Showing Posts For Yuki Aburame.5283:
I took a nap and woke up with the idea that thieves would be fun to play with a single, single handed weapon and the remaining weapon slots opened up for utility skills (2 more utility skills ). Don’t know how balanced it would be (lesser attack from less weapon skills? or more attack from all offensive utility?)
Just posting because, don’t know if the idea has been around or not.
Well at least this season we can kill every class again (depends on player skill and all that too). Probably a combination of the upped AA damage and removal of the tankiest amulets, probably mostly the amulets getting removed…
It’s the theme that got me started (always thief/rogue) and the no cd on weapons skills really felt great. That made me unable to play any other class for well over a year :p
[…] You could argue with shadow refuge giving a decent amount, which is true, but might as well sound a horn when we put it down and add a giant sign saying “SPAM TRAPS/PULSING CC HERE”. Like come on, even engineers get in stealth easier than us. […]
Okay, I really don’t understand the point here. You are complaining about SR saying “spam traps/pulsing cc here” and then you are complaining scrapper has too good access to stealth? Sneak Gyro shows the position of the scrapper in stealth the whole time, because it is following him. Also Sneak Gyro is an elite skill, SR is just a utility.
Yeah, an elite with half the cd that our utility has and it moves.
Overtime every class has gone through buff and nerfs. And while some good, most classes have kept getting small buffs and new things, and thief just… balanced, not much new. Every class can now burst people, most better (more reliable) than the thief.
Every class now has their own x% + damage traits and sometimes many. Now, thief does have these and many of them. But those don’t help the thief deal with the bunkers that have gotten so many damage mitigation and invulnerability traits and skills.
The Revenant can hit trough block with both a skill and a trait to handle a bit of that. (but i don’t want to copy paste skills across the classes… always.)
Thief should have it’s own thing again. Armor penetration?
Not just a x% + damage but a ignore x% armor or toughness. Would not make squishy targets blow up much faster since they have low armor. But it would make bunkers actually take some damage again. And give the Thief someplace in pvp (except the runner)
Could be added ether into the existing traits (some changes) or skills/weapon skills.
(Vulnerability is a thing already. But other classes can apply it much faster than thief.)
(I’m bored so I wrote this.)
Thoughts?
I love modrem snipers and all the HoT Maguuma
in Guild Wars 2: Heart of Thorns
Posted by: Yuki Aburame.5283
Yup, love the new difficulty in the jungle. Running zerk gear and soldier amulet just fine.
And if you want you can still zerg through the jungle with people… (hp train and such)
Autoloot from Mastery not working in WvW ?
in Guild Wars 2: Heart of Thorns
Posted by: Yuki Aburame.5283
+1
I think most people want the mastery to use in wvw. (I know i’m one of them)
Would really like the elite skill “Impact Strike” to be a 2 hit combo instead of a 3 hit combo. Would make it so much more useful (depends on cast time of course) and fun to use (more flow).
As for sneak changes, have not seen any. not really keeping an eye on the numbers right now.
Ditching shadow arts since i’m not using that much stealth with this build, also sword 2 does have condi cleans :p
yeah totally a preference thing.
By the way, since Heart of Thorns i switched (in PVE) Traits from DA CS TR to DS SA DD and run staff. Running everything else the same. I take venom share in SA to use with Basilisk Venom to take down break bars and it seems to work good enough (with people around).
For jumping puzzles they could do a debuff thing that makes gliding unavailable around the jumping puzzle (, like the wvw jp and siege )
And if it’s just a few day event the problems are not as big. since it’s kind of expected :/ just a fun thing to do. Like an April fools thing :p
Is the armor the same level or higher than the rune?
Yeah auto attack animations (only seen human male) looks amazing . A big bravo and thanks.
Would love to be able to use the glider in every map not just the jungle. But since it’s a new thing and not accounted for when most maps where made there might be trouble.
What about an event where we are able to use them everywhere for a couple of days?
( It would also be an test to see how it would work if made able in the future.)
Or is there a really solid reasoning against it?
(crossing my fingers)
Just a little something i want to get out there. It feels like venom share thief with basilisk is the way to go with thief now with the break bar being a thing. Seems to work great with pugs and probably better when coordinated.
(i’m running a power build with minimal stealth, just adding that)
Any thought :p
My build, just a bit more toughness and vitality and critical chance. And a tad less power and ferocity (Comparing to your build IchigoHatake). Still keeping an eye out for fine adjustment and such to the build but it work for me.
Also, no +stat infusions (except AR and MF)
My Thief has a bit of toughness and vitality while still having a good crit chance and ferocity. (Sigil of accuracy is for pve)
This should be a know bug. But the Keen Observer minor trait is not shown in the stats. This in turn makes it harder to notice the 5% drop in crit chance when not traited in Critical Strikes (testing new builds and such) since it’s not noted anywhere except in that trait.
Revealed training shows the added power when it’s traited and the reveal debuff is on. So it should be doable to add the 5% crit chance as well.
(feels like i’m posting here a lot lately :/ )
Thief pistol auto attacks (vital shot) seems to not always hit. Standing still or running around a mob and attacking it, i don’t get damage numbers over the mob or in the combat log. Bleed still ticks.
Don’t know if this affects other pistol skills.
(and yes there was nothing visible in the way,) sometimes it hit sometimes it didn’t and that seemed to be often.
One thing i have noticed playing that really gets to me, is that the daredevil dodges are ether for running away (disengage) or dashing/bounding towards your opponent to get there faster or burst. Impaling lotus seems like the only one that can actually be used to evade attacks and stay at range like the regular dodge.
So, i can’t really get use of the new dodges for evading attacks in any way that feels useful and natural. since i always have to run back into the fight taking hits on the way, or waste two evades, back and forth. (Dash works great when fighting with ranged weapons, but not melee)
What if the evades we get to choose wasn’t the different GM traits but a single one and ether do the “F3 to choose dodge ooc” or another way.
That way we could get some GM traits that actually gives us survivability in some useful way, like gaining protection when evading an attack, and/or adding to our small pool of vitality.
I don’t really know what the staff is supposed to be, Daredevil was supposed to be the line that gave us survivability (and it does, but only active on evade).
The staff seems to be a high dps weapon where we are supposed to stand still and attack our opponent. But we don’t get anything to make the thief able to stand still and survive. So it’s use is in pve stacking where we get healed by others?
Staff feels like an attempt to force us to play with other stats than zerker. (I my self already play with a mix)
Just want to get my thoughts down, (might edit)
Have only played a couple of minutes so i have no real info damage wise.
Feels a lot better than last time. Staff skill 2 Weakening Charge in particular feels good to use now. Disappointed that it does not evade but given that it’s really spammable it might have been too strong.
Staff skill 3 Debilitating Arc, not feeling it right now. Will have to play more
Staff skill 4 Dust Strike I really want this to make a short smoke field, so it’s combo able with bound or vault once, that way we can actually use stealth in combat with staff without having to run utilities for stealth. (I know we have black powder on pistol offhand, but it limits the builds)
Staff skill 5 Vault, so far seem good, like that it’s a leap now (it was a blast before right?) it’s responsive +1
Staff skill 1 Auto attack chain, like i said i don’t really know anything damage wise. But wow, Reflect missiles on the last attack and a whirl finisher. Seems a little “too” strong. it’s kind of a no cooldown reflect for pve (if timed right). (like i said, played a couple of minutes it’s just the feeling i’m getting)
Bound being a blast is also fine, can stack stealth/might in corners, if you don’t want to go for Shortbow. otherwise kind of a pain having to aim it T.T
That’s just some quick things I wanted to list… so… Bye :o
Thief trait Ankle Shot in Critical Strikes line
Increased range not listed in tool tip. (from 900 to 1050 on pistol skills)
Have not tried if it increases harpoon range too.
Is the increase in range a bug or is the trait just missing the information?
Have not read everything but I’ll pile this on.
Staff
Animations on staff feel clunky and don’t really have a good “flow” and lack impact. Attacks don’t really seem to hit hard, except for vault. And vault could also be improved a bit since the whole jump feels kind of slow (I don’t mean to just increase the animations speed but the animation ).
Traits/specialization
The daredevil traits seem fair, kind of underwhelming to just get an extra dodge but it’s not supposed to be op. Like with staff the new dodge animations just don’t seem to have a good flow, getting rooted and the likes. The bound animation is the vault animation without the staff. could be simpler and (in my mind) lower, not a show off jump. Seems to be hard to use to actually dodge with. Would like the dodges to be as flowing as the regular dodge.
Same for dash animation is just a reused rush and that seems lazy and does not look nice at all. the character is holding an invisible weapon and running. (maybe a straight low jump would work?) want it to react to directions like the regular dodge.
Physical
I don’t know why you would run these over the regular skills. I do like the elite and impairing daggers. (Impairing daggers for condi builds)
Finishing blow animation could be something other than the flag finisher animation. You are not even hitting the enemy. Had the cool down been any longer i would probably not run it.