Showing Posts For Slowmelt.8547:

Returning player, Revenant dissapointments

in Revenant

Posted by: Slowmelt.8547

Slowmelt.8547

I’ve thought for quite a while about this one, and I have a suggestion that I think might help.
If memory serves, the Legend skills were kept limited to give each one a really focused concept and style, so… why not, rather than having a bunch of separate skills, have each skill have say… 3 variants or so that do slightly different things, but still the same overall concept?
It cuts down on new animation and effects work, it makes it easier for the Legends to not bleed into each other too much, and it means that the build diversity can increase significantly.

Pulmonary Impact

in Thief

Posted by: Slowmelt.8547

Slowmelt.8547

snipped

slight issue for pve. but there’s a lot of things for most classes that don’t work against world bosses, so it’s pretty fair. in wvw and spvp it’s not much of an issue.

I don’t mean to be rude, but… who cares?
This assumption that sPvP and WvW are the important bits of the game and that PvE is secondary is extremely frustrating.

It’s an oversight, at the least, to have it behave that way.
The fact that there are other things made basically useless by breakbars is news to me, but my point stands: Pulmonary Impact ought be fixed to either work through breakbars, or greatly contribute to breaking them.

Though, I would probably be satisfied with the trait being given “Stuns 50% more effective against breakbars” and the Fist Flurry skill being given some other perk to make it more useful against breakbars.

On Interrupt Sigils

in PvP

Posted by: Slowmelt.8547

Slowmelt.8547

I feel like they need to literally be 10x more potent for them to even be useful

They’re pretty nice where they are, honestly.
They’re strong, but not game-breaking. Like all sigils, they’re just used to give you an edge. They’re not meant to be incredibly powerful.

On Interrupt Sigils

in PvP

Posted by: Slowmelt.8547

Slowmelt.8547

People get salty about interrupts because they want to be able to mash on the keyboard without getting countered by an interrupt build.
It’s the same mindset that made people upset when there were amulet removals because “but now I won’t be invulnerable and able to faceroll anymore!”

If someone plays an interrupt build well, they should be able to be highly effective. It takes way more effort than almost any build in the game, and skilled play should be rewarded.

Pulmonary Impact

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Posted by: Slowmelt.8547

Slowmelt.8547

There is a bigger problem for Pulmonary Impact—It’s useless against anything with a breakbar. You can’t interrupt them so it never triggers.

It really ought to be set up such that “If you WOULD HAVE interrupted an enemy with a break bar, you trigger a Pulmonary Impact once per attack.” or something like that.
It’s a huge source of DPS for my Thief, and it’s agony to lose it for any boss fight.

On Interrupt Sigils

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Posted by: Slowmelt.8547

Slowmelt.8547

so you’re telling me that interrupts on d/p thieves with pulmonary impact is not viable xD?

It’s on the low end of mediocre.
Other professions can do everything that the Thief can do, better, and a lot more easily.
Thief’s pretty close to being in a good place, but it’s still not quite there yet. A few weapons still need some love (like my beloved Sword-Pistol) and there are still some flaws in Thief traits.

That’s a bit off-topic though.
The important part isn’t if they’re viable or not as-is, because… well, you can make it work, but it’s not great.
The thing worth looking at is that these sigils are not overpowered, so there’s no reason not to include them.

On Interrupt Sigils

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Posted by: Slowmelt.8547

Slowmelt.8547

Arguably, but AOE CC shouldn’t be a thing in the first place.
Let’s nerf that so that Interrupts can become a viable playstyle again for Mesmers, and for once for Thieves.

On Interrupt Sigils

in PvP

Posted by: Slowmelt.8547

Slowmelt.8547

Draining sigil is op as hell, I mean look what it does, with no ICD:

https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Draining

Skills that interrupt have cooldowns, though.
It’s not like every skill interrupts, and the classes that interrupt best—Thief and Mesmer—are both as fragile as wet tissue paper.
It’s not overpowered even with no ICD.

On Interrupt Sigils

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Posted by: Slowmelt.8547

Slowmelt.8547

At least that requires timing and paying attention.
Boon stacking is stronger for less effort. Interrupts are not solid gameplay except for specific Mesmers that rely on them, and Thieves that use them as about half of their defense on any build that isn’t Stealth-based.
Interrupts could be better.

On Interrupt Sigils

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Posted by: Slowmelt.8547

Slowmelt.8547

Yes. I play a STRICT intterrupt Mes. It’s kind of fun…tricky…but fun.

I play a Sword-Pistol Daredevil.
It’s also fun, but it’s fun in spite of the weapon set, not because of it.
These sigils alone would do a lot to bring the weapon set up to a more playable state.

On Interrupt Sigils

in PvP

Posted by: Slowmelt.8547

Slowmelt.8547

When?
Just, when?
They’re far from the worst thing. They take a ton more skill to use than other things, and anything to promote skilled play would be absolutely golden.

Necro is too OP

in Necromancer

Posted by: Slowmelt.8547

Slowmelt.8547

I feel pretty OP when I play my Necromancer, honestly.
Then again, my main is a Thief so I’m pretty sure I’d feel godlike switching to any other class.

[Suggestion] Next elite spec?

in Necromancer

Posted by: Slowmelt.8547

Slowmelt.8547

I, for one, want our Darkness specialist already.
We already have an example to draw from: https://wiki.guildwars2.com/wiki/Liadri_the_Concealing_Dark

Dark Shroud, Entropic Lash, the Shadowfall Elite

I want it

Elite well idea:D

in Necromancer

Posted by: Slowmelt.8547

Slowmelt.8547

The problem with a finishing well is that it may be thematically appropriate, but it’d be a slap in the face to Thieves since their special features keep getting pillaged by other professions.

As for Elite Wells, I’d love to see one that creates a large area that heals allies, damages enemies, and rapidly regenerates or summons minions.
There isn’t a ton of great stuff for people who want a skeleton army, but it’s not entirely unworkable. Really, it just requires more skills like “Rise!” and the Mark from Lich Form.

Alternatively, if you really wanted a Well that was dangerous to downed players, make it an instant cast with a single interrupt when laid down, and give it extra damage to downed players… Maybe in the form of Poison stacks. That’ll make it feel a lot more of a threat to downed players by a lot, counter revive attempts once in an AoE, and still not take away the Thief’s special thing.
Honestly, having it just tick damage and do more to downed players, then have any player finished (regardless of how) while the Well is in effect could explode in poison and bleeding (or poison and a minion that lasts a brief time but has very high dps)
That would make it terrifyingly effective if you got it in the right situation and finished multiple enemies at once as well as just being kitten cool.

New main hand pistol idea

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Posted by: Slowmelt.8547

Slowmelt.8547

The problem is that to balance that, it would need to be really weak with no marks on, and you said Unload is the only way to get them. Kinda leaving other weapon combos in the cold with this one.
Maybe even weaker than now, since that kind of skill rebalance tends generally to be unkind to Thieves.

I don’t get why we can’t just get a pistol rework from the ground up. Make mainhand pistol a strong shooting weapon, offhand pistol a skirmishing weapon that’s a slightly better version of what it is now, and give it a more interesting dual skill.

I made a suggestion here once before that Pistol skills would be really nice if they all worked sort of like how Black Powder Shot does already, with a ranged attack that is primary and a secondary point blank effect.

Give us some Gun Kata, ArenaNet! It would be awesome!

Ebola Raid Build

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Posted by: Slowmelt.8547

Slowmelt.8547

What does the ebola virus have to do with this build at all?
Aside from it being tasteless as previously mentioned, it also doesn’t even make sense.
At least if it were a Necromancer build it might potentially be a comparison worth making, but here it’s both crude and inaccurate.

Best Elite Specialization Idea Ever

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Posted by: Slowmelt.8547

Slowmelt.8547

This specialization already existed. It’s called Devastation.

I will never stop being salty about this.
The Thief is the direct successor to the GW1 Assassin, and we’ve been needing something new to make Swords shine for a while, since the nerfs.

An Assassin spec was a great and obvious option. Nobody would have been surprised, but it would have been sweet to have.

Instead, they decided that the Rev should be the Better Thief, and gave them our heritage. They’re better than us at doing one of the big things that was meant to be “our thing,” while being heavy armor, more Health, and the ability to do a bunch of other cool things.

At this point, it has to he intentional, right?
ANet can’t possibly have missed all of our very valid complain, right?
Surely they’re not going to ignore us forever!

Yeah, who am I kidding?
I’ve got to find a new MMO to play.

GW2 Isn't Fun Anymore

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Slowmelt.8547

I haven’t played in ages now. It just doesn’t feel worth the time, when I can play another game that isn’t rigged against me because I had the gall to pick the “wrong” class.

I wanted to be one of those people who stuck with my class out of stubbornness and spite, but… it’s just not fun. I’d just rather play anything else.

Balance Team: Radio Silence

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Slowmelt.8547

I think they mentioned before that they have to jump through some serious hoops to post here. Early on a few devs that were not the best at communicating went all molyneux on them and ruined it for everyone.

If that is the case, I would really like if they put a sticky post up saying “We have internal procedures for this and we’re busy trying to fix things, so not hearing from us doesn’t mean we aren’t listening.”

Just… just one confirmation that they’re still paying attention, and that we aren’t a class left to rot.

Thief Rifle Discussion Thread

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Posted by: Slowmelt.8547

Slowmelt.8547

If the Thief ever receives with an E-Spec a Rifle (I hope this will never be the case, as a Longbow would be the far better more flavorful Weapon as a 1200 Range Weapon), then this would be my concept for this:

Altogether, way too complicated and inelegant. It doesn’t fit design paradigms as they currently are.

Basically, there’s got to be some simplicity—that means any changes made have to be clever, not drastic.

Showerthought: full Thief sPVP team?

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Slowmelt.8547

Seems like a good idea – I mean it’s not like Thief is so weak that two Condi Revenants or two Bunker Chronomancers can 2v4 or 2v5 some equally skilled Thieves, right?

No, of course not. That would be absurd.
Condi Revs or Bunker Chronos can 2v4/2v5 a far MORE skilled group of Thief players.

Thief Rifle Discussion Thread

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Posted by: Slowmelt.8547

Slowmelt.8547

I feel strongly that Thief is pretty well dead and won’t be fixed, so I don’t really see the point of discussing the merits of a long range attack.

HOWEVER!
I do think that, stylistically, there’s something fun you can do with a rifle that I don’t think has been done with any weapon in the game yet.
A hybrid melee-ranged weapon.
A very fast, very light hitting melee chain that causes vulnerability in melee range… but simultaneously fires basic, damage-dealing projectiles. If you’re in close, you stack vuln. If you’re far away, you do respectable damage spread across a large number of light hits at medium range.
You could extend this split attack philosophy to every attack on the bar, as well.
For example: A projectile attack that causes a cleaving knockdown in melee range, but also fires a projectile that dazes for a half second. Using that kind of projectile attack on someone already knocked down may trigger runes or something, but otherwise isn’t especially good—except that it makes the attack good at stripping Stability, and functional at multiple ranges.

Basically, I’m suggesting that the rifle could become the ultimate switch-hitter’s weapon.
It’s melee! It’s ranged! It’s control! It strips boons!
It does everything at a medium level, so it may not be the best at any one thing… but you have a million options, and if you use them in a clever way, you can use what the enemy is weak to, on the fly.

Heck, forget the rifles—this idea of a mixed melee-and-ranged attack weapon might even be possible for pistols. Rework pistols to have multiple fun projectiles as above, and have it be a build option for the profession: “Pistol shots also perform a melee attack.”
We’ve seen with the Mesmer and Necromancer that adding a little ‘menu’ of nice new things works well for design, so this would let you have the pistols serve as a basic DPS/disabling weapon, and have a new build option. If you added it to an elite spec, you could even bring back the beloved Ricochet (and even use that cool new tech that makes the bounces only work in a limited arc, so it looks more like a ricochet shot and reduces the randomness that was disliked in the first place.)
If you made them both the same tier, you would be able to choose between being an all-range shooter or being a gunslinger who spreads the disabling attacks around.

Well… Thieves can’t have nice things though.
So it’s not like any of the good ideas in any of the linked threads will happen. My ideas won’t happen, your ideas won’t happen.
I’m pretty sure Arenanet hates Thief players.

Staff autoattack chain 3 animation fixed

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Posted by: Slowmelt.8547

Slowmelt.8547

I must admit, these kinds of changes are making me a bit enthusiastic again.
We are finally starting to get the attention we have needed for so long, and it is excellent.

At the rate things are going, we will be on par with the other classes in a month or two, and all will be well.

BWE3 live feedback chat room

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Slowmelt.8547

Daredevil is really pointless for S/P, because Pistol Whip still locks you in place
If you’re locked in a solid position and a bunch of AoEs get stacked on you, you die as soon as the evade frames go, before you can even try using the one extra dodge… and there are plenty of AoEs in GW2.

New Thief wears plate, and uses a rifle...

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Posted by: Slowmelt.8547

Slowmelt.8547

High health pool, heavy armor, and all that damage.

NERF THIEF THEY ALMOST DID DAMAGE TO A WARRIOR ONCE

This kind of thing makes me really salty

right to be unexcited about thief's future?

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Posted by: Slowmelt.8547

Slowmelt.8547

Can anyone convince me that there is anything to be excited about for the thief

No.
I’m officially giving up as of yesterday. I don’t feel motivated to play anymore, because my class is dead.
I see my friends talking about Guild Wars and being excited for playing, but I don not feel it anymore. Thief just is not fun the way it once was.

More like GOOFY Horror!

in Necromancer

Posted by: Slowmelt.8547

Slowmelt.8547

Really now?
Why is that?
Are they not allowed to show Human skulls or something?

Yup, that is why. Necro also have a different icon in China.

Well that’s interesting.
I guess the models for both will be the same in the Chinese client indefinitely, then?
It’s nice to see we get nice things like this, though.

More like GOOFY Horror!

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Posted by: Slowmelt.8547

Slowmelt.8547

That’s the model used in the Chinese client for Bone Minions/Jagged Horrors.

So what do their Shambling Horrors look like?

Really now?
Why is that?
Are they not allowed to show Human skulls or something?

Thief stolen ability from daredevils?

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Posted by: Slowmelt.8547

Slowmelt.8547

Is this right? I have been getting fear as my stolen ability when dueling my friend as a daredevil specialization? That a bug?

How do you fight a man without fear…?
You put the fear _into_ the man!

[ Music Video] Go With Thief

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Slowmelt.8547

I feel like this is going to just assure people that Thief isn’t hurting, and that we’re all ‘just whiners’ or some other such nonsense.
I want to be hype about it, but all I can feel is dread.
It’s sad when Thief has been burned so many times that my first reaction to seeing us mentioned is “Oh god, how are they going to hurt us now?”

[Suggestion] New mechanism of Daredevil

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Posted by: Slowmelt.8547

Slowmelt.8547

Too powerful, and not on-theme for the Daredevil.

If it would be your Job to Redesign the Thief

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Posted by: Slowmelt.8547

Slowmelt.8547

  • Boon Stealing – This is the next thing in which Thieves need to be absolute sublime in over any other Classes. Thieves should not have problems getting ANY Boons, because they should be baselined inherentry constantly trying to steal from the enemy – whatever they can to weaken them and at the same time to empower themself with what they have stolen. The Thief Class lives from the motto of “Fight Fire with Fire”, so its absolutely needed to find this alot more significantly also in the Gameplay of the Thief.
    This should be solved via 2 significant bigger changes.
    1) Improving the whole Steal System to 4 different Steal Skills for F1-F4
    2) Making Boon Stealing alot more existent in the whole Thief Design ,be it in Weapon Skills, be it from Traits. When you play a Thief, you should get the feeling, that he is constantly stealing Boons from enemies in his reach. All Skills that give the Thief Boons, or all Traits that give the Thief Boons shouldn’t give him Boons, because of that beign their own powers, but because they have stolen them from foes.
    Thief needs to be come the absolute natural nemesis for all super boon heavy builds (Bunker Guards, Eles, Revenants) to deny them their super OP defense and heath regeneration, and high might stacks, while receiving these things at the same tiem from enemies, if an enemy is so thoughtless to burst all of its boons up against a thief just to get them all stolen seconds later….
    Boon Steal is the by design unique gameplay mechanic of a thief and his role as a Frontline Controler whose work it is to deny the enemy to have too much Boons.

This this this this this
We’re Thieves
We should be Thieving
This really should be a no-brainer, and it’s weird that we’re not already super great at this.
Honestly, we should be relatively limited in the type of boons we can naturally generate as Thieves… but that limit should be entirely removed in two situations: Stealing boons from other professions/enemies, and stolen items… which should be a lot more useful, honestly. A lot of the stolen items we get are pretty pointless as-is.

You kidding me?

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Slowmelt.8547

I find a lot of these complaints to be wrong to the point where it is irrational.

The daredevil is not the new class mechanic. The daredevil is the sum total. It is the new weapon, new utilities, new traits, and new mechanical additions to the class. You have to take all of these into consideration, or else you are outright lying in your complaints.

Looking at everything, the Daredevil is solid. Sure the animations are unpolished, but think about what we do get. Look first at the staff:

*A weapon auto that stacks 14 vulnerability and reflects projectiles. Previously you had to be a condi thief to stack decent vulnerability, and now you don’t.
*Weakening Charge hits harder than heartseeker, does it on 5 targets, and inflicts weakness on each hit for the same initiative cost.
*An evade skill that cures immobilize, the greatest weakness of weapon dodges.
*A recently buffed cone blind
*Another massive AoE damage leap finisher + movement skill which itself may become a dodge
*A 2 second knockdown from stealth

Conclusion: The weapon is a high damage weakness and vulnerability spammer with multiple finishers and an evade you can’t “lock down” like the others.

And the utlities:
*A combo melee skill which outpaces haste in overall damage increase and stuns for 2 seconds.
*A 15/12 second recharge stun breaker block which counterattacks with a 2 second knockdown in melee.
*Power Block + Mantra of Distraction in a single utility
*A ranged skill which inflicts slow, immobilize and poison on another player while doing decent damage
*A somewhat gimmicky finisher skill that dazes + knockdowns for 3 seconds
*A heal skill which recharges 75% endurance every 20/16 seconds.

Conclusion: A crap ton of disables mixed with both offensive and defensive power, capable of being used at multiple ranges. The heal skill provides a massive endurance boost, greater than perma vigor when by itself and greater than pre-nerf vigor when traited.

And the traits:
*Default specialization trait which gives 50 endurance, and takes away nothing.
*Minor heal on dodge. Strong enough to be useful
*50 Endurance on Steal
*A choice between recharge reduction and endurance on physical skills, minor damage buff after dodging, or weakness on crit
*A choice between omni condi cleanse on dodge, endurance regen + damage bonus on staff, and a strong hit on every interrupt
*A choice between a leap finisher damaging dodge, a whirl finisher condi dodge, and a condi cleansing long range dash.

Conclusion: solid traits that let you make offensive, defensive, or even mixed decisions on what you want to buff. The utilities are versatile enough to be used with every other trait line, making them a toolbox that augments the thief in many ways.

So the utilities are good. The weapon is good. The traits are good. You can build for ranged or melee combat, condition or direct damage (even hybrid with how pulmonary impact works), offensive or defensive. It is literally anything you could want in an elite specialization. And yet, the entire forum has decided to take point on a single contrived deficiency, and just hammer that point into the ground.

This isn’t about base thief. Base thief can use some improvements. But once the movements are polished, daredevil is solid.

The point has never been that it’s not effective
It’s that it’s not very interesting.
Elite Specializations were, we were told, grand departures from the norm of a class. A whole new way of approaching things.
The Daredevil is a straight upgrade to the core Thief, and will be required for us to be survivable in the new content… if we’re lucky.
And we’re still going to have a much harder time of it than any other Elite, while gaining little extra for the amount of effort it takes us to survive.

Despite How It May Seem

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Slowmelt.8547

I can’t imagine how you are keeping hope at this point.
I’ve already moved my unlimited tools and kits to another character.

Daredevil from the Perspective of New Players

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Slowmelt.8547

It would be fine if they just plain heavily moderated the most egregious offenders and actually communicated with us.

However, in order to moderate the thief forums someone would have to actually read them in the first place

Well, as someone mentioned before, they clearly read the forums because revenant exists xD

^ That.
It proves they read the Thief forums and they hate us.

New F3 skill

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Posted by: Slowmelt.8547

Slowmelt.8547

  • Mesmer – F1-4 skills which are usable in all fights

I mean, I like what they did with Steal. The mechanic’s cool. It just feels weird sitting on it because it’ll trigger defiance or something while everyone has passive benefits to being their profession at all times.

Mesmers very, very rarely shatter in boss fights, and spend a /lot/ of time ignoring their f1-f2 skills because they’ll lose phantasms, sitting on their F3 because they’ll lose phantasms and trigger defiance, and only utilising their F4 when things have gone horribly wrong because they’ll lose their phantasms.

Also, shatters have no passive benefit.

There have at least been attempts to remedy that, however.
I do not feel we have had such attention.

BWE 3 Daredevil Specialization Changes

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Posted by: Slowmelt.8547

Slowmelt.8547

While I agree with you in spirit, in practice I just can’t imagine they’ll give us permanent, un-strippable Vigor and the possibility of Vigor beyond that… I mean looking at an existing trait of that sort: Natural Vigor is only a 20% gain and takes up the entirety of the Adept minor trait slot for its line.

The whole point of that additional dodge is so that we can dodge more often. All we’re asking for is endurance recovery to be % based instead of hard number based.

Will we dodge more than other professions? Yes. That is the entire point of our elite spec. We should be dodging more than other professions.

^ What he said.
If we’re going to get dodging as our mechanic, we should be able to do it well.
That’s not unreasonable!

New F3 skill

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Posted by: Slowmelt.8547

Slowmelt.8547

Outclasses an elite skill meant to do the same sort of thing by magnitudes, is overpowered beyond belief, and is never going to happen.

What would this add to the game?
The solution to Thieves being underpowered isn’t to make them overpowered.

I actually don’t think it’s overpowered, but I agree it’s a poor solution. It would likely lead to endless qq about thieves, resulting in more nerfs and even less build variety. For that reason, I don’t support this idea. However, dd elite is pretty close, just needs to be a bit more usable.

Just making it run through a bit faster would solve most of it’s problems. As it is, it’s a good skill chain.
It just needs to bring that nice “hard and fast” feel so that people can’t just roll away in the middle of it.

The TRUE Thief/Daredevil...

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Slowmelt.8547

Maybe a bit on the flashy side, but the idea of being much more flippy and evasive is appealing.
Honestly, I find it odd that way back when the game was in it’s early development, this sort of thing wasn’t done. Having most of the Thief’s attacks and abilities move you in some way—even if there aren’t evasion frames—would make it all feel so much more slippery and tricky.

BWE 3 Daredevil Specialization Changes

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Slowmelt.8547

Questions:

  • Does Signet of Agility’s active give 100 or 150 endurance to Daredevils?
  • Does Superior Sigil of Energy’s on-swap effect give 50 or 75 endurance to Daredevils?

100 and 50 respectively when I tried them in BWE2.

That’s my recollection from testing the sigil also (forgot to check the signet).

So either the text of those needs to change or the numbers need to go up because they SAY RIGHT ON THEM that they should be delivering the higher numbers.

“Refills your Endurance” and “Gain 50% of your Endurance” are not ambiguous. That should be 150 and 75 . (…which should also help put an end to the ‘1 more dodge per encounter’ perception in a more tangible way…)

It would help, but base regeneration should also go up, even so.
In those longer fights, that’ll be the difference between life and death.
Raid fights and world boss type content definitely will have this sort of thing going on.

New F3 skill

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Posted by: Slowmelt.8547

Slowmelt.8547

Outclasses an elite skill meant to do the same sort of thing by magnitudes, is overpowered beyond belief, and is never going to happen.

What would this add to the game?
The solution to Thieves being underpowered isn’t to make them overpowered.

You kidding me?

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Slowmelt.8547

We got more then “one extra dodge bar” we got a rework of dodge itself wherein dodges can now be used to do direct damage or clean conditions inherently. It still needs a bit of work and I suggest allowing to change IN COMBAT between the dodges with dodges on a f3 -f5 toggle warranted but I do not look at it as “just one more dodge”.

We’ve been over this many times.
The dodges are a grandmaster trait. They’re not a part of our mechanics changes.
Our mechanic change is just a single extra dodge per fight, because we don’t even get an improved endurance regeneration rate.

I suggested we put the dodge traits onto f3 f4 and F4 and then add new GM traits and it those new types of dodges we need to focus on. You obviously missed that in your rush to be condescending.

if you would READ the reveal it was defined as more endurance AND the change to the dodge rolls as our new mechanic. It is an error on the designers part to put those dodge roll abilities as part of the GM traits and from almost the very beginning I hvae suggested the f3 f4 f5 toggle with new GM traits and have been advocating for the same.

Error on their part or no, your exact words were

We got more then “one extra dodge bar” we got a rework of dodge itself

and that’s not really correct.
We got an extra dodge bar, and a set of mediocre traits.

Don’t softball this kind of thing, or we’ll never get it fixed.

Daredevil from the Perspective of New Players

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Posted by: Slowmelt.8547

Slowmelt.8547

I feel bad for any new Thief player period. :/

+1

[PvE] Zerk meta is "done", what now?

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Posted by: Slowmelt.8547

Slowmelt.8547

we have no idea what sort of new skills we’ll have to steal off the new enemies

…but we know they’ll be useless!"

You kidding me?

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Posted by: Slowmelt.8547

Slowmelt.8547

We got more then “one extra dodge bar” we got a rework of dodge itself wherein dodges can now be used to do direct damage or clean conditions inherently. It still needs a bit of work and I suggest allowing to change IN COMBAT between the dodges with dodges on a f3 -f5 toggle warranted but I do not look at it as “just one more dodge”.

We’ve been over this many times.
The dodges are a grandmaster trait. They’re not a part of our mechanics changes.
Our mechanic change is just a single extra dodge per fight, because we don’t even get an improved endurance regeneration rate.

Daredevil and fall damage (flavour)

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Posted by: Slowmelt.8547

Slowmelt.8547

Why not add as baseline to the first minor a 50 damage reduction on fall damage. Make it really feel like you are a daredevil.

But Daredevils die when they fall, unless they have a net setup below them.
Logically we’d get a Minor that’d increase our ability to never fall in the first place. Something that gave us the agility to magnet to the edge of a cliff if someone knockbacked or feared us towards one instead of flying off would address that. Or hell, we’d even be immune to fear. Daredevils fear nothing.

Actually that sounds awesome. Trouble is you would have to add an immunity to fear to berserkers as well for when they go cray cray.

How bout they alter it that the knockdown that comes with fall damage doesn’t apply to daredevils? They are such adrenaline junkies.

Honestly, that should be rolled into the first Acro minor, or whatever our fall damage trait is now.
It always seemed really dumb to me that the class with ACROBATICS can’t even manage a basic fall-breaking roll.

(Event) (UPDATED!) funeral for Thief class.

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Posted by: Slowmelt.8547

Slowmelt.8547

Especially considering the fact that the devs said elite specs are not going to be more powerful than non-elites,

You believed that, though?
Half of the Elite specs are basically going to be mandatory.

How Dash should Function (picture attachment)

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Posted by: Slowmelt.8547

Slowmelt.8547

Someone posted this and I thought these would work as the new Dash and Bound animations. =)
http://imgur.com/PXuculu

Edit: Apparently can’t search it in imgur. It’s basically a near instant slide-port for Dash and a quick flip Bound (opposed to … the uh… thingie we have now).

Although the idea of a shadowstep for a dodge is cool, it defeats the purpose of it being a dodge by removing the evade frames. Karl explained that if it were to have evade frames as a shadow step, it would have to have a wind up time at which point you would have evade frames. He also explained how they could not use new tech to just shadowstep as a dodge fluidly would. It would feel clunky and not path correctly. To me .. This sounds aweful as I like the overall fluid gameplay of a thief pre last betas daredevil, I hope that daredevil will play out fluid as well as they fix all of its issues.

The impression I got from others—and I wouldn’t mind myself—is if it just looked like a Shadowstep.
You know… have the little ‘poof’ effect at the start, some sort of a vague shadowy shape or trail traverse the distance while evading, then ‘poof’ back in. Like the Rev Sword 3, but… shadowy instead of misty.

You know, just for style.
And I don’t think they’d really need to put in a ton of new effort. Shadowstep effects already exist and everyone cares more that it’s cool than they care that it’s new.

Bonus points: if you evade through the shadows, it makes a lot of sense that you could escape immobilize effects. You did just roll through an alternate dimension or something, after all.
…Actually, I’m not entirely sure I understand how Shadowstepping… actually works…?

I completely know what you mean, I dont know why they take everything so literally. Shadow step dodge was obviously suggested for the animation without the functionality of an actual shadowstep. I dont know why they went on about how making it actually work as a shadowstep skill would be difficult. I do like the idea but I have to agree with the devs here, I want to see physical animations for the dare devil, where it never needs to vanish completely…but that being said, I would also like to see fresh animations that suggest these physical movements.

Honestly, I can agree with that, but…
I feel like that is the primary reason we’ve got so many placeholder animations.
Animating an entire body is a lot more difficult than chaining a bunch of discrete strikes together with a swooshy effect, and so on.
The effect is more understated but that doesn’t mean it’s easier to do, you know?
The truth is, the Daredevil’s style being done properly is probably going to take more effort on the part of the animation team, since, if you think about it, the Effects team and Animation team are… probably different teams? I’m assuming, anyway.
It’s basically loading it all on one side of that aisle, so it’s no wonder they’re struggling.
I just hope they’ll allot some time after HoT’s launch and give us an extra one or two animation passes to fancy it up after.

Thief pistol buff

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Posted by: Slowmelt.8547

Slowmelt.8547

I just can’t help but feel that Vital Shot does enough damage, but it needs to be cooler… you know?

Something gimmicky just to make it more fun.

The thing that needs a real power boost is Pistol 2.

Thief pistol buff

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Posted by: Slowmelt.8547

Slowmelt.8547

You know what might be fun?
Make the autoattack do like… 60% of the damage it does now
and double it’s speed
and make it so that your shots have one of those little projectile destroying fields on them… or give us a trait for it, even.

Curve the bullet