As with my original post I would rather malice was used to enhance the way in which a skill behaves rather than just buff the damage or apply a stack of swiftness.
For instance the more stacks of Malice you gain the more bullets you fire with Double Tap.
Wouldn’t that ruin the name of “Double Tap” though?
Yes but they already do that when you kneel. =P
As with my original post I would rather malice was used to enhance the way in which a skill behaves rather than just buff the damage or apply a stack of swiftness.
For instance the more stacks of Malice you gain the more bullets you fire with Double Tap.
I just wanted to reinforce a point I made on another thread because I think it’s one of the core things Deadeye is missing.
Malice as it stands is pretty much just a damage modifier and as a result it’s quite dull. Considering Might stacks faster, can be shared and is retained between targets, it’s far superior.
As I see it Malice should actually impact on the skills functionality as opposed to going prone. As an example Double Tap would become Three Round blast or Four round blast depending on the malice stacked and a portion of malice would be lost when using the skill. Deaths retreat could have the distance increased dependent on Malice availability. Shadow gust could increase the distance of the knock back dependent on malice… you get the point.
Kneel or skill 5 would be then freed up, which unfortunately I feel it should be, Deaths Retreat (the best skill so far) could then stay as skill 4 and Deaths Judgement would become skill 5 with again Malice modifying the skills behavior.
As people have stated before having to activate Deadeyes mark manually each time to build malice is ball ache and clunky. Malice would need to be modified to stack faster and not reset on target swap. Deadeye’s mark should also auto cast onto whoever or whatever is targeted at that time with the F1 mechanic adding something additional to the play style, maybe this would be the range modifier as opposed to kneel??? For example by pressing F1 you actively mark the target increasing the range for only that target to 1800.
My take on DE:
-A one trick pony. Ranged damage and that’s it. Compared with Holomancer, which has the total package…melee, ranged, aoe damage…and it falls far short.
I came into the weekend expecting to make Deadeye my main for the expac. I left the weekend looking forward to playing Holomancer.
Well of course everyone is going to play the overtuned class with faceroll abilities. People generally enjoy being stronger with less effort. Doesn’t mean all the other classes are terrible though when one is just too overpowered.
Totally disagree with this point, I also came away wanting to play Holosmith and it had nothing to do with the numbers. It was enjoyable to play, the skills all worked off of the new mechanics and meshed together beautifully.
With Deadeye, Cantrips brings nothing special or even fun to the table; they don’t feel connected to the malice mechanic which is actually just a damage modifier. Furthermore Malice stacks too slow and is removed when switching targets, it’s like stacking might but it just doesn’t work as well.
Malice should influence the effectiveness of Cantrips and core rifle skills in more ways than just damage. Make it fire more bullets, or shots explode on impact, or bounce. Get rid of prone and make Malice actually do something!!!!
I mean Skill 5 to go prone is totally not needed, you could easily just make that Deaths Judgment and leave the skill 4 as the dodge, which for me was the best skill Deadeye had.
- Using a mark with P/P is giving a 10k unload… yikes!
- Rifle skills don’t appear to be reflected.
- Deaths Judgment – having a second delay and a line of fire to the target makes it way to easy for people to dodge this attack in 1 v 1.
- Malice – It’s annoying that this stuff clears as soon as you kill a target, can you do something else like have 1 stack removed for each second that you don’t have a mark?
- Deadeyes Mark – In the heat of battle it’s too easy to not mark someone, kind of feel it should activate on the target for malice generation and F1 should be to steal an ability.
- When we are prone as an asura we still shoot from the hip? come on guys…
- Can we at least get one knock back skill when prone, give it ammo so we can’t spam it.
- 1500 range for some reason doesn’t feel far enough, it’s only really good when you +1 because opponents are distracted.
- Can you sex up the animations a bit?
Overall impression –
Because all of the skills were just shooting from distance it literally just felt like none of them added any value to what I was doing, it was just another way of generating damage from range when prone, it’s boring. The skills when prone need more flavor.
I really enjoyed trying to find locations to snipe from but that’s about it. At the moment it feels way to one dimensional.
I also expected the traits to have more to do with using guns, you even have pictures with pistols on them but none of the traits have any impact on the pistol weapon set which is kitten poor from a lore perspective and super disappointing. I literally wanted to be a master of pew pew.
I hope my feedback helps.
Because it’s nerfed into the ground for no reason.
I don’t get why it was ever put into grandmaster anyway, as D/P has got blind on their set whereas D/D needs to ‘waste’ a trait on it.
Mate, I’ve been saying this for years, I have no idea why it’s not been addressed in this update. Also they have paired stealth on steal with movement speed increase. So if I take D/D I can’t take that trait for the movement boost because cloak and dagger won’t work with steal/stealth, it sucks.
They need to separate them out for me to even consider that trait line with power D/D.
I don’t see what you’re supposed to do with rifle animations. You can only hold a gun so many ways and still fire accurately at long distances. Are they supposed to go full-on marine marching drill team on the thing?
A bit sad I wasn’t seeing any prone animations though, but… Knowing Anet, they would just disappear into “Uneven” terrain unless they originate 12 feet above the ground.
Jumping Gunners ftw.
Not all that concerned with the rifle, I want to see the traits and how they affect my Unload Sprays.
I know what you mean dude but it’s not impossible. Imagine a toon pulling out a canister of gun powder, hurling it at the enemy and firing at it mid air to make it explode on the enemy. That would be sick, 600 range and it could apply a blind.
After seeing the amazing animations for the other specialisations I really hope they tone up the Dead Eye ones. They looked super basic.
Also… you gave unload to engineers…. for shame!
Skills currently look like:
3 rapid shots
dodge backwards
Boon related target marking
Life force generation from kills
(edited by Tringsh.2380)
Wow that does look bad….
I love my Asura thief. I’ve taken great pleasure in pvp matches thinking that I have a little git running around the field murdering people.
It really annoys me when people say ‘high risk high reward’ the fact is it’s high risk low reward, I’m not rewarded for taking a higher skill cap class, it’s just too easy to pop invulnerability or bunker to defeat the class.
As the OP stated you can use another class with less skill and murder thiefs. I have no problem with disengaging but I can literally reset a fight 5 times and still not get some classes below half health. It’s certainly ball ache trying to finish off some classes with the amount of blocks available.
It’s also ridiculously hard fighting on point which people expect from our class…
Some professions have blocks because they can’t reset the fight 5 times and they have invulnerability because otherwise they get roflstomped by a profession that can reset fight 5 times, if in 5 times you can’t get somebody below 50%..the problem is you and definitely not the thief.
If you complain about professions blocking or going invulnerable..then maybe we should reduce the number of their blocks….while giving them Stealth, thief mobility how that sound?
Wtf do you thieves expect?
Engage and leave whenever you feel like while the rest stay there eating dirt with no defenses?
Take away my mobility and the invulnerability / blocks. I would actually be happy. I never used to have to reset a fight 5 times and could 1v1 with a decent win rate. Now it just feels like cancer.
It really annoys me when people say ‘high risk high reward’ the fact is it’s high risk low reward, I’m not rewarded for taking a higher skill cap class, it’s just too easy to pop invulnerability or bunker to defeat the class.
As the OP stated you can use another class with less skill and murder thiefs. I have no problem with disengaging but I can literally reset a fight 5 times and still not get some classes below half health. It’s certainly ball ache trying to finish off some classes with the amount of blocks available.
It’s also ridiculously hard fighting on point which people expect from our class…
Shadow protector is OK (crap in pvp) but (…)
Isn’t Shadow Protector complete junk? 3 seconds of regen to allies on something very situational, how does that even make any contribution at all?
It is pretty bad, granted it stacks multiple times with every application of stealth (Shadow Refuge, Blast Finishers, etc. etc.), and you can stack it repeatedly on yourself by stealth stacking through BP, or any other Stealth skill you have. However, the problem therein lies in the fact that… what Thief really takes Healing Power? 99% of the time that regen is going to be overpowered by any other Professions, so in the end it just becomes somewhat detrimental.
I actually agree, why in the hell would I want to trait into a healing skill when fighting on point is the last thing a thief wants to do, let alone stopping to res someone in a group fight with AOE raining down on you. It would only be OK in PVE.
Same with leeching venoms, typically I trait into critical strikes along with dare devil so taking venoms makes zero sense. The only time I take venoms is with a condition build that uses deadly arts.
I wish a dev would come on here and explain why it makes sense to have those traits in there.
Only really if you are low on cool downs and skirt around the outside of a group fight firing off AOE and AA into the middle. It’s also OK for dodging back on Skill 3 if you want to kite a bit.
Am I the only one that hates this trait in this line? With Cloaked in Shadow on the GrandMaster traits I find it really annoying. I want to play dagger/dagger again and this is the only thing really stopping me.
Shadow protector is OK (crap in pvp) but Leeching Venoms should be in deadly arts along with Dagger training and Potent Poison.
Is it a total oversight or lack of understanding from the devs that if you trait the two together it destroys the cloak and dagger into backstab combo? And getting that blind on cloak and dagger has been a great option since beta. Just after peoples thoughts.
1v1 with thief is the harder skill ceiling you get for 1v1, but it’s possible to win most of your 1v1 with a thief. I’ve seen Snuggle in 2015 being Kill of the Hill for hours.
That’s the problem, we aren’t in 2015 anymore. I used to love playing D/D thief, even made the legendary dagger. We could 1v1 even 1v2 in pvp but now it’s a bit of a joke to be honest.
Things like: on Shadow arts we have ‘Cloaked in Shadow’ which applies a blind on stealth. Now it used to be that we trait’d this with Cloak and Dagger and pre-cast it into a steal so when it hit we would get stealth with a blind ready for a back stab.
But some Muppet has put some really crap Master traits into that line now. For example: Life siphon on activating a venom with reduced cool down (wouldn’t put venoms on this trait line, better in deadly arts as it synergises with Dagger training and Potent Poison), heal an ally on stealth application (fine, but good luck ressing on point, even with stealth). And to my mind the biggest offender: stealing grants you stealth… that’s right folks stealing grants you stealth, this would totaly mess up your cloak and dagger chain, as it would reveal you after the cloak and dagger hits nullifying your backstab and it’s in the same trait line.
The Privateer weapon skins will always be 1 ticket, unlike tradable ones. For this reason, I might actually be able to complete that particular collection.
I haven’t even managed to average 1 full ticket per year thanks to RNG, so…. yeah. One ticket forever means absolutely nothing to me.
This, I don’t want to waste my time within the game farming keys. I’ve played that content maybe 10 times already. There really needs to be better ways of obtaining them.
DRAGON BASH!!!!!!!
I did try searching for ‘Privateer Weapon Skins’ maybe the search function on the forum is just poo.
Totally agree with this. It was wonderful when a new living story would drop and new skins were earned through the content. I absolutely loved it. Collections was another fun way of getting skins but we need more of them.
Karma does need some love.
I haven’t seen a subject on this so I thought I would post one. I’m really disappointed that Anet has taken the decision to make the Privateer Weapon Skins account bound. I love buying new skins off of the TP and I’m sure a lot of people use them for revenue. Locking them down so you have to grind out keys feels so anti-community.
If your Black Lion sales are down then you probably need to make better items and skins to encourage people to start buying again.
So I run p/p and staff in pvp and a rev just threatened to report me for it…
I’m so fed up of people turning their noses up at the set just because they don’t understand how it’s used.
For clarity I use p/p to snipe and burst down enemy teams in group fights. I sit my sneaky kitten just shy of the action and burst whoever the target is on until they are down, then with 20 stacks of might jump in with staff and cleave who ever comes into res. It works a treat.
Does anyone else get this sort of abuse? I’d like to add I finished the match with twice the points of the rev.
I’ve just spent the weekend play testing and optimising a Necro build for PVP, I don’t think it’s unbalanced it has it’s advantages and disadvantages like every class. Until I got a build right that I liked playing I was getting hammered but now I’m performing where I need to be.
I agree, I’m so fed up of staffs coming out that look totally ridiculous on my Dare Devil. There’s like 4 or 5 acceptable skins.
I do indeed have HOT
Now that dungeons have been nerfed. How are you guys earning gold?
- Weakening Charge and Debilitating Ark I find myself not using at all and they don’t offer anything in combat.
Not using Weakening Charge is why you feel like you have bad damage. It is the highest DPS available to Thief in the entire game…
That plus Weakness, the best anti-power condition?
Hadn’t looked at it like that. I will have a play tonight. However the reaper still looks to do this better http://wiki.guildwars2.com/wiki/Death_Spiral
So I played with this last night and I found it rather underwhelming. If I trait into conditions such as poison, bleed, torment etc it would be nice to see staff apply at least one of these effects.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Tringsh.2380
This may get lost in the flood, but I am leaving my feedback here:
If the elite specializations, defined as the set of skills and traits, are equitable with other, core, skills and traits, then I would expect the cost both in time spent and in hero points to be equitable.
If the cost in both time and hero points is disproportionally higher, then I would expect that the elite specializations would provide a comparably disproportionate advantage over the core skills and traits.
I am ok with balanced elite specializations at an equitable cost.
I am also ok with unbalanced, advantageous elite specializations, at a higher cost.I am not ok with balanced elite specializations at an arbitrarily higher cost.
You just won the argument. I couldn’t agree more.
- Weakening Charge and Debilitating Ark I find myself not using at all and they don’t offer anything in combat.
Not using Weakening Charge is why you feel like you have bad damage. It is the highest DPS available to Thief in the entire game…
That plus Weakness, the best anti-power condition?
Hadn’t looked at it like that. I will have a play tonight. However the reaper still looks to do this better http://wiki.guildwars2.com/wiki/Death_Spiral
(edited by Tringsh.2380)
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Tringsh.2380
Got Master Daredevil yesterday, played 3 days. Spend less time whining and more time playing – because that’s all i did, play the game (not grind)
Personally i think its awesome how Anet implemented this, felt great when i finished the spec circle and got the last reward. It’s something to aim for and gives a sense of accomplishment when you finish, rather than being handed everything on day 1
I did the same thing. I didn’t enjoy the experience. That’s what people are complaining about.
Having played DareDevil and fully unlocked it in pve I’ve got the following feedback:
The good
- While some of the animations are still WIP on the whole its really flashy and cool to watch.
- Damage on Vault is nice and clears a lot of trash.
- The new dodges really help.
The bad
- Thief damage mitigation and anti CC is pretty terrible and it’s to easy to get wiped.
- Damage isn’t comparable to other specializations. My Reaper tears through content.
- The Staff skills on the whole aren’t very fun to use and the utility is weak. Again Reaper greatsword is fantastic in this respect.
- Weakening Charge and Debilitating Ark I find myself not using at all and they don’t offer anything in combat.
- Skill Dust Strike should be an area blind with combo field activated by vault. I find myself getting into more trash mob fights so a single target blind is pretty useless.
- Bounding dodger needs reworking, it’s not as good as the other two dodges.
The ugly
- I still feel incredibly weak compared to other classes.
- Staff isn’t as fun or functional as other specializations
- The base problems with thief still hold the class back.
- The extra dodge isn’t that great.
- Would be nice to see at least one condition application added to the auto attack.
(edited by Tringsh.2380)
Ball ache, it was fun at first but the hero point gating is terrible. The map designs aren’t fluid and it’s so kitten hard to find points I’m trying to get to. Add to that having to switch to necro because my thief just gets kitten d by all the mobs and you get a pretty disappointed customer. I compared it earlier to a dog being given a brain toy with a treat inside but it’s like one piece of kibble for lots of effort. 3/10. Also when you get to a hero point challenge good luck trying to solo it.
I agree, it’s the worst kind of grinding progression.
meanwhile on my zerker necro, i’m plowing through content… i had to stop playing my thief, it was becoming frustrating to no limit.
im gonna bench my thief for now… thieves/rogues/assassins have always been my thing, but GW2 devs seem to have a… well let’s just say i think they wish they had never made the class like they do with dungeons.
That’s exactly what I’ve done. It’s more enjoyable sadly. Thief is going on the bench.
yeh I’ve swapped some gear out as well. Doesn’t seem to be as much of an issue on my other classes.
Anyone else feeling the pain in the new area? I just feel so lack luster and get knocked on my kitten all the time.
With the introduction of these reveal skills, I’m finding it really hard to keep up and some times it just screws me over royally. Anyone else having this issue?
PVP day 2.
Weakening Charge needs a buff in damage.
Debilitating Arc doesn’t seem to do much of anything with all the stability and cond cleanse that’s about these days.
Dust strike should be AOE
Vault needs a range buff and I can be downed before I’ve even landed it. Had a warrior start GS skill 2 and I was dead before I could do anything about it.
Impact strike is easily interrupted.
I agree that it’s super annoying to have Impaling Lotus take you out of stealth.
I’d like to add that we are still super squishy when taking a power build. Particularly as people are revealing me so being able to survive in stealth is no longer an option.
Although I have decent DPS because other classes can sustain much better than me and put out decent burst I’m still getting destroyed in most 1v1.
(edited by Tringsh.2380)
Defo need a GM trait adding I don’t think the new dodge mechanic being in there is balanced.
Dash-Works very well in it’s current state. I give an a+ on the immobilize removal.The stub while in HoT feels good. I kinda like it as you kinda have this “Crouching Tiger, Hidden Dragon” type leap as they do from tree top.
Impact Strike-In PvE I feel this works better in mid fight as a knock down stun than a “coup de grĂ¢ce”. As others suggested for an elite it is a little under powered for PVE. I feel like it could use an additional debuff, pulmanary strike, vulnerability, weakness, etc (something). Though a straight up damage increase might help. In the current state the enemy has to be at like 5% health before this actually finishes them off. By than dots/other players finish them off before animation finishes which becomes a waste.
I agree, Impact strike needs a buff and the time you get to use each part of the move needs increasing.
Actually managed to solo with a D/D ele tonight and not get hammered so I’m pretty pleased. Bound is so inaccurate that it’s just not worth taking.
Also some of my skills and weapon swaps are locking up, not sure why but it’s never happened before.
Still a real issue with cond cleansing a reaper just shut me down with chill and cond spamming.
Mate this has been done to death. Quite frankly people are sick of putting the effort in just to have it ignored.
FYI the damage increases weren’t part of a re-work of pistols or anything (something I’ve discussed in the past). We realize it still needs some work to get it to where we want, but we wanted to get it closer to being to that point with these changes. We’ll be looking at pistols more in-depth in the future.
-Karl
That’s right keep dangling the carrot. People he doesn’t care! It’s a stalling technique.
Not to mention all the other bug fixes we didn’t get and other classes did get this balance patch. Such a joke.
P/P can be shut down so easily. For instance the mesmers reflect projectiles on evade. Not to mention it’s boring has poo running around spamming 3.
Hasn’t worked for me either, however over recent months I have been practically living in spvp because I have played the base game aspects so much without reward that it just doesn’t seem worth it. I would rather have fun and be challenged by other players.
Thanks guys. I’ll see how it goes tonight.
If the new dodge is the new mechanic for Daredevil it’s really not cool to lock it behind Grandmaster traits. If you look at the grandmaster traits for other specializations there is a huge difference between what they get and what thieves get.
If you look at the grandmaster traits for other classes they each are geared toward a different aspect of the changes done to the class.For example if you look at tempest one trait is a warhorn related skill, one is related to overloading attunements and one is related to the various auras which is useful to warhorn but also useful to other weapons and skills. If you look at the reaper grandmaster traits one is useful to both reaper’s shroud and general gameplay, one is focused around chill and the final is entirely around reaper’s shroud.
I could go on but I think it’s easy to see that every other grandmaster trait for the new specializations clearly focus on not just one of the changes the new spec brings but on all of the many changes these specs bring to the class.
A better model for thief is letting them choose the dodge through some other method and then getting one trait that gives the dodge something good, and two new traits focused around OTHER mechanics daredevil offers thief as their grandmasters.
I agree with this chap and the tens of other people who have essentially said the same thing. The dodge doesn’t need to be and shouldn’t be tied to the GM trait. It doesn’t seem proportional to the other specialisations.