Showing Posts For VidurrRedhands.1964:
Thieves can three shot others and can be three shotted in return, sounds fair to me. What you guys want is a skill that is equivalent to a utility that has a 50 second recharge that can be used as often as you have initiative for it. Slot a different stun breaker. The only thing different is now the skill doesn’t actually act as a stun breaker even though the devs specifically stated they don’t want it to be a few patches back.
5% with such a small amount of stat gain and only a 1% bonus to crit damage? I meant purely ascended armor, not weapons or trinkets.
There are few classes that a thief is not capable of three-shotting.
I actually play thief and dislike the abuse of IR. All I can do here is reiterate, if you think IS/IR was fine you either abused it or never fought against someone who did. No one’s mind will be changed here and none of you are devs, so you can’t change anything no matter how mad you are.
It was a strength because it was overpowered, the only difference is now you can actually be pinned down with CC and have to use a stunbreaker, like everyone else. No other class has a pseudo-stunbreaker that is attached to a gap closer + immobilize that you can combo a few hits off then get out.
If you can’t imagine why the change was made, you never fought a thief abusing IR. It is game-breaking to the point that you can not even begin to fight the thief as long as they manage their initiative (which is also easy). At least now, if you put yourself into a stupid situation, you have to pay for it like every other class/build.
What is the actual percentage increase to DPS going from exotic to ascended?
A good p/d thief can kill about 5 people at a time easily, not sure why they don’t get much credit. It isn’t fast and sometimes isn’t pretty but as they say in sports, an ugly win is still a win.
Beating a regen warrior is easy as pie on a p/d thief, even if they initiate combat just get out of it long enough to put on spider venom and make sure you have shortbow equipped and whittle them down like you do everyone else. Poison effects passive healing greater than it does burst heals in practice only, because most people will cleanse poison before popping burst heal but they can’t cleanse it before that passive tick goes.
I do agree with some of the above posters that another stat needs to be added in order for conditions to be as strong as they currently are. If you want to go with a dps build you have to stack power and precision and critical damage. You can mix in defensive stats if you want to but each defensive stat you boosts takes away from your dps while each dps stat you stack takes away from your survivability. Condition damage is the only thing really required to use conditions and with stat combos like dire, you can become both an offensive and defensive powerhouse with one armor set. I am not talking about just adding more stat combinations but requiring condition builds to forfeit defensive stats to gain dps like power builds.
I think server transfers period in this game were a terrible idea. The argument to allow friends to play together is a valid argument but it does not justify server transfers. Want to play with a friend? Start playing on that server. I hate doing it but it but contrast the ability to switch teams at will here with the way DAOC did it. Want to change realms? Delete all your characters and you can do it. By allow bandwagoners to all move to the winning servers they said they don’t care about wvw server balance as long as they make a few bucks.
If you don’t go 15 into acrobatics I’d take that 10 out and put it into DA.
Since most of the problems seem to stem from the passive nature of the signet I’d be fine with giving its HPS to mending and calling it even.
Even if you feel that downed does not mean beaten, you have to agree that the advantage is supposed to go to the one standing. To make it so no class can stomp vs cc is ridiculous and shifts the advantage to the stompee. Also, as many have stated, unless the thief uses shadow refuge, their stealth will wear off before they complete the stomp.
Just semantics but I fail to see how a skill that has a cd of 180 seconds can be spammed to add targets.
I do like a good cherry pie with vanilla ice cream but the crust has to be a nice flaky crust. Doughy crust is no good. Needs to have a lot of cherries, not like what store bakeries put in. They don’t have enough.
Now, I do like a good cake also.
Here is a good turtle cake recipe…
Box of devil’s food, whatever brand you prefer.
1 can of egale brand condensed milk.
1lb of caramels
1 stick of butter
chocolate chips, I like milk but dark is nice.
PecansMelt the caramels, butter, and condensed milk.
While you are doing that, mix the cake mix.
Put half of the cake mix into a 8×12 and bake for 10 minutes. This is to make a bottom and get it slightly firm.
Pour caramel mix on after you’ve taken out of the oven.
Pecans on top
Chocolate chips on top
Pour rest of cake mix and bake for the time the box says to bake the mix.I like to put a good chocolate fudge icing on top of the cake and if you have any caramel stuff left, you can make a nice decorative drizzle on top of the icing.
I like to put chocolate chips into the cake mix.
This will put you in a sugar coma.
Turtle cake sounds delightful, I think I will try this out later on. I have to agree with you that doughy crust will ruin the whole evening. My favorite ice cream to have with my pie is Bluebell Natural Vanilla Bean, that stuff is like eating spoonfuls of heaven.
Cherry pie is the best pie that has ever existed.
Not exactly what you meant by number 4, but the fact that conditions only need one stat to be effective and the other two remaining stats can be used defensively is what makes condition builds overwhelmingly popular and strong right now. If anything, I’d support the addition of a second stat required to make conditions worth while so condition builds weren’t also bunkerish.
The whining in this game never ceases to amaze me. Stealth stomp is only one of many types of stomps and is one of few that is actually, albeit only slightly more, stoppable. The others have longer cool downs and all that but who cares. If you are downed, you died and deserve to lose. Would you prefer the thief BP you and laugh in your face while you still can’t do anything about the stomp? Just deal with it. Quietly.
And since you won’t be bothered to see opposing arguments, neither should anyone else see yours.
/thread
I’ve played a thief since release and never once did i consider taking hidden killer over executioner. The difference in dps between the two traits is staggering.
Hidden Killer is useless and no one takes that trait, but it is GM because of the frequency at which thieves could make use of it because of a class mechanic that they have to make zero sacrifice to achieve. Deathly perception is another class mechanic altering trait. Unsuspecting foe grants a boost to three weapons available to warrior and provides an increase in dps because the three weapons that can make use of the mechanic are low dps anyway. When you take weapons that can stun you lose mobility whereas the other traits you mentioned require no sacrifice (except for better traits) and are therefore different entirely.
I think the easiest solution to this problem is to make it so all combo fields disappear after the first finisher use. There. In order to spam stealth then, they would have to lay down another BP and that would be incredibly initiative intensive. It would also, obviously, impact things like fire fields and the like so I know it will be met with resistance but people will get used to it and there won’t be the same level of stealth spamming. It also wouldn’t destroy the D/P weaponset for anyone who does anything other than stealth spam.
Why not just do blinding power if this is truly the issue? It has a 4s duration and Reveal is 3s. Or, stay away from the field and the thief cant use it twice…
As to the 12 initiative thing, that just helps my argument. So I don’t understand the whole OP thing.
The whole issue with stealth spamming is it doesn’t matter where you stand, if the thief has initiative to do a heartseeker through a smoke field (black powder), they can stack a ton of stealth. They could still stack a bunch of stealth but would have to use utilities to do so and would thus be less able to deal with other things.
I think the easiest solution to this problem is to make it so all combo fields disappear after the first finisher use. There. In order to spam stealth then, they would have to lay down another BP and that would be incredibly initiative intensive. It would also, obviously, impact things like fire fields and the like so I know it will be met with resistance but people will get used to it and there won’t be the same level of stealth spamming. It also wouldn’t destroy the D/P weaponset for anyone who does anything other than stealth spam.
I’d like it if stances did not give boons but were other icons that could not be removed by boon ripping.
How about they remove stun breakers from the game since no one seems to use them anyway?
Terrible wording but the overall message is something I like. Instead of granting boons it should be a stance like berserkers and thus be immune to corrupt boon and the like.
Healing signet offers high regeneration but laughable burst healing. It is also one of very few healing skills that offers no other utility whatsoever. If you look at other warrior heals, they heal for less because they either refill adrenaline or cure three conditions. I am also pretty sure that an engineer’s turret can heal for about the same HPS and also cures conditions at the same time. Neither need to be nerfed, you just have to learn to deal with it.
Thieves in particular have a ton of ways to counter this build. Eat the skull crack then shadowstep away. If you see the warrior take out his mace, throw down a blind field. I think you can steal while stunned (but haven’t played my thief in a while so I may be mistaken) and if you trait for sleight of hand you can interrupt the HB. Infiltrator’s signet breaks stun and you can headshot the HB or get out if you don’t use pistol offhand. Sword main hand is basically immune to this build as long as you can keep the warrior away from your starting point. Really it comes down to what everyone else is saying: “stop treating warriors are free kills.”
One thing to make note of profgast: Healing signet is weak against burst because it is a heal over time with a terrible active heal. It has no other functions. The other heals either remove 3 conditions or fills your adrenaline bar/scales off of adrenaline. The only benefit to healing signet is the fact that it makes warrior harder to kill if they can avoid your burst.
Then for the love of god, stop the whining.
Does melee assist only work on the person you are targeting currently or is it all people? Never used it to find out, but if it is all people just remove the option from players and have it on at all times.
I think it is dumb how a keep will become uncontested if the defense timer expires too. How is it a siege if people can just teleport in zerg style.
Would be nice to actually run supplies from a camp to a tower for upgrades.
Bigger maps, more objectives but spread out, and no wp’s. There, small groups can do multiple things at once on one side of the map while the zerg marches through one side of the map, one target a time.
Well for S/D thieves just catch them between flanking strikes, when they are trying to land larcenous. No matter what, saying evades need to be toned down is hilarious.
Between headshot and steal, your opponent should never get their heal off.
Would have to figure out if chilled would affect a thief’s set initiative regen from traits/infil signet (ini every 10 seconds).
Just read the wiki, guess it could be applied to initiative regen but that would for sure push thieves out of any form of pvp they aren’t already pushed out of. Chilled would be a insta-win against any thief build, period.
Oh, even ones that are currently on cd already? Before the chilled hits?
Sepreh,
My biggest issue with chilled affecting initiative regen rate is that it would actually affect thieves more than it does other classes. Take for example a thief who has been fighting for some time and has depleted his initiative. If his regen rate is reduced by 66% that ultimately means that skills he has already used are affect by chilled and not just skills used while chilled.
Daecollo, my post above is more thorough, but the reason chilled affecting ini regen rate would impact thieves more than other classes because it would target skills they have already used and effectively put them on cooldown, not just skills they use while under the effect of chilled.
One thing to mention about chill affecting initiative regen: Chill only affects skills on other classes that are used with the chill condition on. If you made chill slow down initiative regen that would mean that, effectively, skills that were used prior to being chilled would have their cooldowns slowed down which would mean that it would impact the thief class more than other classes.
The only reasonable suggestion I’ve seen is having chilled affect the amount of initiative that skills required.
Their utilities have longer cooldowns with chilled, so 50% is quite an exaggeration.
Most evades one can spam is three. If they spam three evades in a row, that is when you punish them.
Blind needs to make your screen go black and lose the ability to auto target but still allow you to score hits if you get lucky.
Just auto attack blind off and don’t stand in blind fields.
Interesting, thanks.