Showing Posts For Skye.4983:
We need to have a way to demote both of those mats to empyreal fragments and dragonite ore respectively. You can already do this with Bloodstone Bricks to Bloodstone Dust, so there is really no reason to not have those recipes in the mystic toilet.
This is especially relevant given that the Magnanimous utilities all require 100 of dragonite/empyreal/bloodstone to make just 5 utilities and they are account bound.
(edited by Skye.4983)
I wanted enough money to buy a legendary the day I started playing. The question is, is that want a reasonable thing. I don’t believe it is.
People also wanted progression and for years have complained about lack of progression. The Elite spec is the character progression, and the masteries are the account progression BY DESIGN.
So people can want anything they want, but it isn’t going to affect design decisions that run much deeper.
I have five characters with world complete and another that’s almost completed the world. If they significantly lowered the point total,, I’d have no character progression. And that’s good for some people and not good for others. Furthermore there are a lot of people it’s good for that don’t think it is.
Both my sons played Guild Wars 2 until they got their max level gear and stopped playing. They came back only when ascended gear came out. They got their ascended gear and stopped playing again.
Too many people need stuff to work for that’s linear, to max out their power. It’s unfair but that’s how it is in this genre. If you want to blame someone, blame WoW who set up that situation and everyone ended up copying it.
It’s what players have come to expect when playing an MMO.
Anet’s first responsibility to the game is to keep people playing it. And the masses, unfortunately, have been programmed by other games to need something specific to work towards.
So let me get this straight, your argument for why this is okay is because most people are sheep, or perhaps a better phrase is Pavlov’s dogs? And then you wonder why so many people are mad? We’re not sheep, at least I am not, I don’t know about you. I don’t want linear progression, I want the new skills so I can play with them and theory craft and test new builds in wvw. I don’t want to grind for a month or two to earn each one. Does that make me entitled? Perhaps. Spending a $100 on an expansion that’s barely worth $20 will do that to a person, I thought I earned my elites when I gave Anet my money.
And I don’t understand how people like you can press a button endlessly and get joy out of it as long as they can watch some progress bar go up.
“We don’t make grindy games — we leave the grind to other MMOs.”
You know who said that? President of Arenanet, when talking about the design philosophy behind GW2. You know what else he said?
“GW2 doesn’t fall into the traps of traditional MMORPGs. It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun.”
People are mad because this expansion is everything GW2 is not supposed to be.
Here are some links for you, in case you want to look it up yourself:
http://www.guildmag.com/mike-obrien-on-monetization-of-guild-wars-2/
https://wiki.guildwars2.com/wiki/Guild_Wars_2_Design_Manifesto
With the introduction of the Revenant we now have three heavy armor professions spread across all three health tiers. We’ve also had three low armor professions spread across all health tiers since the game was released.
However we still have a gap amongst the medium armor profession, there is no medium armor profession that has high base health, but at the same time we have two professions that have medium base health.
So my question for the devs is whether there are any plans to boost the base health of either the engineers or the rangers? Or are we never going to have a profession that has medium armor and high health?
There are now achievements and titles that are granted based on the age of the character. Year 1 gives you “Loyal” title and Year 2 gives “Veteran” title. I assumed that if your character is 2 years old that you’d have access to both titles, however I noticed that I only have the achievement for Year 2 Birthday and the Veteran title, not the Loyal title.
I am wondering if this is intentional or just an oversight? Has anyone else noticed this issue?
Like Ghost Eeater’s Hide.
http://wiki.guildwars2.com/wiki/Ghost_Eater%27s_Hide
To be clear I am not talking about things bought with dungeon tokens. I am talking about loot that drops from bosses.
In the example above, Ghost Eater’s Hide is the only exotic backpiece in the game that has Dire stats. And it only drops from the final boss in AC path 2 or so I heard. Because I spent a month doing that path and no luck. So I’d rather pay someone a ton of gold for something they are probably going to otherwise salvage for ecto anyway than deal one more day with rng bullkitten.
Oh, someone managed to get to that stage? Detha bugged out for my run today after the patch. She wouldn’t trigger that stage no matter how many times we got her killed. The path seems buggier than before.
There is only one racial skill in the game that is worth taking. Leopard form. Necromancers gain the most from it because it gives them everything they lack to get away. Stealth and mobility.
Why do I have to do pve zerging over and over to unlock basic functionality of my character? What happened to play the way you want to? I want to wvw and have the freedom and ability to tinker with my build and try out different skills and traits. Except I can’t because I now have to go bash my head against some lame pve content. And I certainly can’t afford to just purchase these traits outright, at 20 skill points per book thats 100 per character. And with 9 characters thats 900 skill points. Your new system put these traits out of reach for me. Thanks Anet.
Because COMMON SENSE, you don’t simply erase a currency thats been in the game since the very beginning without a grace period. And when you do, you make certain it’s been clearly communicated. None of those posts say “GLORY WILL BE ERASED.” Going away is not the same as losing it completely.
Why are you are arguing anyway? Pull your nose out of Anet’s rear end and go play the game you so clearly enjoy. I want to see a dev response to this.
This new trait system is perhaps the most frustrating part of the patch. I have 9 level 80 alts. I am stuck at either spending 900 skill points and 135 gold. Or I have to kill priestess of Lyssa 9 times, Karka queen 9 times, priest of Grenth 9 times, high wizard 9 times. I have to zerg endlessly to get traits that before I was able to get automatically?
This is an improvement? Forget it, I am not wasting my time on this, I’ve already experienced those parts of the game and found lacking. I don’t want to do it over and over and over again just to unlock basic functionality on my characters. And if I can’t do that, why even play.
This patch is leaving a bad taste in my mouth.
No, there weren’t. Show my a post where it clearly states that all glory after April 15th will be lost. Why are you even in this thread? If you managed to figure out that glory will be lost after last patch, good for you.
Twitch podcasts? Why couldn’t they have a bloody post on the website that said “GLORY WILL BE ERASED ON THE 15TH, SPEND IT NOW”? Find me one of those, please.
They did not communicate anything about there being a drop dead date on glory. So yeah, I am going to blame Anet, because they deserve it.
Hey devs, can we get an official response on this?
Agree with the comments above. Also just want to point out that your post about “all” runes being reworked is not true. Runes of Antitoxin have not been touched.
My only feedback so far is to please bring back the glory merchant and give us back our unspent glory. This was a very nasty surprise. You never properly communicated that the glory merchant and all unspent glory would vanish after this patch. I read the forums and this was never clear to me. Not to mention there is really no reason to make such an abrupt change. You’ve kept a tournament ticket vendor around for months after you changed that system, why not the glory vendor? Given that this change isfar more impactful.
I have read the forums and I read the patch notes and nowhere did ANET ever tell us that our glory would simply be gone after this patch. I assumed that the glory merchant would remain there after the patch like the tournament ticket merchant did for months and months. This was completely unnecessary. Simply having one merchant there in one corner to allow people to spent their remaining glory would have hurt no one.
Here is a website you should bookmark. Shows the state of temples and everything else on each server:
http://www.gw2state.com/temples.html
In EU Riverside currently has it open. On NA its Eredon Terrace.
Consider it a balance against the perma regen/swiftness that people use it for almost exclusively.
Probably the reason for it, which is ridiculous in my opinion. Devs make an entire skill category insta cast for Guardians in the last patch, but we still have the sole shout in the game with casting time because they chose to add boons to our shouts? And thats IF you take 30 points to get that grandmaster trait, so in the other words they are balancing that skill based on one single grandmaster trait?
Does that sound right to you?
(edited by Skye.4983)
When every other shout in the game is instant?
http://wiki.guildwars2.com/wiki/Shout
Even the poor misguided wiki describes shouts as having an instant cast time.
A month or two ago and the only boss I soloed was the underwater jellyfish boss, but I did not get the vial from him. I got vials from the harpies in that crazy asura fractal, the graal in the fire shaman fractal, and the krait in the underwater fractal. And all of them in the very beginning of the level.
You can get a Vial of Mists from any FoTM level, I assume you’re talking about the ones you need to craft Ascended Backpieces. I got 3 vials for myself in FoTM level 1. All I did was go in solo and kill mobs until I reached the first boss on that level, then leave that fractal and go into a new and repeat. It took a few hours but it was fairly easy.
I have a couple of suggestions for changing the Bloodlust mechanic based on my experience these past several days.
1) Bloodlust claiming currently favors large groups vs small groups or roamers. Because once the Bloodlust is claimed, even after the side with the buff no longer controls the sites they will still retain the buff. After that it becomes really easy for one large group/zerg to make a circuit of the map center and keep anyone else from establishing and maintaining control of the three sites in order to claim the buff for themselves. This makes small groups useless since the zerg has 2 minutes to decap enemy points which takes a matter of seconds (they don’t even have to claim them, just decap) and resets the timer.
Suggestion: Change the way Bloodlust buff is claimed by requiring the side that wants the buff to claim and maintain control of at least three sites. This would also require a change in that the ownership of the site should not decay naturally. So this would mean that in order to have Bloodlust buff you need to actively defend at least three sites which would hopefully lead to splitting up of the zerg. I would also suggest keeping the 2 minute timer. So once a side claims at least three sites, they will have to maintain control of them for 2 minutes before they receive the buff, just like now. And if at some point they no longer have control of three required sites, they will get a 2 minute grace timer to reestablish control of their 3 sites. If they fail to do so then they lose the buff.
This will also introduce a change in that it will be possible for no one to have the Bloodlust buff. Since currently the only way to take someone’s buff away is by claiming it yourself so the buff is always claimed by someone at all times. But with this suggested change, you don’t need to claim three site for yourself, you only need to keep your enemy from maintaining control of three sites, which is a lot easier.
This would help smaller groups have a bigger impact because they can actively work to disrupt the enemy’s control of their points. Rather than the current situation where once the buff is claimed it will literally take a zerg to retake it. It would also lead people to actually use those cannons you have on each site, currently they are almost never used since there is no point in defending the sites outside of the 2 minute window.
2) Currently having bloodlust buff also lets you get points for stomps. This is a mistake. It has resulted in zergs stalking the center of the map in order to maintain control of the buff rather than leaving it to the small scale fighting. This also has the snowball effect of granting one side the increased attributes and giving them the ability to claim points for killing you. However if you defeat them despite their higher stats, you gain nothing.
Suggestion: Have all stomps, regardless of the Bloodlust buff presence or lack thereof, grant 1 point to your server. Bloodlust will still help with this since having up to 150 extra points on every stat would have a direct impact on the outcome of any fight. This would hopefully also result in the zergs leaving the middle of the map and go back to taking and holding keeps and towers since the Bloodlust buff would be no longer directly tied to the server’s score.
PS: If you read this far down, here is a third suggestion:
3) Make WvW experience account bound already! Everything else from Karma to Glory already is. This would be a huge QoL improvement.
(edited by Skye.4983)
Dodge at the right time = evade = 100% ability/attack missing so it is the single most effective tool to counter most damaging abilities, so it’s the reward for good play and thief shouldn’t be punished apart from usual initiative loss. Blinds already got changed so you can’t just swing wildly to get rid of it and based on the fact it’s a relatively common condition for all classes in some way so kind of unfair to also proc ‘Revealed’. Going to need experienced thieves thoughts on the blind issue.
Imagine for every other class, that missing an ability, no matter how, incurs an immediate 4 second CD on ALL abilities. Yes, it’s a hyperbole but the idea is that baisng ‘revealed’ on missing means you cannot miss a single ability from stealth , ever and there’s 0 counterplay to combat the humble dodge. Imagine this scenario for a thief going to sneak up onto a class. Person dodges initial thief stealth attack (3/4 sec reveal), thief stealth, tries again, person uses blind (3/4 sec reveal), whilst following times can be invulnerability, dodge, evades, blinds or simply being out of range. Didn’t include aegis since that’s what topic is about so basing replies if aegis did already proc ‘revealed’. Sure it would weaken permastealth which I would love, but for thieves who don’t rely on stealth attacking as much would be hit hard for no reason at all.
Kinda unfair IMO, hence Aegis proccing ‘revealed’ is a very subtle change that won’t affect the thief class as a whole but make a big impact in the right situations.
I am not quite getting your example, so yeah the opposing player manages to blind/evade/block your stealth attack at the right moments, which is hard to time because he can’t even see you. And by doing that he forces you to be Revealed. You would have been revealed had your attack succeeded anyway. The ONLY difference in this scenario is that the opposing player has managed to avoid taking damage from your extremely powerful ability by using a defensive skill/ability at the right time. This is how it works for every other profession’s skills. And being revealed does not prevent you from using all your utilities/steal/weapon skills/elites/heal, you just cant go into stealth for 3 seconds, thats all, that is the shortest cool down of any ability.
A thief becomes Revealed during combat anyway, all the time. Except with this change, it makes it so that your stealth attack is not a guarantee, you don’t get to spam through dodge/block/aegis/blind while remaining invisible and just land your stealth attack anyway. If you somehow think that this change would be unfair to thieves then I am not sure what I can tell except to try other professions for a change so you can see how it works from more than one point of view.
(edited by Skye.4983)
I am curious why do you think it would destroy the class? Why should Blind or Dodge be any less effective against stealth attacks than any other? Many professions don’t have access to block.
And I did say earlier “It’s logical to me that active blocks should trigger revealed, all other – not since the attack doesn’t connect”(not sure about aegis/guard focus block). I play s/p thief, with stealth only on utilities so I don’t care much about “that” thing especially, just following logic. AND by that logic – blocks should block attacks only from the front 180 degrees – you want to tell me it’s logical that you raise your shield/mace in front of you and suddenly you block attacks from all directions? Also, phantasms shouldn’t miss when the mesmer is blinded, warriors should… etc, etc. So yeah, logic sucks.
Let me try to make it simple for you, because you clearly don’t have a clue. We’re talking about whether or not an attack from stealth should reveal you, regardless of whether it actually connects with your target, the act of attacking itself should have an effect. Just like it does with every other skill/attack/utility (with the exception of warrior’s adrenaline, for those of you still clinging to that excuse). This is not about whether block should only work from 180 degrees or not, or whether or not stealth should even work in plain sight, or whether or not stabbing someone with a dagger should somehow make you invisible, or any other random, unrelated topic you’d like to throw out there. Logic, you haven’t got any.
Here’s the problem, your trying to apply your ‘logic’ from other attacks to backstab, without applying that same logic to all other systems. Since you didnt like my warrior example before, and since multiple people have used mesmer illusion skills, we will use that example.
Mesmer wants to summon a phantasm against a guardian, guardian pops aegis, mesmer presses #1 to counter aegis then proceeds to summon phantasm.
Thief goes stealth, guardian pops aegis. Now how does a thief counter aegis and retain his ability to use his stealth attack? same as the mesmer actually, he presses #1 to clear the aegis, then proceeds to backstab. If a blocked backstab caused reveal, what would be the counter to aegis? It would be an uncounterable defense against stealth attacks since anything the thief did would reveal him.
You just want to have your cake and eat it too, don’t you? At least your warrior example made a tiny bit of sense. The mesmer one just makes me scratch my head. How does a thief counter Aegis? By attacking the guardian and THEN using stealth.
And yes it would be such an amazing defense against backstabs, I mean my god, 3 whole seconds of revealed, against the guardian’s 45 second refresh timer on aegis. Game over man, game over!
You wanna talk about having your cake and eating it to? yet you offer no counter to my argument except random insults. So i will again reiterate to you, you want backstab to work like other skills, fine, apply that logic across the board, backstab no longer requires stealth, or position behind enemy like all the examples you and others have listed
You have no argument. But to keep this thread on top I will respond to you anyway. Your so called argument is that you have to be in stealth in order to land a backstab, and somehow you think that is a drawback? Stealth is its own benefit, the fact that you can also land special attacks while being invisible is just gravy on top.
This is not about backstabs, this is about the fact that attacking someone does not reveal you, in effect making that player’s efforts to defend themselves meaningless. It makes a mockery of dodging or blocking because you can just whack away at someone until you land your stealth attack. No other attack (not counting 1) in the game lets you just spam it until it lands and only then put it on CD.
(edited by Skye.4983)
And I did say earlier “It’s logical to me that active blocks should trigger revealed, all other – not since the attack doesn’t connect”(not sure about aegis/guard focus block). I play s/p thief, with stealth only on utilities so I don’t care much about “that” thing especially, just following logic. AND by that logic – blocks should block attacks only from the front 180 degrees – you want to tell me it’s logical that you raise your shield/mace in front of you and suddenly you block attacks from all directions? Also, phantasms shouldn’t miss when the mesmer is blinded, warriors should… etc, etc. So yeah, logic sucks.
Let me try to make it simple for you, because you clearly don’t have a clue. We’re talking about whether or not an attack from stealth should reveal you, regardless of whether it actually connects with your target, the act of attacking itself should have an effect. Just like it does with every other skill/attack/utility (with the exception of warrior’s adrenaline, for those of you still clinging to that excuse). This is not about whether block should only work from 180 degrees or not, or whether or not stealth should even work in plain sight, or whether or not stabbing someone with a dagger should somehow make you invisible, or any other random, unrelated topic you’d like to throw out there. Logic, you haven’t got any.
Here’s the problem, your trying to apply your ‘logic’ from other attacks to backstab, without applying that same logic to all other systems. Since you didnt like my warrior example before, and since multiple people have used mesmer illusion skills, we will use that example.
Mesmer wants to summon a phantasm against a guardian, guardian pops aegis, mesmer presses #1 to counter aegis then proceeds to summon phantasm.
Thief goes stealth, guardian pops aegis. Now how does a thief counter aegis and retain his ability to use his stealth attack? same as the mesmer actually, he presses #1 to clear the aegis, then proceeds to backstab. If a blocked backstab caused reveal, what would be the counter to aegis? It would be an uncounterable defense against stealth attacks since anything the thief did would reveal him.
You just want to have your cake and eat it too, don’t you? At least your warrior example made a tiny bit of sense. The mesmer one just makes me scratch my head. How does a thief counter Aegis? By attacking the guardian and THEN using stealth.
And yes it would be such an amazing defense against backstabs, I mean my god, 3 whole seconds of revealed, against the guardian’s 45 second refresh timer on aegis. Game over man, game over!
There are so many people in this thread who lack basic comprehension skills and got completely off topic.
The idea that a blocked/dodged/missed attack should force reveal is perfectly reasonable and should be implemented.
Just calling something perfectly reasonable with no reasons behind it doesn’t somehow make it so…
Ok, here is a clue for you. When you use a thief venom skill, it is now used up even if the attack does not land. When you use any weapon skill, it goes into CD even if the attack does not land. When you use a utility skill on an enemy player and you do not land it because it was blocked/evaded/missed your utility skill goes into CD. Do you see a pattern here?
and when a warrior misses a burst skill the adrenaline is used up…. Oh wait it’s not, they can use another burst skill right away….
As another person pointed out to you already, there is a CD on that skill regardless of whether they hit or miss. And it is going to be anywhere from 7 to 10 seconds long, versus 3 seconds on Revealed. So why don’t you try again.
And for the record, I think warrior’s adrenaline should be used up regardless of whether they hit or miss. But unlike you, I am trying to stick to the topic at hand and not throw spurious arguments around while trying to protect the precious little thieves.
Okay, warriors have two weapon sets, they miss a burst skill, they swap and use another one, no cd.
As for the topic at hand, you want to apply the drawbacks of normal attacks to stealth attacks without applying the drawbacks of stealth attacks to normal attacks, and that is NOT logical. NO other attack requires a buff (stealth) to be active, requires position behind an enemy and requires melee range. So if you want backstab to cause revealed on any attack, then any attack should have the same requirements as backstab no? or should thief skills have all the drawbacks of every class on top of their own
Warriors have two weapon sets, so do thieves, and the burst skills are different on each weapon set, so if the warrior misses the one he wants to use he can’t just switch to another that may be completely unsuited for the situation and just spam it. So your example makes nos sense, think before you type, or actually try to play profession that you’re talking about.
What drawback of stealth attacks are you talking about? The fact that you have to be INVISIBLE TO THE ENEMY in order to use it? Is that the drawback? Are you completely backwards? That is not the drawback of a stealth attack, a stealth attack is the benefit of being in stealth. The whole point of this discussion is that you remain in stealth despite attacking.
And I did say earlier “It’s logical to me that active blocks should trigger revealed, all other – not since the attack doesn’t connect”(not sure about aegis/guard focus block). I play s/p thief, with stealth only on utilities so I don’t care much about “that” thing especially, just following logic. AND by that logic – blocks should block attacks only from the front 180 degrees – you want to tell me it’s logical that you raise your shield/mace in front of you and suddenly you block attacks from all directions? Also, phantasms shouldn’t miss when the mesmer is blinded, warriors should… etc, etc. So yeah, logic sucks.
Let me try to make it simple for you, because you clearly don’t have a clue. We’re talking about whether or not an attack from stealth should reveal you, regardless of whether it actually connects with your target, the act of attacking itself should have an effect. Just like it does with every other skill/attack/utility (with the exception of warrior’s adrenaline, for those of you still clinging to that excuse). This is not about whether block should only work from 180 degrees or not, or whether or not stealth should even work in plain sight, or whether or not stabbing someone with a dagger should somehow make you invisible, or any other random, unrelated topic you’d like to throw out there. Logic, you haven’t got any.
There are so many people in this thread who lack basic comprehension skills and got completely off topic.
The idea that a blocked/dodged/missed attack should force reveal is perfectly reasonable and should be implemented.
Just calling something perfectly reasonable with no reasons behind it doesn’t somehow make it so…
Ok, here is a clue for you. When you use a thief venom skill, it is now used up even if the attack does not land. When you use any weapon skill, it goes into CD even if the attack does not land. When you use a utility skill on an enemy player and you do not land it because it was blocked/evaded/missed your utility skill goes into CD. Do you see a pattern here?
and when a warrior misses a burst skill the adrenaline is used up…. Oh wait it’s not, they can use another burst skill right away….
As another person pointed out to you already, there is a CD on that skill regardless of whether they hit or miss. And it is going to be anywhere from 7 to 10 seconds long, versus 3 seconds on Revealed. So why don’t you try again.
And for the record, I think warrior’s adrenaline should be used up regardless of whether they hit or miss. But unlike you, I am trying to stick to the topic at hand and not throw spurious arguments around while trying to protect the precious little thieves.
There are so many people in this thread who lack basic comprehension skills and got completely off topic.
The idea that a blocked/dodged/missed attack should force reveal is perfectly reasonable and should be implemented.
Just calling something perfectly reasonable with no reasons behind it doesn’t somehow make it so…
Ok, here is a clue for you. When you use a thief venom skill, it is now used up even if the attack does not land. When you use any weapon skill, it goes into CD even if the attack does not land. When you use a utility skill on an enemy player and you do not land it because it was blocked/evaded/missed your utility skill goes into CD. Do you see a pattern here?
There are so many people in this thread who lack basic comprehension skills and got completely off topic.
The idea that a blocked/dodged/missed attack should force reveal is perfectly reasonable and should be implemented.
The merchants only trade for raw mats in return for chests, but they don’t accept refined mats of which I personally have a lot more of since I’ve been refining them because they take less space. I am certain there are a lot of people in the same situation.
Time to revive this thread.
A note to Anet devs that may read this. I imagine one of the arguments being used against doing anything with stealth is that it is such a core mechanic for a thief that it would break the profession if there were any real counters for it. But you have already provided boon conversion, boon stripping and boon hate to counter the core mechanic of any profession that relies on boons, like guardians and elementalists. So clearly there is a precedent that has been set and people still play those professions.
Currently pets can easily gain vigor boon from the ranger, for example through the use of the fortifying bond trait. However the pets dont dodge so the boon does not do anything for them. My suggestion is to make the vigor boon useful to pets by doubling the CD count down rate on F2 skills while the boon is active. So for example if the ranger used an F2 skill with a 40 second CD and then gave the pet 5 seconds of vigor the F2 skill would refresh in 35 seconds because for 5 of those seconds the pet’s F2 skill was cooling down twice as fast.
Currently if you want to just get a white back strap (that has no stats or skin) you have to buy a backpack set that includes it. Please make back straps available as a separate item.
Why would you want a back strap? With the various different back slot skins now available to characters, if you want to move a back item skin to another character the only way you’re able to do so is by using transmutation stones and a back strap because every other back item is at least green (masterwork) quality and so becomes soulbound when transmuted.
The problem with stealth is that it is a one man/woman game right now. Once a thief uses stealth there is no way to remove it. The devs should treat stealth like a boon that it is (albeit a special one) and give other professions a way to remove stealth from a thief the same way a thief can just strip boons from them.
A ranger would be a perfect profession for it, have their traps and some shouts strip stealth from thieves, being an anti-thief profession would make up for the otherwise lackluster set of skills and traits that rangers have.
I already talked about this in detail here https://forum-en.gw2archive.eu/forum/game/suggestions/Introduce-counters-to-Stealth-mechanic-in-WvW/first#post1611347
I think the devs got a tunnel vision on nerfing the elementalists while working on this recent patch. The changes to Mist Form, Ride the Lightning and giving the ability to steal TWO boons to thieves makes it abundantly clear to me.
Lets take the Flanking Strike/Larcenous Strike move for example. I think splitting it up into two moves was a great idea but then what were they thinking when they made Larcenous strike steal two boons? They were thinking about elementalists and perhaps guardians. Thats all. They weren’t thinking about how a thief with that one weapon ability can mess up a warrior or a ranger using their elites Signet of Rage or Rampage as One. Each one is an elite skill and they provide three boons to the users. A thief can use a weapon skill that costs 4 initiative total to steal two of those boons, essentially making a joke of that elite. If they were thinking about balance at all, they would have kept it at one boon, but no, they were trying to give the thieves the ability to strip an elementalists boons away, and 1 at at time wasn’t quick enough for their liking. Apparently it never occurred to them that a thief can use that move on other professions as well.
Oh I will get past it, don’t you worry, I have 7 80s, only Elementalist is at 73, and likely to stay at that level for the foreseeable future. I will just get on the thief and laugh at you while I steal your boons, stealth at will while removing conditions and healing and be safe in the knowledge that the next patch will make me even better.
The simple fact is that the devs have gone too far in nerfing mist form and elixir s. Removing the ability to use Elites and Utilities, thats perfectly fair. But removing the ability to heal made these skills pointless. They are no better than blocks now, with the added benefit of a stun breaker. That stun breaker does not justify those skills on my toolbar anymore. They have effectively destroyed those skills.
I laugh when I read all of your responses, you have that mentality of “them” or “those engineers and elementalists,” it’s not about them and us, it’s about making the professions viable and fun to play. Having played every one but the elementalists extensively in WvW I can tell you that I never thought the mist form or elixir s being overpowered, if you couldn’t kill the player in between the very long CDs of these skills, then you weren’t going to kill them anyway.
I have level 80 necromancer in full exotics and I can tell you that DS is not even close to being the same thing as Elixir S or Mist Form. So please stop talking out of your kitten
DS is a game mechanic that can be used to prevent damage and/or attack.
DS is a profession mechanic that gives you an effective second health bar. It does not prevent damage, it lets you absorb more of it. It also comes with its own set of abilities and can be further traited to give you a variety of benefits such as fury, retaliation, removal of conditions, or healing you when you exit DS. DS has a short cooldown that can be further reduced to 5 seconds if traited for and it is replenished through attacks.
Elixir S and Mist Form are utilities on long CDs that give you stun break and a very short period of invulnerability.
Class is over kids.
No, the change was to disable all utility skills, including healing, while invulnerable. My point is that disabling the healing skill was a mistake.
I have level 80 necromancer in full exotics and I can tell you that DS is not even close to being the same thing as Elixir S or Mist Form. So please stop talking out of your kitten
The current nerf that locks all skills when using those utilities makes both of these skills nearly useless. I think it is perfectly fair to lock the utility and weapon skills, but disabling healing skills was the straw that broke this camel’s back. Now these skills are downright pointless except to serve as stun breakers with a very long CD. I normally used Elixir S when I was taking a massive amount of damage and/or my health was dangerously low to buy me 3 more second and give me an opportunity to heal. Now all these skills do is postpone the inevitable by a few seconds because when you come out of them you still have no health and are usually downed.
Perhaps this change is justified in sPvP where a 1v1 or small scale fights make the 3 second invulnerability valuable since you only need to worry about burst damage from 1 or just a few players and you can cancel their burst combo with a well timed Elixir S. But in WvW 3 seconds of invulnerability without the ability to heal during it makes the skill severely underpowered because of multiple sources of damage, especially in large scale fights.
TL:DR: My suggestion is that in WvW/PVE Mist Form and Elixir S should allow the use of healing skills.
I bet everyone of you is on Jade Quarry, I am getting the same error and JQ is the only server listed as full in NA right now. Meaning that it’s filled to the brim even after Arenanet raised the population caps, meaning that we’re all kittened.
Devon, are you going to just add points to T8 without removing any from elsewhere?
May I suggest that in addition to adding points to T8 servers you also take equal number of points away from T1 servers. Because currently ossification is also happening there as well simply because the point difference between them and T2 is so high.
I talked about it in detail in another thread earlier.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Stagnation-in-top-and-bottom-tiers/first#post1550764
(edited by Skye.4983)
Looking at the responses I am seeing a lot of the same arguments, either nerf stealth or leave it alone. So let me clarify (again) that I am not suggesting a nerf to stealth, this thread is not about changing the thieves. In fact I am saying that the thieves should be left alone.
I’ve also read a few responses to the effect that this suggestion breaks stealth, however I do not see how anything I suggested breaks it. Let me explain again what I am suggesting. All I am asking for is to give several professions (not all of them) a few utilities that can force a thief into a revealed state in the same manner that an attack from stealth would. Thats all. How does that break stealth? We are talking about utility skills that have an average CD of 30 seconds forcing a thief out of stealth for 3 seconds. A thief can stealth herself 10 times while that utility is on cooldown. A thief will leave stealth and have the revealed effect multiple times during a fight as they attack. All this does is give other professions a way to do the same, minus the attack from stealth, once in a blue moon. This will not fundamentally change how thieves play. A thief will still win most 1 on 1s since I am not asking to change the stealth mechanic.
What this change will do however is force thieves to be more careful around groups and zergs, you’re no longer going to see a thief C&Ding her way in the middle a zerg or a group. They’ll have to learn to respect superior numbers just like every other profession.
This topic has already been talked to death, with the latest thread about stealth on WvW subforum reaching over a thousand responses. With the arguments usually being very binary, either nerf or eliminate stealth or stealth is fine and should be left as is.
I think that stealth is in fact fine as is and should be left alone, what is however not fine is that as a game mechanic it has no counters. Stealth is completely controlled by the thief, once a thief uses stealth there is nothing anyone can do to reveal her until the thief either attacks, or waits until stealth wears off at which point she can immediately reapply yet more stealth, which can be very easily accomplished.
What I am suggesting is that most (or at least some) professions should be given some means of removing enemy stealth. And more specifically, I think that the Ranger profession should be the best at that. Both because it would be thematically appropriate for a ranger and also because rangers currently lack any real role in WvW, at least in my opinion.
As an example I think rangers traps should automatically remove enemy stealth and apply the revealed effect if a stealthed enemy steps in one. A ranger should also have a shout that could reveal stealthed enemy. Since ranger shouts are in effect pet commands, this shout should perhaps reveal all stealthed characters within, say, 900 units of their pet (1200 if traited) and apply revealed effect, this additional ability can be applied to an existing shout (or all of them) or perhaps a brand new one.
Other professions should also have some means to deal with stealth, perhaps engineer’s goggles can reveal stealthed characters as a tool belt skill, guardians’ consecrations could also strip stealth away (their powers are light based, while a thief’s powers are shadow based, light banishes shadow, get it), and so on.