Showing Posts For SyF.1693:
It’s horribly implemented.
That’s my reactionary feedback.
It’s still horribly implemented. Running a small guild with ~10 active members means you’ll probably be able to see this content within two months, even slower for smaller guilds that maybe do activities together once or twice a week. Not to mention any members on other servers will be completely separate on influence gain. Why gate this stuff? Why put it behind a gold/influence barrier that’s completely arbitrary. It has nothing to do with skill, it has nothing to do with organization, and it’s a bandage for the problem of having no reason to be in a guild. Not to mention most of these activities are going to have to be organized, when there hasn’t been any need to organize anything before this.
This is awful, now we have nothing to drop threat so I’ve spent all of my dungeon runs last night kiting bosses and mobs with a shortbow. This isn’t fun.
I really want to do this dungeon, but I’m starting to lose hope that story mode dungeons will ever be run again. Is there anybody out there that actually wants to play this, or wants to help me out? My server also has the entrance open, so I’m ready to go.
Sent in reports of this as well, crashing almost every 10 minutes in tPvP.
I love JQ, I love the community, but after Monday there will be no challenge or fight left in WvWvW. Unfortunately the players trying to make a server #1 in wubwub will probably want to transfer off, and I won’t be able to PvE with my PvE bros anymore. Guesting was something that was promised on launch, but it’s been six weeks already. The massive problems caused by free transfers is taking a toll on every matchup. Nobody wants to stomp or get stomped, even matches are the most fun.
Hello, I am not recieving any of the WvWvW bonuses my server has to offer, this has been going on for three weeks ever since I transferred to my new server. The matches have reset twice and I still am not recieving the bonuses even though I participate in WvWvW.
It’s probably town clothing, there’s a ton of clothing on charr you can’t access because it’s specific for merchants/npcs.
It has been at least two weeks since my last server transfer, and I am not recieving the WvWvW buffs at all for these weekittenrials. I’ve been gathering while under a 20% buff and have been recieving no extra node hits. I really have no way of testing this beyond my own character. I submitted this as a report in-game but I was wondering if anybody else has had this issue.
Ah, the everpresent floating shoulderpads.
There are at least three exits from every spawn point on the maps, just have to look for them. As for CD/DB, as long as you guys roll around in groups of 3-4 people that I can stomp solo, I welcome the fight.
Hello, as the topic says, I’m looking for high level (70+) fire elementals. I’ve been looking everywhere in orr for some, would appreciate the help.
Bugs:
Bountiful theft does not steal the appropriate amount of stacks of might, and just gives you one stack.
Bountiful theft also adds vigor for 35 seconds.
Major trait slots always disappear when loading into the Heart of the Mists for my thief.
Flanking strike does not properly evade.
Roll for Initiative gets stuck for a bit when breaking out of immobilize.
Tripwire does not properly trigger all the time in sPvP, usually on uneven terrain.
Heartseeker and the d/p dual attack misses about 50% of the time on stationary targets in melee range.
Stealthing an ally trait gives the thief regeneration on AE stealth abilities as well as solo stealth abilities.
If one of your thieves summoned via ambush trap or thieves guild uses scorpion wire against a target with reflection up, you get pulled into the target instead of that thief.
Lingering AE abilities will break you out of stealth.
Issues:
The Shadow Arts tree promotes sitting in stealth for a longer period of time, gaining regeneration, initiative regeneration. Unfortunately mobs reset far too quickly to take advantage of these traits. In sPvP when you stealth you cannot control nodes.
Sword auto and flanking strike are very clunky. They’re very slow and highly telegraphed making trying to hit a moving target near impossible.
Double tapping something queues an ability to trigger twice, this can be extremely detrimental as both infiltrators strike and shadowstep are instant. This is really bad because as a thief any accidental double taps can completely screw you over in any situation.
The pistol 1 and 2 are extremely slow and underwhelming, and shortbow does more damage to a single target without unload spam. It also makes P/D underwhelming as there is no initiative dump.
Every single shadowstep ability is wonky around any uneven terrain. Shadowtrap can sometimes teleport you underneath or into terrain, if there is any terrain that is higher than what you are aiming for, you will land there. Steal can miss and go into cooldown.
Thieves only have two ways to deal with heavy boon stacks, flanking strike which is unreliable and difficult to try and land a hit, and bountiful theft which picks boons at random.
Just weening the “2” spammers off of it, is all…
That’s a bug, when I hit heartseeker against a stunned target in melee range and it misses, there’s a huge problem. Skills need to be reliable, not a gamble in this game.
I just leave the rotation in open sPvP when this map is up, the sharks and the cannon mechanic is just not fun, underwater combat still needs a lot of balancing and fixing.
I’m going to start with a list of features that would be nice to add to the forums for convenience.
1. Placing navigation options at the bottom of the thread, such as current page-next page, as well as the hierarchy of threads ie. Guild Wars 2 > Forums > Thief
2. Placing the attachment option directly on quick reply would be great.
3. When browsing the forums and logging in, the forum redirects you to the main page, and not to the page you are currently browsing.
Here’s some bugs with Firefox 15
1. When opening a new thread, you open the same window twice, this causes issues with returning to previous locations.
2. Textile isn’t functioning properly when linking images with !!. BBCode is also bugging when using the longer version of the code.
Lost three ectos worth of silver today. Sold the item, it disappeared from the items I’m selling list and I have received nothing from it.
Please respond.
I feel as if the spear skills underwater are way too passive. I dredge going underwater because our only initiative dump is on the speargun. Otherwise the spear is very passive, waiting to block an attack to unload damage. I also feel like the stun at the end of the pull ability slows down combat even further. Not only that, but our only useful slot skills underwater is venoms, and signets, which promotes the passive and slow play.
Here’s the thing about 1v1 fights – they don’t mean squat in WvW, and they mean next-to-nothing in SPvP. 1v1’s don’t win towers, they don’t defend towers. In SPvP, they don’t get that many points for your team, and they don’t defend control points.
1v1’s are a great way of comparing the abilities of two opposing players, but running into them in WvW is restricted to “catching stragglers”, which you often do as a small assault pack.
1v1s happen all the time in tourney sPvP. As a thief I usually go to the long point and assault whoever is standing at that point, even if somebody comes to support, neutralizing a point is still a big help in tourneys. Also, at level 80 with full gear, it means a lot because the value of 5 coordinated 80s is going to win a zerg filled with 20 level 1s.
You cannot combo stealths. We have a debuff called visible, which gives us a period of time where we cannot re-enter stealth. You will likely use a stealth that will last for about 5 seconds, which is not enough time to sneak just yourself past the zerg, let alone a group.
Yes, you can combo stealth, shadow refuge, if not broken, gives six seconds of stealth, combine that with shadow trap and your stealth heal, gives 14 seconds of stealth. You’re using your credentials of how much you have played the thief to try to justify your points. I’ve been playing the thief for about 300 hours now, and I’m here trying to tell you that the thief may have weaknesses, but it’s not in PvP. You’re doomsaying this profession, even though there are several thieves in here trying to tell you that a different approach is required. You don’t need to go a trickshot build to be fine, in fact, I’ll link you my gameplay and build I shared in a video. http://www.youtube.com/watch?v=0ainrQUZqGs
I never spam heartstriker, it’s just a really good ability against sub 50% hp targets, it’s a gap closer, a leap finisher, and does bonus damage on low hp targets. I can see how people complain about spam, but if I ever see a thief spamming heartstriker at a high hp target I know he’s going to be easy to take down.
blaqfenix, when I was leveling and I didn’t have a backup pistol I usually bought a white one because the daze/blind is amazing, they usually make dungeon runs a breeze.
No counter to stealth? You’ve gotta be kidding me. Every class EXCEPT Thief has access to a wide array of AoE’s, which don’t care if you’re stealthed. Not only that, but the stealth only lasts for 2-5 seconds. Half the time when you use it, the enemy either shuffles around in circles to prevent you from landing an effective backstab, or they just move out of the way (it’s not like you go more than 33% faster while you’re in it). It’s almost humorous how easy it is in concept and practice, for an enemy to see me stealth and go “lol gonna move back a few feet now” completely preventing any advantage from stealth.
We lack any sort of power/presence on our own. You could only stomp that guy you s-wired out of his zerg because you also have a zerg with you to do all the killing work.
At this point I think you’re undergeared or underleveled, in sPvP and WvW stealth is probably the most broken and overpowered ability we have, and our burst is astounding. I would suggest you rebuild and retry your approach to thief, instead of trying to fix it into your vision of how it should be played.
None better than my thief, that’s for sure.
Thieves stealth is actually overpowered, there’s no counter to it and shadow refuge actually grants 6 seconds of stealth untraited. You cannot stomp stealthed players, you can resurrect in stealth. The only place that I could see an improvement for thieves is what they can bring to dungeons, but other than that I feel like there’s certain builds that are awesome, where others are still lacking.
Thieves are great gankers in WvWvW and great scouters because they move very quickly. They can pick enemies off of walls or pull people out of a zerg to crush one at a time. They can bring shadow refuge to res people somewhat safely. I like sitting at the jumping puzzles of maps waiting for people to kill or pull off of rocks to their deaths.
I wouldn’t run condition damage for PvE unless you know nobody else is stacking bleeds in 5 mans. Bleeds only stack to 25 and poison stacks duration. Playing any class as melee in PvE means you just have to learn tells from mobs and react appropriately. Melee does a lot more damage for more risk, but the thief has a lot more evasion utility. Dagger autos restore endurance on the third strike, and the poison can be buffed with 15 points in power to give weakness. That being said, each set has it’s own advantage and you should carry a shortbow, two daggers, two pistols, and a sword at all times.
I’d suggest running 15 points into the power tree, so you gain weakness on anything you poison, also the 2nd strike of a dagger swing gives you a little endurance. Thieves are not meant to get hit. You have so many tools at your disposal to make sure you can avoid most damage. It just takes time to learn your own class, mobs, and enemy professions that you’ll die a lot early on.