Showing Posts For SubjectZero.6497:
Yep, its definitely bugged.
The bug is repeatable as follows:
1) Start with steal out of range of your target.
2) Use a skill (with nonzero casting time) that will bring you into the correct range.
3) Use steal when it comes into range but before the skill in #2 has ended.
4) Result: The steal fails, the player is rubberbanded back to wherever the steal was activated, and steal goes on full cooldown.
Here’s hoping for a fix.
Traveler’s +36 to all (measly 2% crit damage) is just not worth it any more.
I’ve been running these 2 alternatives instead:
1) Runes of strength. They are all the rage for good reason. The might stacking and damage is through the roof – and quite honestly broken. You can take lots of defensive stats and still do massive damage; pair it with sigil of strength and hidden assassin or power of inertia.
2) If you want that extra utility slot free and can’t live without a permanent run speed boost then consider runes of speed. The extra health is more helpful than the new traveler’s stats.
The thief is doing ok as it is. If you can’t fight a thief effectively, you may want to play as one for a while. You’ll find that there are many ways to counter them, just like every other profession in the game.
I could lecture you on how few condition cleanses the thief has, how telegraphed backstabs are (oh yes I did), how quickly a full glass cannon build will die if they make even the smallest mistake, how much setup is required for giant backstabs (and how rare they are), how stealth has counter-play and is not even remotely like invulnerability etc etc etc…
…but it seems like many people in this thread are just raging and have long since stopped paying attention or trying to better their play.
This thread makes me sad.
IDK why Anet puts so many location restrictions on harmless items like these so often. If it doesn’t give you an advantage in combat, stats and so on and are purely visual, I don’t see why they’re not usable everywhere.
I agree, the usage restrictions on this potion (and items like it) are completely unnecessary. Maybe it is just an oversight?
You don’t start with the revealed debuff… but does the revealed debuff appear after the trait has failed?
I’ve found that often when this trait fails it is because the user has fired a projectile (or some other delayed damage effect) then activated steal. Steal will occur, you’ll become stealthed for a fraction of a second, then your projectile or effect will hit and immediately reveal you. It’s extremely annoying, but if this is what’s happening then unfortunately it’s not a bug.
In a word, yes. The old flanking strike is much better than its current form and the 2-boon steal version was even better than that. It’s not viable in its current form.
Why would I ever blow almost half of my initiative pool to remove only 1 boon? (with an unreliable evade)
Well, I for one think the anti-stealth traps are completely justified. After all, no one likes to fight people who can stealth.
On that same note: I don’t like fighting people who can wear armor either. Armor is such a nuisance; always robbing me of kills that I’d totally get in a fair fight. I think they should add a trap that removes all armor for 30 seconds. It won’t hurt that badly because players will still have plenty of mobility with skills / dodge rolls and they can always just run away for those 30 seconds. Warriors and Guardians would finally have to learn to play! Before making a new build, players would have to think: What will I do if I’m in combat and my pants fall off?
What gloves are these?
They are human cultural tier 3 gloves (assassin’s gloves).
This was introduced this patch.
This is not new; it has always been this way.
Anyway… the stealth change made PvE terribly awkward… really terrible playstyle wise.
And I’m not even talking about our hampered damage (that if anything was too low already for the supposed kings and queens of single target dps) but about the clumsyness that came for free with revealed “interrupting” auto attack chains.
Simply put – awfull playstyle change!
This is really the main problem I have with the reveal change. There was absolutely no effect on stealth abuse it just made the D/D, P/D, and S/D sets very awkward to play (especially in PvE). What was wrong with making 3s reveal on any stealth exit? It would’ve actually served a legitimate purpose.
(edited by SubjectZero.6497)
I believe it does apply to the first stealth, but some after that or after a set seconds of stealth it doesn’t work. Not sure.
It only applies to the first stealth in any series of stealths. If for example you use SR, it will stealth you several times but the total stealth received from the skill is only +1s overall. I’m fairly certain this is how its always worked.
(edited by SubjectZero.6497)
…revealed apply to us even if we leave stealth without doing any damage.
That wasn’t as much of a nerf as this was.
If this were a petition, I would /sign it.
I also would have gladly welcomed the revealed debuff on all exits of stealth vs the extra 1 second revealed.
Agreed. Doing so would stop the “perma invis” problem while leaving the attack chains unharmed.
Also completely broken for me. Resetting traits/etc didn’t help.
Heartseeker has been missing about 1/4 of the time on targets standing right next to me. This is different from the video above where Heartseeker is used at range.
A few things I want to note about this bug that may be useful in distinguishing it:
1. Started occurring after the update where the Heartseeker damage was changed.
2. Happens when I am standing right next to my target.
3. Still happens when my target is alone. (that is, the bug is not caused by having a target next to my target)
4. Causes the Heartseeker animation to play off to one side, so the animation doesn’t connect with the target either.
Unfortunately I do not have a video or animation of this but the bug can easily be reproduced by drawing out a single high HP target alone. Then spam Heartseeker as many times as you have initiative for while standing right next to your target. Somewhere around 1/3 to 1/4 of them will show ‘miss’ and do no damage. It does not seem to matter which Heartseeker it is that misses. I’ve seen it miss just as often the 1st time I use it as the 2nd or 3rd etc…
I’m with you there Reynfall. It’s extremely annoying to be missing stationary targets sitting right next to me half the time but I’m sure they’ll get to fixing it eventually.
/sigh
Shukran: This has nothing to do with heartseeker spam. It will miss on the first heartseeker just as often as misses on the 5th or 6th heartseeker (if you’re inclined to spam it for some strange reason).
Having the exact same issue. Submitted a bug report for w/e that’s worth.
Ever since the last update Heartseeker misses targets sitting right next to me, and who are not moving, about half the time. The animation also plays in the wrong direction (almost sideways) whenever it misses.