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Shadowstep is so OP

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Posted by: Rizigmar.2681

Rizigmar.2681

If you really want to cut down and balance thief appropriately, we can keep Shadowstep where it is but what really needs to happen are these changes.

Agility Signet – Raise the CD from 30s to 45 seconds (Utility)

Endurance Thief – Only grants 25 Endurance instead of 50.(Daredevil)

Hard to Catch – Reduce endurance restored from 100% to 50% (Acrobatics)

Channeled Vigor – Reduce the pulses from 3 to 2. Increase the Healing for full endurance to 9320, and not full endurance to 7520.

Dash – Buff the damage reduction to 25% for both direct damage and condition damage, increase the duration from 4 to 5 seconds. Add a ICD of 3s to impairment removal trait.

Pulmonary Impact – Add a 3s ICD to this trait.

Driven Fortitude – Buff base healing from 456 to 856.

lol none of these are sufficient or do anything. PI 3s icd is pointless. Might as well not bother. It should be 10 seconds or reduced damage. Most similar traits have a 10s icd

The point of the PI ICD would be so you can’t just spam HS or instant hard CC for multiple stacks, if it needs to go up the max i’d say would be 5s ICD, 10s makes it pretty useless and I’d rather Opt for a replacement trait at that point. Everyone would just use Condi removal on evade if that were the case, unless you’re a staff theif, then Staff Master.. The changes to endurance generation too means they can’t just spam evades anymore, unless they’re D/D, which will probably also be affected by these changes even more.

Shadowstep is so OP

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Posted by: Rizigmar.2681

Rizigmar.2681

If you really want to cut down and balance thief appropriately, we can keep Shadowstep where it is but what really needs to happen are these changes.

Agility Signet – Raise the CD from 30s to 45 seconds (Utility)

Endurance Thief – Only grants 25 Endurance instead of 50.(Daredevil)

Hard to Catch – Reduce endurance restored from 100% to 50% (Acrobatics)

Channeled Vigor – Reduce the pulses from 3 to 2. Increase the Healing for full endurance to 9320, and not full endurance to 7520.

Dash – Buff the damage reduction to 25% for both direct damage and condition damage, increase the duration from 4 to 5 seconds. Add a ICD of 3s to impairment removal trait.

Pulmonary Impact – Add a 3s ICD to this trait.

Driven Fortitude – Buff base healing from 456 to 856.

(edited by Rizigmar.2681)

Number of warriors and guards decides match

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Posted by: Rizigmar.2681

Rizigmar.2681

Idk the people that left but just by looking at your team composition, you couldn’t hold a single point. They countered your necro & thief.

Blue definitely had stronger on-point advantage with aoe condi (necro) and strong focused condi bursts with the 2 wars. I bet your Rev and Necro melted.

Judging by everyone on red team having top kill stat, it looks like they were all just zerging too.

Shadowstep is so OP

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Posted by: Rizigmar.2681

Rizigmar.2681

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior

Nothing surprising.

Example ‘A’ of Thief bias. Because they’ll say the same thing if you’re another class that beats them.

Reasons why thief is not OP

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Posted by: Rizigmar.2681

Rizigmar.2681

ITT: Thieves losing their marbles when a ESL player calls thief OP. This is a pretty golden thread.

Thieves are OP in their own respect, general mobility and combat mobility is nearly unmatched, with signet and endurance gain traits along with vigor, can dodge like seven times in a row excluding attack and defense at the same time abilities from various weapon sets (Pistol Whip, Shadow Shot, Vault, Death Blossom, Debilitating Arc, Bound). Also the hardest class to LoS unless you’re abusing anti shadowstep LoS areas.

Pulmonary impact or headshot must be changed

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Posted by: Rizigmar.2681

Rizigmar.2681

5 pages of people complaining because theyd rather nerf than get better at the game.

I find this comment ironic, because thief players will preach the same sort of nerfs to other classes when they can’t roll them over easy, and lose their marbles when you tell them to get better at the game, because their class takes the ultimate skillz to play.

Meta is Balanced - Except for Guards

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Posted by: Rizigmar.2681

Rizigmar.2681

If Guardian gets nerfed, they should nerf Rev, Druid, Scrapper and Thief too. All these classes have ridiculous tools, Revs evade and blocks and nuke things for days, Druid CCs, heals, stealths and kills everything with pet, scrappers are always immune, invuln, or have some sort of defense up. And thieves can escape any situation along with seven dodges in a row with signet and steal for endurance easily to just mindlessly evade not only that but damage on interrupt, popping headshots are there too, if they don’t take Dash, and use Bound, DPS on dodge is silly not to mention is easy stealth with black powder. Vault is a issue too, needs a nerf in damage. There’s also that ridiculous condi build that keeps them in evade frames for years.

Thief unfair advantage

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Posted by: Rizigmar.2681

Rizigmar.2681

I’m not a bad player. I would say I’m average; each season so far I’ve generally stopped around end of Sapphire/start of Ruby depending on how much time I want to dedicate. Myself and two others on my team were just beat by a single thief by him dodging repeatedly. He would occasionally use his staff leap skill but, he was literally dodge jumping almost the whole time. We barely hit him and he would just heal anyway. I realize I have every opportunity to play my thief the same way but, it doesn’t make it right. The amount of evade they have now is just irresponsibly unbalanced. Please reduce it.

You and your teammate were beaten by about worst class you could pick to engage any fights in pvp atm. What part of it is average/not bad?

I’ve played a thief with this build style. I completely agree it’s fairly unfair.
When I go up to a 1v1 I have 99% confidence that I will win. And about 50% with 1v2’s.

First of all, condition damage does not work on this build, every time a thief evades an attack they shed a condition, and they are forever evading because they have full endurance regain if you die, or if you stun them, plus on every steal, one of the utility skills and on their heal.
They also have skill 3 on D/D with a full initiative regain utility skill.
Hit a shot or two off on them? Too bad they get 200 health every time they use 1 initiative. They use 4 initiative on skill 3 (800 health on activation).
Think that you can stun them to death? They have 4 stun breaks good luck.
Well it’s a good thing that you can’t pair that much survivability with damage right? Wrong.
When specked with condition damage, you will have at least 10 bleed stacks on you at all times, the only way to survive that much condition damage is if you have lots of condi clear(lots)
If you have none, good luck with those 50 stacks of bleeding bud.

Too bad thief is in a bad place right now so this will never get nerf’d

Please post that magic build so we can all ride the OP train. Too bad that every d/d condi thief so far i saw in this season was absolutely useless since they couldn’t really kill anyone and got murdered by 1 stun. Then again i haven’t seen amber/emerald in 2 seasons now, condi thieves are kind of extinct in legend for some reason :P

Well there is that one condi build that sits in evade frames for 7 years. The amount of times thief can evade is ridiculous, paired with stealth is just too much, outside of a DH, Scrapper and good Druids, you can kill pretty much anyone. I’d suggest changing Signet of agility to grant vigor instead of 100 Endurance refill. And stealing should give 25 endurance only. That’ll make them tolerable.

Hit them between dodges, they do not have 7 years evade frame actually. Also those thieves don’t kill anyone with half brain. That build also doesn’t really have that much access to stealth~

P.S. i do not play d/d condi and if i see one it means my team has really good chance to win~

That condi thief build sits in evades for almost 100% of the fight. Death blossom spam. and dodge. What you’re saying is to hit them after a dodge, despite the fact my own skills have cast times too which just leads it to being evaded again, especially when it’s on a small point. Outside of condi thief, it’s still dumb that a class can evade several different times, and drop targeting with stealths, and teleports. That’s why i think Signet of Agility needs a change, and stealing for endurance should be halved.

Thief unfair advantage

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Posted by: Rizigmar.2681

Rizigmar.2681

Well there is that one condi build that sits in evade frames for 7 years. The amount of times thief can evade is ridiculous, paired with stealth is just too much, outside of a DH, Scrapper and good Druids, you can kill pretty much anyone. I’d suggest changing Signet of agility to grant vigor instead of 100 Endurance refill. And stealing should give 25 endurance only. That’ll make them tolerable.

PU Mesmer Video

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Posted by: Rizigmar.2681

Rizigmar.2681

What I don’t get is how people considered this a heavy handed nerf when it was changed to its old value before the specialization patch, if anything it’s just a revert. Also when it was 100% it was practically Theif 2.0 except for lesser mobility.

Because it was considered a very not good trait before the patch.

There were a number of reasons why it wasn’t good before.
-The old system only supported 70 point spread meaning you’d have to pick either pick PU or IP.
-PU itself was in a condi stat line meaning you’re sacrificing damage.
-PU wasn’t good for Spvp at that time because there was belief that stealth leads to decaps=not good.

PU Mesmer Video

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Posted by: Rizigmar.2681

Rizigmar.2681

What I don’t get is how people considered this a heavy handed nerf when it was changed to its old value before the specialization patch, if anything it’s just a revert. Also when it was 100% it was practically Theif 2.0 except for lesser mobility.

The New Perma-Stealth DP Thief

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Posted by: Rizigmar.2681

Rizigmar.2681

The raging outsider is right, PU is disgusting atm. I don’t think there’s any other trait in the game that is as overpowered as PU. Not only does it double your stealth uptime and stack you with boons, it also makes it a lot harder to counterplay the burst.

Revert it back to +1 second and it would still be perfectly viable grandmaster trait. Maybe put a super speed or something on it.

See my math above. PU itself is still giving considerably less stealth than thieves get.
The real kicker is The Pledge, which is bugged to be working too well, and frankly gives kind of a perverse incentive to stay in stealth longer to get even more stealth.

Additionally, I’d say there’s all of 0% of good pvp mesmer players who would agree that there’s not “any other trait in the game that is as overpowered as PU”.
I’d also say there’s maybe 0% of good pvp mesmer players who would agree that “Revert it back to +1 second and it would still be perfectly viable grandmaster trait.”
That, of course, is largely because most of them use Chaotic Interruption or Bountiful Dissipation instead, because stealth in pvp prevents capping, and CI/BD are incredible traits. It’s also clearly not overpowered in PvE, where thieves being able to permastealth their party is a selling point that no one whines about.

So it’s only an issue in WvW. Except in WvW, stealth does no good in the zerg, because being invisible means you’re not doing damage. And mesmers do terrible damage in large group combat, so it’s not a problem in WvW group combat.
So it’s only an issue in WvW roaming, which is so marginal that saying something as mind-numbingly ignorant as “I don’t think there’s any other trait in the game that is as overpowered as PU” is rather foolish.

In other words, you are wrong, you haven’t done any math, you’ve probably never tried to play the build you’re talking about, and if you did you made sure you had The Pledge equipped.
You’re just raging to rage, and you should feel bad.

Good to know you speak on the behalf of all the the good mesmers. I’ve played PU on both a power spec and a condi spec and it’s pretty much the most relaxing thing I’ve ever played because nothing will bother me except other PU mesmers. If I get focused I’ll drop off radar easily and reposition.

DONT let reward track autoswap on complete

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Posted by: Rizigmar.2681

Rizigmar.2681

+1 Agreed. This would be a great QoL change for reward tracks. To either repeat or prompt you for selecting a new track. Sometimes I don’t even realize I’ve finished a track and I’m suddenly on Maguuma track 3-4 matches later..

The New Perma-Stealth DP Thief

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Posted by: Rizigmar.2681

Rizigmar.2681

Lets face it, the only thing Thief is better than mesmer is in the mobility department. Everything else Mesmer does better. There’s nothing like summoning Phantasms from ranged and chunking the enemy or blowing their dodge while still being in stealth. D/P Thief stealth is on demand true, but can be interrupted unless they carry black powder to blast it. The usual D/P BP+HS combo however can be interrupted and can punish the thief pretty heavily. Meanwhile mesmers pretty much get free passes to one shot almost any zerker build just because of the extended stealth durations and rewards being in stealth with really strong defensive boons, on top of that, invulns and blinds.

Short story/ Mesmers are Thieves 2.0, though with lower mobility.

More Amulets and Runes

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Posted by: Rizigmar.2681

Rizigmar.2681

Over a year ago, they were going to add perplexity runes to PvP. The PvP community said “no, it’s completely broken”. It still is to this day and thankfully it’s still not in PvP.

What makes those broken is the 40% Condition Duration food when tacked on with those stats and runes. I mean Dire is also comparable to Soldier Amulet no? Hmmm now that I think about it a little more would this mean top tier play will pick up on this as well if they did add this?

More Amulets and Runes

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Posted by: Rizigmar.2681

Rizigmar.2681

I know a few more amulets have been added already recently, but would it be a good idea if Anet were to add the following?

Amulets – Dire, Zealots,
Runes -Perplexity, Exuberance, Evasion, Tormenting

Thoughts?