Showing Posts For Vaeo.4097:

"Vault spammer" in sPvP should be nerfed

in PvP

Posted by: Vaeo.4097

Vaeo.4097

Yeah I’m not too sure what happened with vault thieves, but at some point they all just tapered off. I think traditional D/P is still most deadly.

All of the builds I run so far deal with condition S/D easily.

I actually ran into two S/P thieves yesterday, after not having seen any for years. The build felt pretty good. Did lots of damage to my guard.

Yes, D/P is deadly. But D/P thieves must come to melee range to deal damage. So they can be beaten with any class (with more or less skill and luck), especially if Steal is evaded. Vault spammer almost never comes to melee range, because catching him between evades (1/4 sec frame as stated above) is extreamly hard for most classes.

And I don’t think animation of Bound and Vault is very different. I know about “Glows Bright Blue”. But in 3/4 sec of this glow, I need to see it, decide to evade and press evade. This requires extreamly high reflexes (don’t forget 80-100ms ping time).

"Vault spammer" in sPvP should be nerfed

in PvP

Posted by: Vaeo.4097

Vaeo.4097

Well, not exactly nerfed but changed to increase skill requirements and provide counterplay.

D/P or S/D thieves requires rather high skill (proper timing: to attack, to evade, to retreat) and can be killed if they made mistake or baited. But Vault spammer doesn’t require real skill.

Vault spammer breaks basic concept of “evasive” play for thief. And to compensate this vault doing ridicuolously high damage.

All “Vault spammer” is doing — bound, vault, bound, bound, vault.
Almost no risk: 3 vaults, 3 bounds to bait evades. And other classes have only 2 evades to block this, while taking 2 vaults is almost fatal.
The most annoying thing here is absence of counterplay for most classes.

So I think this build should be nerfed.
I’m not talking about nerfing vault damage. It would be better to make it harder to land vault.
For example, one of this (one, not all):

  • Change “Bound” to make it’s animation clearly different from “Vault”.
  • Increase Vault cast time to 1.5 sec.
  • Make Vault interruptible mid air.

Or some other way to make it very dangerous for thief to miss vault.

If Vault deals high damage, risk should also be high.

Signet of Undeath

in Necromancer

Posted by: Vaeo.4097

Vaeo.4097

I looked at this signet multiple times during plaing my necro. And can’t really understand, where it can be usefull.

Reviving allies makes sense in sPvP and raids. In sPvP it can be crusial during teamfights. And rather the same reason to use it in raids (for instance, on Vale Guardian to revive green circle team).
But 3 sec cast time makes it’s useless for both cases (too unreliable).

So the only really interesting feature of this signet is life force generation. And here I absolutely agree with BordeL:
1. Make it elite
2. Make it work in shroud
3. Reduce cast time to 2 sec (instead of +25% on revive: I prefer it just to be more reliable)

In sPvP we just don’t have free utility for it. While in elite slot it will be interesting alternative to “Chilled to the Bone!”.

In PvE it will synergies well with “Reaper’s Onslaught” trait. Allowing us to create high DPS shroud build.
Though for PvE this signet really doesn’t need to work in shroud. Moving it to elite slot and reducing cast time will be enough.

Not So Secret Bug

in Bugs: Game, Forum, Website

Posted by: Vaeo.4097

Vaeo.4097

I did chest path at autumn. Today I tried googles path.
Cogs are definitely pushes me much father today than half a year ago. I noticed this on cogs near JP entrance too. I experimented there but didn’t find any way too make this jumps shorter.
On the googles path today I made 6 attemts. Always jumping too far, over the platform (not even touching it). No matter which direction I’m aiming. There’s small wall on that platform (presumably for safe landing). But I jumped over it twice.

Condi bomb trapper thief: what just happened?

in Thief

Posted by: Vaeo.4097

Vaeo.4097

I’m playing necromancer and mesmer in WvW. No one of them can fight trapper thief because they just don’t see it.
Stealth disruptor is interesting but useless. Thief just runs away. So you can’t kill it at all.
D/P thief can escape too, but he’s not invulnurable and heavily depends on player’s skill.

Trapper thief shouldn’t exist in his current form. Fight can be more or less honest, but trapper thief just never takes a fight.

What could be changed. Traps should be used only as burst, not as the single tool of kill.
It could be fullfilled with trap activation delay of 1-2 sec. Than thief should kite enemy into a trap (just like dragonhunters do). May be increasing trap burst damage. I think it will be rather fair.
Another variant is to make impossilbe for thief to immobilize enemy inside trap without revealing himself.

Anyway, builds capable of killing enemy without any risk for themselves shouldn’t exist in game.

Seirnan's bandits, Brisbane Wildlands

in Bugs: Game, Forum, Website

Posted by: Vaeo.4097

Vaeo.4097

Same problem.
Got disguise, then entered camp, and immediately teleported to underwater in Venlin Vale.