(edited by Sorelus Imperion.3469)
Showing Posts For Sorelus Imperion.3469:
The Cheesemonger (introduced on April 1st) would be a choice but beware of the Camembert Cannon.
Obviously the stealth mechanics are horrible though overall at least in WvW the role of a thief is often limited to picking of people at the edges of the Zerg. Other classes seem to be far better for almost anything that matters in WvW which of course is due to the large role Zergs play in taking over and defending Towers and Castles.
(edited by Sorelus Imperion.3469)
How can you expect people to not interrupt “duels” while on the other hand saying that people should always expect getting attacked ?
It’s telling that people don’t want beeing griefed but are perfectly fine griefing others while calling that “Ettiquette”.
Can it be tiring ? Sure but nationality doesn’t factor into it. The primary factor deciding wether or not there is a blob is the population density of a server. Larger groups are may appear as blunt solutions to a tactical problem you’d prefer to solve chirurgically but realistically speaking the concentration of available forces in a critical area (as in the objectives you want to take/defend and the passages you want to deny to the enemy) is only a natural way of operating on a battlefield. Handling a large group requires skill all of its own especialy when pitted against a similarly sized opponent who can not be simply overrun. In reality there are factors which limit the concentration of forces in a given area but in GW2 there are no such concepts as ammo consumption or the necessity to keep a stockpile of food and winter clothing and it’s unlikely that either will be introduced. Though It would certainly interesting to see how the servers would adjust if they had to keep their combat troops (that is every player operating in the field) in supply instead of only having to spend materials on siege weapons to build them.
It’s just so incredibly boring to face these German blobs over and over.
Because evidently blobs are a phenomenon that can only observed amongst the German servers instead of beeing the primary method to take objectives adopted by all servers.
Or did you mean to suggest that facing French, Spanish or English blobs over and over again is not as boring ?
(edited by Sorelus Imperion.3469)
“And again, stealth has a lot of counters: AoE, blind, knockback, aa chain can give you a hint if he’s near, interrupt before they go into stealth.
Nerfing heavily stealth for a thief is like taking the water attunement/trait away from an elementalist”
Neither of these are counters. AOE often has a fairly long cooldown and most likely won’t hit anyway since the player still has to GUESS the position of the thief and guessin certainly is not a counter. Everything else requires the player to target the thief and also has relatively long cooldowns ergo can’t serve as a counter to spammable stealth. There is literaly no ability which will prevent the thief from dissapearing meaning that even if you are lucky and can target the thief and stun him before he stealths again you will have to put him out of action permanently within the 3 seconds most stuns are active which is impossible. Currently the only method to kill a permastealth thief is to get both numerical superiority and the element of surprise to catch him of guard and put a combined stun on him that works long enough to kill him. That is of course assuming that he has not a single stun breaker which is unlikely but at least possible
Nerfing stealth by introducing a cooldown of up to twenty seconds between stealthing appearing and re-stealth isn’t similar to taking out one attunment it’s like putting a cooldown on Elementalist attunements … wait there already is a cooldown on attunements.
“And again, stealth has a lot of counters: AoE, blind, knockback, aa chain can give you a hint if he’s near, interrupt before they go into stealth.
Nerfing heavily stealth for a thief is like taking the water attunement/trait away from an elementalist”
Neither of these are counters. AOE often has a fairly long cooldown and most likely won’t hit anyway since the player still has to GUESS the position of the thief and guessin certainly is not a counter. Everything else requires the player to target the thief and also has relatively long cooldowns ergo can’t serve as a counter to spammable stealth. There is literaly no ability which will prevent the thief from dissapearing meaning that even if you are lucky and can target the thief and stun him before he stealths again you will have to put him out of action permanently within the 3 seconds most stuns are active which is impossible. Currently the only method to kill a permastealth thief is to get both numerical superiority and the element of surprise to catch him of guard and put a combined stun on him that works long enough to kill him. That is of course assuming that he has not a single stun breaker which is unlikely but at least possible
Nerfing stealth by introducing a cooldown of up to twenty seconds between stealthing appearing and re-stealth isn’t similar to taking out one attunment it’s like putting a cooldown on Elementalist attunements … wait there already is a cooldown on attunements.
Wouldn’t adding a superior earth rune to the weapon solve the problem ? The relatively high crit chance which can be provided by the 15% boon of the Radiance line makes it probable to trigger causing said bleeding and working in synergy with the increased condition damage.