of time on condition Revenant, but Mallyx seems to have the same problem as Jalis, in that there are too many skills with a high energy cost. Please consider reducing a few of the skill costs and also consider reducing the elite-upkeep skill to 5, so that you can chose to maintain this skill at the cost of stunting your energy regeneration.
Ventari
- Ventari’s (sic!) Will / Project Tranquility (Summon / Move)
The most expensive heal skill to use (10 to summon 10 to move) and also the most difficult one as well ( he cast time on Project Tranquility really hurts the overall fluidity of this Legendary). Energy costs should be reduced for these skills and the cast time on the move-skill need to be removed.
- Protective Solace (anti-ranged bubble)
Decent, could use a little energy cost reduction (maybe 7; 6 seems too strong, but might be justified if this Legendary doesn’t get much love on other skills)
- Natural Harmony (raw heal)
Needs a boost to the heal, also i can not stress enough how much this skill suffers because of the cast time on Project Tranquility.
- Purifying Essence (condi cleanse)
This one really needs some energy cost reduction, I’d even go as far and say half it.
- Energy Explosion (explode Tablet)
It’s ok I guess? Maybe give it some raw heal / condi clear as well? It really seems more like a “combat is over, I want to stow the Tablet” skill than anything else. Also the Healing Orbs are annoying to pick up.
Shiro
- Enchanted Daggers (Heal)
It’s some defense, it’s some offense, it fits the Shiro theme, overall its a good skill. My only gripe with it is the missed opportunity to call this one “Battle Scars” the name Shiros heal had in Guild Wars 1.
- Phase Traversal (Engage)
The nerf really put a dent into this skill and the Revenants overall mobility. Maybe consider easing the nerf by putting some swiftness on it.
- Riposting Shadows (Disengage)
Another really good skill, even though I don’t see much riposting going on.
- Impossible Odds (Quickness)
Im kind of torn about this skill. On one hand on-demand Quickness is great, on the other hand this skill is so expensive that you can’t really use any weapon skills in combination with it, because of the high maintenance cost. I don’t really have any idea how to balance around that though so I’ll have to pass on this one.
- Jade Winds (AoE stun)
Another skill in the category of too expensive to use for the Bar that it’s on. Don’t get me wrong it is a pretty nice skill, but there is not enough energy to use it. Maybe a reduction in energy cost but increase to the cooldown could fix this skill.
Glint
Glint feels so much more fun to play, since you have much more freedom with your energy management and are able to pick and choose the utilities best suited for the current situation.
- Facet of Light / Infuse Light (Heal)
I’ll be blunt: The ability to completely ignore this skill just to double-tap it mid-spike is too strong. However puting a cast time on the active would destroy this skill so it should be put on the Facet-part of the skill. Also it needs to be more visible for PvP (something like a big blue bubble around the Revenant maybe?)
- Facet of Darkness / Gaze of Darkness
Perfect the way it is (maybe even a bit too strong vs stealth?).
- Facet of Elements / Elemental Blast
Another really nice skill, no complaints.
- Facet of Strength / Burst of Strength
I don’t think the upkeep cost of 2 is justified on this skill when by itself it only gives 4 to 5 stacks of Might that need to ramp up, and the active is a so much stronger part of it.
- Facet of Chaos / Chaoic Release
It’s nice, but 5 energy upkeep nice? Not sure here.
- Facet of Nature / One with Nature
This skill has some insane synergy with other classes and I’d even go so far to say it’s over powered. If the Revenant becomes a problem to balance this is probably the first part I’d look at (30% party wide boon duration is still really nice).
Traitlines
I’ll be a bit more concise on traitlines
Corruption
Again, I havn’t played much mith conditions so I’m not really sure how to judge this line.
Retribution
I think the improved Taunt in PvE should be baseline for all Taunts (not just Revenant) and Taunts should work on Champions but only the aggro part (so Champions will focus the Taunt-user but can still use skills). Other than that 2 secons of Retaliation after a dodge seems pretty weak, and the Grandmaster traits all seem pretty weak.
This is supposed to be the tank-traitline but there isn’t too much tanking going on in there other than a few minor and very circumstantial 10% reductions.
Salvation
Heavy focus on the Ventari-Stance, but that Stance has no real use at the moment. Maybe if the Ventari skills get buffed this line will become more useful but right now its pretty much a dead line.
Also I don’t get cooldowns on on-dodge traits. These are already limited by your endurance bar.
Devastation
Pretty good line in general, but why is there such an insanely high cooldown on Jade Echo? It would have a hard time competing with Assassin’s (sic) Presence if it had no CD at all, right now there is not even a competition.
Invocation
It’s a pretty lackluster traitline, nearly all of the traits are boring and/or weak except for Ferocious Agression and Roiling Mists. You could literally remove all the other traits except for these two and nobody would notice or care.
Herald
Pretty nice line but the automatic self-root at 25% health is a bit stupid and can get you in trouble as easily as it could help you.
(edited by Rengaru.4730)
It takes 2 or more eles for the enemy to win, but it takes only 1 leaver for your team to lose.
Think about that.
I don’t know when this was changed, but if you want to sell anything on the TP the quantity defaults to the maximum (e.g. I want to sell 1 item but the default is 250).
The default quantity used to be 1.
I just lost over 20 gold in listing fees to this bug, very annoying.
The Winter Wonderland Mastery achievement from 2013 is still bugged and shows up as incompleted in the hero panel.
Since this was a repeatable achievement it could not actually be completed and every other repeatable achievement has been removed from the panel.
I’ve reported this bug back in early 2014 and hoped it might get fixed by this years Wintersday, but it hasn’t.
They would have won, but that guy has bad internet connection. Its the same guy dc’ing. Its not like player a dc’s then player b dc’s than player c dc’s… same people dc’ing.
If its a server issue you will see multiple/everyone get hit at same time.
You make it sound like blue faked a disconnect in order to reset the game, but then in your last sentence you say blue would have won.
Oh ya, blue team about to lose […]
If that guy on blue team didn’t dc tho, it would have been blue game.
Logic?
I (and probably a few others before me) have reported this issue months ago but so far this hasn’t been even acknowledged as an issue by ANet.
@BurrTheKing.8571 This thread is about Hotjoin Winning-Team-Join, not solo-q.
At this point Hotjoin has degenerated so bad, you might as well call the mode Winning-Team-Join now…
I have reported innumerable people for “scaming” (as there is no way to report for exploiting) because they abuse the autobalace system to force their way into the winning team.
Also 90% of the matches have been become so lopsided that the winning team becomes apparent at the start of the match.
For some reason you are assuming the enemy consists only of unorganized pugs.
The reality on a lot of servers right now is more like your10 organized players (if you manage to find any) vs 15 organized enemies +30 pugs.
Meanwhile on the other Maps it’s your 10 pugs vs another 15 organized enemies +30 pugs.
In sPvP people at least agree that 4v5 is pointless, frustrating and unfair.
In WvW we regularly see the equivalent of 2v5 and people saying: “It’s your fault you didn’t recruit more people willing to join a losing team.”
At least I only have to do 5 events (in EotM) this season and can ignore WvW for the rest of the week.
And it crashed.
Oh well, was fun while it lasted.
Yes, its’s time for this thread again…
The day I stop asking for a response on this topic, is the day I stopped caring for GW2.
I’m not shure if they really have the nerves to put all 3 different picks at once
into the shop when one has a cleary advantage.
Good joke.
You know, between the overpriced/useless bundles (e.g. Tyrian Explorer’s Knapsack), Silver Salvage-O-Matic and this pick I lost all faith in the GemStore.
So for the first technical challenge, how could we get this to work when the camera doesn’t know what ‘ground’ is.
Not sure which data you can read from the camera, but if you can get the z-axis position of player and camera you could start rotating around the new pivot as soon as the camera is at or below the z-position of the player (assuming player z-position is located on the ground).
(edited by Rengaru.4730)
So, if such an item gets released I have to ask:
What is the purpose of armor damage?
Before they removed repair fees it was a (small) goldsink and an attrition mechanic (die too often and you have to leave, similar to DP in GW1).
If you can repair your armor anywhere and for free, it basically becomes obsolete.
Currently when you look up the camera slides along the ground towards your character which gives you a very limited field of view (really noticable when attacking enemies on walls in WvW).
I would like an option to always keep the camera at the same distance, so when the camera touches the ground it starts pivoting on the contact point instead of the character (in other games usually know as “Smart Pivot”).
I made a quick sketch to visualize what I mean:
Self-qoute from another thread:
With the upcomming change to Adrenaline they should tweak Combustive Shot or the Longbow will become even more important than it already is.
When missing any other Burst skill drains your Adrenaline the guaranteed “hit” from Combustive Shot will make it way better to trigger Cleansing Ire.
Here’s an example how it could work:
- The initial hit does more damage, but if it misses Cleansing Ire will not trigger.
- The field will apply 1 second of burning every second (so it applies burning more reliable).
- The field no longer does physical damage (to prevent this skill from generating loads of Adrenaline).
With the upcomming change to Adrenaline they should tweak Combustive Shot or the Longbow will become even more important than it already is.
When missing any other Burst skill drains your Adrenaline the guaranteed “hit” from Combustive Shot will make it way better to trigger Cleansing Ire.
Here’s an example how it could work:
- The initial hit does more damage, but if it misses Cleansing Ire will not trigger.
- The field will apply 1 second of burning every second (so it applies burning more reliable).
- The field no longer does physical damage (to prevent this skill from generating loads of Adrenaline).
Just brainstroming some of my ideas:
- All edges get a fence so you can’t be knocked/feared down. [This is to remove some of the cheesiness of certain builds on the map.]
- All panels are now unbreakable unless they get shot by the Skyhammer Cannon [Further reduces the amount of cheese, but allows for teamwork; one player shoots the panels out another one knocks the enemy down.]
- The Skyhammer Cannon deals ~25% less damage and/or can be dodged. [This makes the Skyhammer less of an “Teamfight-Instant-Win-Button”]
- The console below Point B (mid) gets a new functionality. If you channel it (similar to the buffs on Temple) the Skyhammer Cannon gets disabled for 30 seconds. This can be done every 60 seconds. [This way you will have to controll two points to make the most aout of the Cannon. If you can controll the Cannon but not the console you will only have an ~50% uptime on the Cannon.]
- ANet confirmed that they jump-started the gem exchange on release by puting an undisclosed amount of gems into the system. However this pool has been empty for a while now and all gems now come from other players.
- As time progresses more Gold will enter the economy and especially compared to release there are way more gold generators (champion bags, pvp rewards, better rewards in general) than gold sinks (e.g. the removal of armor repair costs)
It would also set a dangerous precedent in the mind of the player base whenever something with an attractive number-based perk shows up in the gem store. “Will this be nerfed, too?”
They already changed Cash Shop items after their introduction. Multiple times.
- Salvage-O-Matic (It had a brief time where it had better salvage ratios than now. this resulted in the inventory being flooded with useless minor runes and sigils so the nerf was appreciated by most players.)
- Glory Booster (They started to drop in masses from pvp dailies/monthlies. When glory got removed the boosters did as well. Players were reimbursed for their purchase though.)
- Flamekissed Light Armor (This was a reskin of T3 Human Cultural Armor, that later got changed to a reskin of Feathered Armor. ANet refundend everyone who was unsatisfied with the changes though.)
- Cash Shop Skins (Basically all CS-Skins you bought twice became redundant and the ones you used up before the introduction of the Wardrobe are lost. I think you could contact customer support for lost Skins,
but not duplicates.)
- Instant Repair Canister (Lost part of its purpose when repairing became free. Not sure who would have bought these ayway. Did people get a refund for these?)
- Instant Trait Reset (Useless/Pointless now. Not sure who would have bought these ayway. Did people get a refund for these?)
So what speaks against a removal of the mining bonus if ANet offers a refund for people unsatisfied with their pick?
(edited by Rengaru.4730)
To me personally, this (especially the complete lack of communication from ANet) is the single worst problem in the game.
Not because of “P2W” (since you could trade gems for gold and get a better return on investment) but because of this:
[…]
To me, I got ripped off.
[…]
They set a higher expectation for infinite harvesting tools with people that buy them. I desire more of these infinite tools but I won’t commit to buying them because I believe extra mat versions of the sickle and axe are on the horizon.
ANet is really shooting themselves in the foot here and I’m affraid when sales on the old tools start waning too much, their next move will be to introduce further enhanced versions of those infinite tools fully establishing vertical progression in the Gem Store.
From there on it would become a vicious circle.
[…]
So Player A ended up getting more points based on what they did in the match, even though their team ended up losing. I think this would motivate players to be more willing to join the losing team.
We actually had a personal reward system at the begining.
All it did was cause players to farm their points by doing stupid stuff like caping points with 3+ people or chasing enemies off point to get a kill (and a possible re-cap of the point they just lost).
i realize that, i just don’t like “boss”. feels authoritary, which i shouldn’t be. “friend” sounds artificial (when was the last time you called your friend “friend”?), and to use second person (which would be preferred), they’d need to actually start employing animations during the non-cutscene dialogue.
So what name would you suggest, I don’t think simple animations especially in combat scenarios would suffice.
Personally I think “Boss” is at least somewhat fitting, since they won’t really do anything when you’re not around :P
The problem is that the player needs to have a name the NPCs can call them.
I was wondering how they would get around that issue in Episode 1 when someone said something like “our friend over here” and it took me a few seconds untill I realized they meant me.
The personal story did it as well (e.g. Snaff Savant or Slayer of Jormag), but they changed your “name” every few levels untill you became known as “commander”.
Simply because it takes a considerably higher amount of effort to outplay a thief than the thief to outplay you.
A good thief dictates the tempo of the battle like no other class can.
When he’s on you you have to react in an instant if you don’t you’ll miss your chance and you are either dead or the thief is gone.
When he stealths or shadowsteps away the fight comes to a near standstill, you could start spaming AoE or switch to ranged but you can’t be sure he won’t just reappear right next to you in an instant.
While these sudden changes in battle-tempo require the thief to play well to be effective, it requires immense skill, attention and effort to perceive them and counter the thief.
I tried the achievement yesterday, camping near the rock semi-afk and I noticed something interesting.
One time I didn’t pay attention and missed her (never did damage to her, not even jumped over to her) but I still got bronze contribution.
So I guess the event may tag players for contributing while they are not on the rock and thus invalidate their attempt at the achievement.
I got it later that day by standing far away (at the wall near the first air-crystal) and joining the fight as it already started.
The new Shadow Assassin Outfit ignores visibility toggles for hands and shoulders.
Also the shoulders do weird rotations and clip into the arm during certain animations.
In the attachment you can see a comparison betwen another armor (left) and the Assassin Outfit (right)
From what I can tell the shoulderpads seem connected to the upper arm, instead of the shoulders which causes this weird behaviour.
I have already reported this via the /bug command, but I think I can visualize the problem better on the forum with a direct comparison.
[…]
Besides everything you have listet being GW1 related, all of your examples are of horizontal progression (more options/skins/same stats) not vertical progression (straight up better stats/more loot)
1-4 are all basic examples of horizontal progression (not straight up better, just more options) besides they are all unlockable via PvE.
5 is a temporary (level 1-19) and unreliable (dies quickly, long cooldown) bonus than can be substituted with other summoning stones, which makes it another case of horizontal progression. The only advantage of it is being infinite (kinda like the regular vs infinite picks).
6 is again horizontal progression (more options) you can still use the regular heroes which are good enough for most of the content.
7 max level weapons at level one deal awfull damage because their requirements are not being met.
8? The bonus missions offer new content, which reward no better stats, just new looks (horizontal progression).
It seems to me you did not know the difference between vertical and horizontal progression.
I have not bought any of the infinite tools so, unlike some of you, I don’t feel any pain about this one.
Don’t worry, if this becomes a trend the pain will come in time.
I can’t speak for the whole community, but I can speak for myself.
If sprockets were valueless (no vendor value and untradeable), the Watchwork Pick would still be superior to any other pick as it provides otherwise hard to get materials.
If sprockets were wortless (no vendor value, untradeable and no use in crafting) the Watchwork Pick would actually be inferior as it would clog your inventory up with junk.
In both cases I would be in favor of removing the additional drops.
Actually, I (and I assume a lot of other people) think the sprockets should be removed because it’s the first (and thank god only so far) instance of vertical progression in the gem store.
It really doesn’t mater if the <Insert Random Item> generated by <Insert Random Tool Name> is worth 4c 4s or 4g. As long as there is a definite better tool we have vertical progression and that is a pandora’s box i’d like to see shut rather sooner than later.
The main issues with the Pick:
- Vertical Progression in the Gem Store: The new Pick is flat out better than any of the old Picks. This means vertical progression in the Gem Store is something ANet is fine with and we might see other items replaced by better versions.
- Trust in your purchase: People who bought any of the previous Pickaxes may feel cheated and might be more reluctant to buy any further “infinite” items, lowering future revenue and thus harming ANet and by extension all of the players.
- Extreme lack of communication: Despite over one thousand responses in multiple threads in the “Guild Wars 2 Discussion” and “Black Lion Trading Co” subforums, there is still no official response from ANet for over four months. Even threads specifically asking for a response (this one) get completely ignored.
edit:
Because this entire thread over a period of four months has been one long complaint about how unfair this item is because of all the extra money it generates.
Those people are really few or trolling. You are basically “cherry” picking here, hence my question why you are so fixated on the money aspect.
(edited by Rengaru.4730)
Why are you so fixated on the money aspect?
The infinite tools never were designed to pay for themselves, you buy them for the convenience.
Even if you would constantly use them by the time you would break even, the next generation of tools will be out.
So, from the replies in the reddit thread I figure most people on Reddit don’t care about it generating sprockets anymore (neutral), and in this thread people don’t like it or don’t care (negative/neutral).
What am I missing then, why are people defending the pick?
If everyone bought a sprocket pick, ANet would react by releasing another similar tool:
- Oricalcum Mining Pick (has a small chance to reward Oricalcum on each swing.)
- Ectoplasm Mining Pick (has a small chance to reward Ectoplasm on each swing.)
- Eternity Mining Pick (has a small chance to reward Eternity on each swing.)
Warning, may contain traces of exaggeration.
Don’t get me wrong, im not against ANet earning money, just not if it’s done by forcing vertical progression into the game.
After over four months of silence here it finally is, ANets answer.
Im kinda curious how the people defending this with “They have learned their lesson” feel right now.
I remember back during Halloween 2012 it was 80 silver for 100 gems and I was like “Who would pay such outrageous prices?”
Yeah… I wish I would’ve.
But then again, that was before the farmageddon that are the champion lootbags, an everyone was poor back then.
I don’t think removing hotjoin would do much but fill solo (or even team) queue with inexperienced players or people testing new build ideas.
Also it would severely hinder custom made tournaments and community growth.
We need more fixing instead of scrapping.
I know its just hotjoin and as such it shouldn’t be taken too seriously, but the increasing number of players abusing (or downright exploiting) some mechanics really starts getting to me.
- Issue #1:
Players can easily identify more experienced players during a match and stack on the same team at the beginning of the next round for an easy victory.
Once two or three good players have stacked other players are reluctant to join the other color causing even further imbalance in the team composition (4 average/good players vs. 3 inexperienced/average players).
This causes incredibly lopsided matchups which are no fun for either team.
- Fix #1:
Make the ability to select your color at the begining of the match a toggleable setting and disable it for servers provided by ANet.
- Issue #2:
When losing a game an increasing number of players abuses an oversight in the interface to switch places with someone on the wining team.
While the player that got switched over still gets credited for the victory, this is a case of match manipulation which is forbidden by the GW2 Rules of Conduct and should be fixed.
- Fix #2:
Prevent players that left the game from re-joining on the oposing team once a game has started.
Have you seen the flavor text of the item?
“Many have eyes, but few have seen. Of all here, you saw the beauty behind the illusion. And you alone shall be blessed with My gifts.”
What if the recipe doesn’t really exist and this is some kind of illusion the players have to see through in order to get the item?
Maybe you can already craft it via the discovery-tab.
Maybe you can get it from the mystic forge.
Or maybe ANet just messed up the drop chance.
The idea has always been to prevent healing from being effective enough to be able to outheal the damage dealt to you by the enemy.
According tho whom? Also, why am I able to do so right now, in full Zerker gear no less?
This is working as intended as it has eliminated both healers and tanks from a game that was advertised to not have healers and tanks.
Again, according tho whom? ANet?
The game was advertised by ANet as having a Damage/Suport/Control trinity, when control is absolutely unviable (defiant) and suport is just an afterthought.
The only thing this accomplished is eliminating any other playstyle than DPS.
This will never change. Nothing will discourage " zerk or kick " because it’s the only logical way to play the game if you’re interested in maximizing rewards and minimizing time spent.
The problem is that zerker is the only logical way to play 90% of PvE, period.
The only exceptions are enemies that can’t be crit (Wurm/Tequatl).
Ask yourself this: When was the last time you considered any other gear than Zerker, when was the last time (if ever) you considered building more Healing Power?
edit for clarity:
Im not saying “we need a tinity”, im just saying players get too easy access to healing/sustain without investing for it, which makes going full-DPS too easy.
(edited by Rengaru.4730)
So you actually had to get some Healing Power in your build to be able to utilize your heals, and not get them basically for free?
Which would also discourage the “ZERK OR KICK” mentality currently prevalent for 90% of the games PvE content?
I fail to see the problem.
Traited Shadow Refuge is 20 seconds stealth; you become visible when the SR cooldown hits 40 seconds (unless you attack of course).
The problem is the scaling.
Let’s take a look at some common Warrior skills when you invest 100 points in their respective attribute (Power/Healing Power)
- Grewatsword Swing 321 -> 356 (13.5% increase)
- Hundred Blades 2519 -> 3794 (13.5% increase)
- Healing Signet 362 -> 367 (1.4 % increase)
- Healing Surge (Level 3) 9820 -> 9970 (1.5% increase)
- Damage calculated at base Power (916) with a Weapon Power of 1000 against an armor of 2000.
Healing calculated at base Healing Power (0).
So for 100 Power I get 13.5% more damage but for 100 Healing Power I only get ~1.45% more healing.
And this is all before taking critical hits into account.
tl;dr: Power has a ten times stronger effect on damage than Healing Power on healing.
If you practice you could probably get used to knowing where the thief will land at the end of the leap and anticipate it. If you have ground target skills thats where you want to put them unless you can begin a channel on the thief before the heartseeker ends and applies stealth. If you do this the channel will continue to hit while the thief is stealthed.
The thing is, you have to waste an AoE to get rid of the blind first, and after that the thief could be anywhere so good luck with that.
So they behave similar to “Whirlwind Attack”
With enough practice you can already use them in a similar fashion, but I think these skills could be a lot better if they behaved like the Warrior counterpart.
In case anyone is wondering what skills I’m talking about:
Skills like “Burning Retreat”, “Hornet Sting”, “Lightning Reflexes” or “Roll for Initiative” (full list here)
The sad thing is, waaaaaay back when they first talked about the thief class, they said it wouldn’t be a stupidly OP class that kills you from stealth, without you being able to react… nope.. no gank classes in GW2! Thieves in our game will only use stealth as a defense mechanism; one with long cooldowns so that it can’t be spammed.
Did they really say that?
I remember during the beta versions of 2011 the Thief had an elite called “Invisible Stalker” which granted you 8 seconds of stealth, even if you attack.
Still stealth in this game is too strong, but the main offenders imo are D/P (nearly impossible to prevent the thief from entering stealth whenever he wants to) and Shadow Refuge (the stealth shouldn’t stack, or at least not the 20 seconds it does now).
I don’t think BB taking the lead is that surprising, considering their heavy night caping zerg.
Especially when they’ve been teaming up with Kodash agaist RS since tuesday.
I’ll just wait and get ready to laugh at every “unlocker” when it turns out A-Net replaced the duplicate dyes with the account bound versions…