Showing Posts For Thom.1862:
Here is a factor that I do not think you have taken into consideration. If I as a player take on 2 to 3 players solo kill one (knock them inactive) do the same to another player and then die, because unless I get help I have never beat 3 players solo, I get no credit for the knockdowns in a situation that I can’t possibly win, this should be a factor, if its possible to calculate.
I hope that you might see that a person that kills (knocks others inactive) in an impossible situation does help the team dynamic, as this person ties up 40% to 60% of the players so others may capture points. If others show up while I am lying and finish the job I get kill credits of 5 to 5+10 points, but if I re-spawn its not shown as a kill credit. The facts are that I did all the work and the game gives me no recognition, because I cannot finish the job against any of the 3 players, the 1 to 2 players I’ve knocked inactive is not worth points? If so why not? Shouldn’t the points be 10 for the knockdown and 5 for finishing the job, so this type of skilled fighter to do this against many players and get a knockdown kill without finishing the job and not get any recognition is kind of disheartening, and in my opinion does not reflect skill fully.
I know this is a team game but if your determining skill based on points captured and not the fighting it takes to capture the point, then your missing the skill factor completely. Anyone can run around avoiding conflict capping for points, but to take over a point against almost impossible odds (2 or 3 v 1) should get you 2X to 3X point rating factor per knockdown (if you die or your team mops up after you die) and 3×3 kills in points (that determine rating or skill factor) if you live, even if you get help after most of the work is done.
Maybe I am off, I do not fully know how you determine points that we receive during play, in relation to how you determine rating based off skill, from these points. Or if your points you receive during matches, are ever a factored in determining skill based ratings. All I can say if capping points as opposed to taking points is what you base your rating off of as skill then removing points for capturing map points might be a better way to access skill and giving score for a knockdown enhances your ability yo better access skill.
Just wanted to keep this post alive as skyhammed is the absolute worst map in the game. any map which promotes players to exploit in order to win is not worth saving. Please give me an option in solo tPvP to never have to play this map again. If this map pops up in tournament I just turn off the PC and wait for about 10 minutes to log on. I absolutly refuse to play this map ever so in order to keep others from playing a lopsided game it should an option to play, even though I know I am an ahole for popping off till skyhammer is over, but I really don’t care as long as I NEVER PLAY SKYHAMMER EVER AGAIN, that F*@%ing worthless, no talent, map.
Try this build, its what I use you get about 145/tick and hit for tons gives you a condition removal and 2 escapes when stunned.
http://gw2skills.net/editor/?fNAQJARTnUqQvgWLI+rAXLGIPoWHAF8a/qOc/FLRUXwmJ-TJBBwAAuEAE3fgxTAocZAA
I did not read this entire post, so if others made these seggestions sorry for the repeat.
The one thing I would change is either make SB hit from front with a bleed and side or behind hitting 10% harder without bleed. I also wouldn’t mind seeing Quick Shot when used with Rune of the Trapper allowing the Ranger to port between traps as long as they are unsprung. If this option was offered Quick Shot would need a 1-6 second timer when used in this manner 9 when used as is. This option also affords the ranger an alt to enhance this classes viability in WvW or PvP by giving rangers an escape ability that could only be used with a shortbow. GD rune of the trapper gives me hope that the ranger class can excell in PvP or WvW.
Let me start my reply by saying your correct the Elementalist class requires more button pushing, this is a fact. But, in comparison you’ve forgotten 1 thing, timing. As a ranger with a pet I do noy only have to wait for my pet to be in the right place at the right time with the correct buff, delay skill (chilled, immobilize, ect…) or attack, make sure the pets alive, also have to make sure the timers up, all that and my pet telegraphs his movement so it now can be easily dodged.
As an Elementalist you can wait on cool downs with 20 to 40 skills at your disposal. As a ranger you have 10 plus 1 each for 2 pets and with pets its about timing.
I play a ranger as a zerker with a heal and a speed buff , I need to hit guard every twelve seconds to keep my buffs up, with a 1 sec cast time that can be interrupted; My fault. So my pet is always out of the area unless I hit come to me (again another button). Lets keep in mind no matter what I do I either need to keep switching my pets or heal them now I need to wait 20 sec, (least time for rehealing) if I play full zerker this is a major issue. As an elementalist you need to wait on cool downs, as a ranger so do I, but I also have other factors an elementalist does not; as an ele you have forty skills at your disposal to wait out timers (2 weapons x 4 elemental lines x 5 skills for some unknown I thought eles got only 1 weapon) Again rangers have timing issues with a pet that a spirit pet will answer it also give me the options to either not have to mash more buttons or mash more buttons w/out having to worry about timing issues.
My Spirit pet would only give you 6 options (4 pet attacks {that already exist} a buff and a disrupt) per pet these options would need to be chosen from before you play. These attacks would be limited to either range or melee not both, and the buff would be inline with the spirit type cats attack, bears armor, ect.. whatever the developers decided was the best option for fair level play.
I am not trying to reinvent the wheel just give players an option to suit their play style. This idea only uses what has already be set up with the pet, but adds 2 new items (buff, and disrupt) and removes the pet thereby giving the ranger options to suit their play style.
With Rune of the trapper coming out for PvP at some time in the near future escapability should be a thing of the past as evade and dodge being our best defense as of now. With the damage increase rangers have the ability to become viable in PvP and WvW. No matter what you do pets are an issue, for some they are the greatest thing for others its an issue; Giving me an option pet or no pet to reduce keystrokes and still be viable in PvP is all I can ask for at this time.
This thread is intended for players to come up with ideas that reduce the number of keystrokes needed to accomplish moves others can accomplish with 1 to 2 less keystrokes.
I want to start this article by saying that this latest patch was the best ranger patch ever, IMO. Even though I do not believe it addressed the problem with the ranger class it was a much needed improvement in the right direction. I also believe that the rune of the trapper also is a giant step in the right direction as survivability is an issue addressed with this rune.
So Thank You.
Although I have been bothered with the direction that past developers have taken the ranger this current group seems to be addressing some of the needs of the ranger class better. But, devolopers could gleam from the wisdom of other players who play PvP or WvW where RANGERS EXTRA MOVEMENTS are an issue.
So what I am saying is it seems to me that in order for a ranger to survive any given situation we need to execute 1 to 2 extra movements (keystrokes) in order to get the same results. I can not verify this with actual stats but I have leveled every character to level 80 at least once and although I never perfected any of them they seemed easier to play all except for the Ele class which requires a lot of keystrokes to play. Their issues have been addressed with survivability enhancements built into the class disrupts massive heals ect..
In PvP or WvW this is an issue.
One of the biggest keystroke issues is the pet. Having to either switch the pet because it died or call it, wait for it to get to you, cast buff, which is one move for many classes. Although the pet offers many benefits to the ranger all things have to line up perfectly in order for a ranger to have success.
So I have a solution to the pet location issues, their lack of executable maneuvers, (easily dodged) and their overall effectiveness. But mostly reducing the amount of keystrokes needed to execute a move.
Instead of trashing the pet, having to redo the entire pet line or any measure that would require excessive extra time and expenses, I propose that the pet become more spiritually connected instead of a pet that is your companion.
We as rangers, during more peaceful times, would of hunted for meat to sell and feed his/her family. We would of killed many thousands of animals in order to be successful. During this time of great evil all things must band together in order to survive. Nature (whatever deity that is) has given the hunters the use of the spirits of those slain in order to feed others. This could be a spiritual bond, like it is now or, it could be a spirit called to reside within you with the F2 skill still intact and another passive skill the ranger chooses.
Having the Ability to pick and choose whether or not you want 2 passive buffs an attack or 2 (note requiring more keystrokes for those who want more frustration) or a disrupt (much needed) or any combination of two you want, or the current standard. Having the choice of this or the current standard might be the answer the ranger class needs.
Keep in mind any buffs or attack disrupts ect. Would be meant to bridge the gap that other classes enjoy (armor for warrior type ranger dps for zerker type whatever you want to build within the parameters given)
So what other suggestion might you all have to reduce the amount of keystrokes needed for ranger survivability?
Rangers are as viable as the dev’s are responsive to fixing the ranger. The DEVELOPER’S IN THIS GAME (as far as the ranger is concern) ARE COMPLETELY USELESS!
Any group of people that are completely negligent to the wishes of its customers are IDIOTS!
I keep coming back to this game hoping for something better but I come back to the same old clunky ranger that has to do way to much work to get the same result as most of the other toons. With a Pile of kitten WORTHLESS pet all because the developers want to keep the same toon type intact; Even though your customer base has asked time and time again for you to give us the option to have or not have a pet
I don’t care what the developer’s did last patch it wasn’t again anything most players asked them to do. They just do as they want and nothing even levels out (as far as the rangers goes) so it shows me they don’t care and WILL NOT RESPOND TO YOUR FEEDBACK as far as character development goes.
Albert Einstien said " insanity is doing the same thing over and over again and expecting a different result " he also said “Anyone who has never made a mistake has never tried anything new.”
I maybe an Ahole, a bad player, whatever you want to say; One thing I am not is insane so I can’t see the need to come back to developer’s that do not listen to their customers.
Rangers are the hardest class to play! What other classes accomplish is 1 to 2 keystrokes or mouse clicks Rangers have to do in 3. Even the best players with a 33% increase in keystrokes are clandestine for failure as you have more opportunities to make mistakes.
Whether you’re playing PvE, PvP, or WvW we have some problems other than increased keystrokes. Spirit pets being able to be killed, only one other class I believe has this issue (the engineer) having your buff being able to be killed is just stupid. Spirits should be absorbed (possessing you) and everyone within X amount of feet should be buffed also.
Pet control, although I am not a fan of pets I guess they could be useful for buffs but since I can’t predetermine how far from me I want them to be without using an elite skill the pet is a complete waste of time. I am not interested in having a pet be so powerful that I am overpowered (like in Everquest 1 Beastmaster which was so OP it was only in the game for a short time) but, also I feel our pets take far too long to use their F2 skills so they can be more effective.
Shorten some of our cast times, Rampage as 1, Protect Me, all of our spirits, and EVERYONES HEALS (all classes heals) should not take more than 1/2 second to cast. I can see the need to have spells interrupted but every time I cast it isn’t fair. I play a bunker heal build or a condition damage build and find it ridiculous that I can’t cast a heal (shouts are a regeneration spell for me) because its constantly interrupted in WvW.
Shortbows should DoT from every angle, since Wilderness Survival is our greatest trait (i feel it is due to having damage and protection all rolled into one) we should be able to better capitalize on it. As we are only a single damage class our DoT should be stronger. Fixing the shortbows should remedy this. (for those who don’t know we have Sword, Axe, Dagger, and Torch that DoT also. Being able to stack Poison, Bleeds, and Fire is our greatest asset for damage as everyone suffers from DoT’s)
Although I feel many of you might not agree or may have better ideas. I feel these are a few of the biggest changes that we can have to enhance the ranger class. In a class that has very little escapability, (invis, AoE ground damage, and interrupts) very little guards (like AC, health regen) without heavily compromising damage output or massive amounts of keystrokes. These changes are only ones I can think of, that will enhance the ranger class, without changing the basic framework already in existence, and although I feel that it is warranted, ITS NEVER GOING TO HAPPEN.
1) As mentioned above by Shirk.6421 “Shortbow 1: Remove the need of flanking to add bleeds.”
2) An Elite skill “Sacrifice Companion” Kill your pet and absorb it’s skills, as secondary skills. The skills would be displayed above your skill bar like the Elementalist attunements are.
The GW development team could give 2 $*its about pets F-ups. If they cared then something would of been done by now. Lets not pretend anything we say here is ever going to be fixed. If the development team didn’t create a change in the ranger class, then 100,000 great ideas they did not come up with will never see the light of day.
Substance E has it correct when he says “Been over a year and they didn’t even extend the last pet HP buff to WvW so I wouldn’t hold my breath if I were you.”
“If you want to operate well in a WvW zerg, learn to use the ranger as if the pet doesn’t exist because it won’t for most battles.”
When it comes to pets all I can say is, how can you expect to give us a PvE companion, that can be killed in a few seconds, is easily dodged, whose player castable spells only operate 1/2 the time at best, and achieve success? And because we have this PvE companion we lose some DPS not to mention a multitude of F-ups this class has to offer.
I hate to sound like a jerk but at best all we can hope for is that the development team comes up with something good. But in the time I’ve been playing, since day one, rangers have seen very little GOOD changes, and I doubt anything will ever change to make this class very good in WvW, I could be wrong but I doubt it.
I’ve played every toon to level 80 except and engineer and not any of them have been harder to master as the ranger class. Yet I still play it more than any other class.
I can’t change the minds of the developers from Anet for the upcoming patch nor am I going to spend any time trying to do so. Although I think the next patch is a start in the right direction, for the most part, it does not enhance anything for my type of game play. I see the December patch being a great thing for power ranger builds, glass cannon isn’t what I call good gaming.
Currently I play this build,
http://gw2skills.net/editor/?fMAQNAV3YjIVZ2VWCWo2BilCBt/mCKxJ2DDxfGVhUmA-j0CBINCyUFwk0BKHqIasVTFRjVzATHjIq2cLImcp2cGyhATKgTlGB-w
or this build,
These build seems to work okay in a lot of WvW situations, in small groups fighting other small groups, as a solo player roaming or in zergs fighting support classes so tanks have less buffs to help them.
Although these builds work better than any other builds FOR ME, for most WvW and SPvP they still lack in some areas that I would like to discuss. The areas of improvement I would like to see for condition damage ranger builds are as follows.
1) Change the DOT bleed of short bow from sides to back to also include frontal hits. This does not seem to have any logic to me. You bleed less with frontal shots that shot that hit you on the sides or back? This will also help the CD ranger against melee fighters. (which I will go over later in this post)
2) Expand the width of short bow shot from 90 degrees to 180 degrees like melee weapons and make the short bow a simi melee weapon like in GW1. Since the short bow is now a mid range weapon, because with a short bow equipped, you can’t get far enough away to be considered a full range weapon. Expanding the width of the radius of a short bow will only expand on its versatility when fighting. As for making it a semi melee weapon I would only replace the quick shot and make another skill that hits your foe with a bow slap or whip , whatever. This skill would be just like Monarchs leap, but instead of being able to go back and then jump forward this skill could stun the person hit, and the ranger could fly backwards 600 feet just like monarchs leap. This type of change might even result in even further nerfing of short bow range but I don’t see that being much of an issue. Although more distance nerfing isn’t a very popular idea these days.
3) Cut the damage from sharpening edges, II on the skirmishing tree, by reducing the time to from 1.5 seconds from 2.5. but instead of a 66% chance of applying it should be 100% chance on crucial hits. the 40% reduced damage justifies the 33% increase in proc. Which can also be used by power builds to slightly enhance damage by about 3% to as much as 10%.
So there are just a few of my ideas on CD ranger improvement. I would also like feedback and your thoughts on what might be needed to improve the CD ranger. Please try not to be rude and please keep the posts to Condition Damage Ranger Builds ONLY.
I swear this is so funny it hurts, I have watched this video 3 times and can’t get all the way through it (reading wise) as I am laughing so hard. You know the best laughter is based in truth, that’s where the saying “there’s truth in jest” comes from. The developers should have this running on a continuous loop till they get it! Thank you so much for making my day.
The reason for the stone spirit is for extra protection. having 33% reduction in damage 90% of the time is great.
I have played almost every power build, almost every toughness build power combo out there and so I thought I would try playing a condition damage build. Well to say the least I was presently supprised with how well this toon works in WvWvW. Here is the build I am running
With the new way of showing your DoT’s it might not look as good as it did before 10/15, but before the patch I was looking as good as a necro as far as dots go. With 135 popping out of the other player so fast it wasn’t funny. This build works best as a multi CD stacking build and even works well aginst players with high clensing builds. just make sure you keep your stacks of DoT’s going. I’ll post more but its 4 am here and I have been playing all night far longer than I usually do as I was having so much fun in WvW soloing others and winning 1/2 of the time (which is a first for me)
PS your second hand weapon can be anything horn to assist with crit, torch for fire damage, and dagger for poison and cripple it really don’t matter as long as you keep pets going as best you can for f2 abilities and roll as much as you can .
I know you’ve heard sharpened edges has a 0% instead of 66% on crutial hit in discription ,but I also believe its not working. Every since the October 15 patch my DPS from contitions has gone down which could be explained by sharpened edges not working. Poison and fire seems to be about where they should be but bleeding isn’t as high as I thought it would be. Even though you changed the way dots are displayed on screen I still thing my DPS from bleeding is down due to sharpened edges not functioning properly.
I have been thinking about what makes the Ranger class so hard to play in WvW in a 1v1 situation. I can take out an entire supply camp solo but almost never can I win a 1v1 battle as a ranger. I play 3 other toons that are level 80 and don’t seem to run into this issue as much. I understand that I am not the best PvP player but at least with my guardian thief and ele I don’t lose 1/2 as much.
I think I have discovered the problem other than maybe my poor play. It seems to me the issue is our traits, not the primary traits but the secondary ones. All the skills are the same in some cases they are the secondary trait but all seem to have power, precision, toughness, vitality, and your class trait, but the other trait changes seem to be placed in an order that enhance play styles for a given class.
What I propose is a swap of healing from the Beastmastery traits with boon duration from the nature magic traits on the ranger skill tree. In order to keep things balanced whatever chance is made cannot dramatically enhance or diminish any class, this is something I like about this game and I feel this slight change will accomplish.
This change will make the ranger class have more ability to survive in either the condition damage build or the glass cannon build. In the CD build you’ll be able to heal yourself while doing decent DoT, and as a glass cannon you’ll be able to have the option to have more healing and health without giving too much damage. If a ranger wanted to go to a melee build they could go with a SM type build and focus on power and vitality without having to waste and points in beastmastery which I see a lot of people complain about pets on forums. (I agree)
What I want to know is what you all think about this change. Please be cordial when posting comments I am not degrading anyone ,the developers, or any play style just passing on an idea that I think will enhance the ranger class without dramatically changing the class or making it too OP.
Vitus Dance.4509
“I have a job…and even i knew that ‘unique’ meant you could only equip one of that item. As you also know now too – why the need for an extra tool-tip? are you liable to forget?”
Unique means “one of a kind” so your correct there should only be one per character unless you consider there is more than one defination. Unique also means “Without an equal or equivalent; unparalleled” therefore the second defination gives another meaning, not designed to explain its singular ability of use. Moreover the second defination could explian a type of craftmenship. Even the use of the word Singular would not be a full explanation of an items exclusitivity, as singular also has many meanings; Therefore more than one word is needed, as more than one word would define the intent of the devoleper for its use, not the type of trinket your buying.
To answer your question without trying to sound condensending. Yes its easy to forget if you go for months without playing, as I just did with a 3 month layoff. I never asked for my Laurels back I just want to see other players in the future not make the same mistake due to lack of explanation.
I am not trying to be rude but unique only tells me its an upgrade from exotic thats all. If its so unique then I should not be able to purchase 2 of them, I can however equip 2 exotics. If you can purchase 2 (because of a bad game machanic, or lack of clarification) then you should be able to equip 2, or you at least should be warned that you can’t equip 2. IMO a 1 word defination is even more lame and shows complete laziness on part of those who work on the game. As opposed to brain farting and making a mistake, which just show lack of forsight and should be corrected. There is no excuse for being lazy but making a mistake and fixing it is something we all suffer from every once in a while
Could you add “Cannot equip more that one identical ascended trinket” on ascended trinkets. Some of us if lucky only get to play this game at best a few hours a week and don’t have enough time to look up everything via the internet. I may at best get to play 4 to 10 hours a week if at all (most weeks I do not get to play at all). Some of us have these things called a job and even a few have this thing called a family, so playtime is very limited. Your complete lack of effort in informing players with warnings on items is bothersome how lazy can you be. I mean how hard could it be to type a sentance, then copy, and paste, 1 line of text to like 100 to 200 trinkets?
This toon is only OP for 2 reasons, 1 Revealed is too short should be 5 to 6 seconds 2 Shadows Embrace should only remove 1 condition period not 1 every 3 seconds. give the Thief class a 10% boost (basic class stats) in armor and HP instead. Thief was my first class and it has its pitfalls like being squishy, its not a very good WvW class its geared to 1v1. Thief like every class has its importance in the game but its a class that once its mastered is very hard to defeat and almost imposible for some classes.
“The last thing ele needs is another insanely complex chain. It needs, for once, a set of damage increases which does not depend upon a long setup chain that can easily be thwarted by pretty much anything, including a player not juiced up on enough energy drinks to kill a small child.”
This is the current chain that is already in place just juiced up a bit you against more damage?
nope, i’m saying it should be fixed so eles don’t require that when thieves can 2-button damage like that.
That would fix ele damage.
I agree but since they are not going to fix the Ele class to be like the Thief class nor will the Dev’s change any class dramatically your not going to get what you want. So in order to fix this class you need to figure out how to make this class better within the frame work that is already here. That said any seggustions to the that will enhance the elementalist damage within the system all ready in place is useful.
“The last thing ele needs is another insanely complex chain. It needs, for once, a set of damage increases which does not depend upon a long setup chain that can easily be thwarted by pretty much anything, including a player not juiced up on enough energy drinks to kill a small child.”
This is the current chain that is already in place just juiced up a bit you against more damage?
Note the 20 points in water only helps if you use Shards of Ice, Piercing Shards, and stack arcane spells.
Change Piercing Shards from “While attuned to water, your spells do 20% more damage to vulnerable foes.” to “Your spells do 20% more damage to vulnerable foes” and change Weak Spot to 100% from 60%. This is about the amount of damage increase this class needs, as this boost not full time its not about only a 10% increase overall Air Magic with 25 points in that tree or 20 points in water magic with the shard of ice also equipped. Even with vulnerability stacked in D/D mode your only going to get at best 70% to 100% increase for about 2 seconds if you can manage to set the other player on fire, knock him down, and hit fire grab all within 2 seconds. This makes a 3500 point CIT into a 5000 to 7000 point crit on average in sPvP. Please keep the YouTube 13k hit out of this it was a one time effect with all the ducks in a row (lite armored player not moving all the stacks of percentages critting at the same time with the player buffed with extra damage buff only found in that sPvP instance) not a fair comparison to what really goes on in sPvP not to mention WvW, PvE, or tournaments.
All in all this attunement is only about a 10% increase in any scenario I have been able to come up with, in ant best case scenario, and only part time. Since it seems that the GW2 devolopers only make small changes, which I agree with this as no class is dramatically changed all at once. This idea seems to be one that will help out this class without making a dramatic change to this class. This is not an answer to all of this class problems but it helps out a bit seemingly without a ton of effort on the devolopers part
Whomever is in charge of the Elementalist class you need to quit your job, your by far the worst Developer in this game. I am not trying to be rude, just stating the obvious. Any class that can’t hit for high burst damage and wears the worst armor in the game can’t succeed in PvP. Any class that has to wait for its AoE damage spells to work is ill conceived and totally meant to fail. I am not the best player in the game, nor am I the worst. I play other classes Thief, Ranger, Warrior, and Guardian and although their hard to perfect I have not had the issues with damage that I have with the Elementalist class.
If this was an effort on all the Developers part (the Elementalist class) then shame on you all.
Lets start with pets, unless you have like 5 pets like Necro’s and Mesmer’s [same concept as a pet] then their a waste. I know that thieves have a good pet set up (you get 2) but they’re the exceptions.
Conjured weapons, now there is a mega fail idea. You can’t use any other spells with a conjured weapon, you only get like 10 (or whatever) charges and then they are gone. I could see conjured weapons being useful but only if they increased your attunement options for as long as you had the elite spell up.
AoE condition damage, well as most know AoE’s are not very good for PvP. You need to be with a group for them to make much of a difference they can be use as an assist in solo but relying on AoE in PvP is a waste. As an Elementalist your good AoE take like 2 to 3 seconds to even go off. so running is not an option unless your using a staff then anyone can dodge your AoE bleed because it takes so long to cast.
I could go on for hours but, I have other better things to do with my time. I know that others can come up with many other ideas that are better than my own in this post. And I hope they do, I moreover just want to thank you for wasting 70 plus hours of my life leveling my Elementalist just to see it be a giant fail.
PS I figure that you will delete this post just because you can’t handle criticism about your job. I am sorry that you can’t do your job well.
Why am I not invisible to pets? I understand a player AoE’s and random swings hitting me but pets too ranger pets and mesmer clones should not hit me while I am invis. If this is intended you need to play TODAYS game not the beta against each other.
I play 2 toons a Thief and a Elementalist and personally I think a thief is far harder to play. It took me 4 days to get my Ele to 40 it took me far longer to get my thief to 40. Your by far the squishiest toon in the game, to do enough damage to make your toon effective you need to sacrifice health and toughness. When you go invisible and your targeted by a range toon you still get hit. If a Mesmer has one of its split personalities on you (for lack of a better term) your going to keep getting hit. Now if your seen coming you are going to be spammed by every AoE other players can throw at you. and HS really is not that powerful its only good against other Squishy toons. Any toon with high armor I hit for max 1500 with weapon damage at 3250 and about 3000 at 1/3 health, when it hits, about 1 out of 5 times it misses. I read someone here on this forum state that they saw someone hit for 24k in 4 hits please tell me how they did it because I have never do that much damage. I think I might of hit for 6k once since I’ve played PvP. I play alot of the random PvP with the PvP browser at level 80 with the free PvP gear. I do FAR better damage as an Elementalist than I do as a thief. All this whining is pathetic I bet if you took a look at the average times per PvP match the different classes die you’ll see that the thief is number one class that is killed on average per match. I bet if they did statistics on deaths/kill ratio you would see a this is one of the lowest on the food chain. If you nerf Heartseeker you’ll ruin the class, but that said I would gladly see HS be removed if I could get a boost in condition damage and another bleed skill.