Showing Posts For bahamut.3204:
I can’t find the topics I created from the bugs section and other ones as well. I usually don’t subscribe via RSS since I already have alot to read.
It would be nice if you could send an email or a forum private message if there’s a similar feature in this forum to tell the topic starter if their topics got deleted, closed, merged etc.
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2. You can target the thief while they’re being culled. Stealth does drop immediately, allowing tab targeting even before the model is visible.
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Being able to target what can’t be seen is considered a bug. The main purpose of stealth is to keep you safe from being targetted/spotted and from being attacked directly by a non-aoe attack.
With regards to the stealth part of this topic, Yes, I think it needs to be reworked. Same as a couple of you suggested.
Limit the max amount of players of a server in a BL to be about 10 players more than the server with the lowest amount of players in the same BL. This is to avoid the outmanned buff without discouraging the server with the least manpower on participating in the WvW… unless the free transfer is “fixed” to avoid population tilts every week.
eg.
server a has 10 players
server b can only have 0 – 20 players more.
I play thief and I usually know how to counter one when I’m rolling another class, I really suggest to those having trouble dealing with thief start one and understand it better, you will see how to beat stealth, atleast that’s what I did when I couldn’t beat d/d eles, now I know which skills are important for them, you can find out how stealth actually works, btw never AoE when u have a thief around that’s just stupid, try to immobilize or knockdown, even if he goes on stealth you know he/she stills there, another good way to find out if you are hitting it is to pay close attention to any chain skill you have, usually #1 skill works this way, if you’re actually triggering every sub-skill (I don’t know how to call it) well you’re hitting something then :P
oh and for “perma stealth” thieves just don’t let them touch, save your evades when you’re actually seeing them, you will have a lot fun watching now they are trying to hit you with CnD XD
and what if they C&d on mobs arround you and safe backstabs for you ?
And how you counter an thief who stealth and leave the combat? , cause this happen on 50% of my fights vs thieves they fail initial combo, they start to lose, they walk away then come back 40 sec latter
This.
Not totally sure but this should be doable with mesmers’ illusions.
Doesn’t seem impossible for Guardians with high power high vit. The range guards spam blind and warrior guard stuns/immobilizes already so that’s pretty hard unless you deal a good amount of damage while having a good hp pool. GW/sword+shield or staff/scepter+focus and spirit weapons + hounds of balthazar to keep you alive and speed up the kill before your hp goes dangerously low.
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2) Profession symbols for enemy players.
Small and easy change for big impact on overview. This would make planning for an impending engagement so much more doable.
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I disagree. Enemy professions remain hidden to avoid predictable outcomes and make the WvW more versatile. You can easily tell rangers though and certain weapons/armors gives away the possible class but let’s leave it at that.
4. Nerf thief stealth and bring spvp for thief nerfs to wvw.
What most of us are waiting for. They got that blink skill already. Stealth skills with low cooldowns are too much. It’s easy to keep alive while killing people with condition spam. Either they lower the duration of invi state or increase the cooldown of stealth skills.
Another suggestion I might add is to include a fee for transferring between servers. If a large guild likes it, they’ll transfer to another server which throws off the population balance, and if you’ve played WvWvW for a while, you’d figure out that zerg still wins unconditionally (have enough people to capture everything at the fastest way you can). Probably 100 gems or something to that effect so that only players that are serious about transferring may do so and discourage players that don’t want to pay anything from transferring freely every week. Gold is easy to get now as I’ve been seeing alot of commanders recently.
Another is to give the commander a whole server target so everyone would see which one to focus at. Pretty nice instead of trying to type while trying to auto attack at the same time. Seen this on RF Online and it’s not that scary to be the target of a whole zerg. You wouldn’t even know you’re the target anyways.
(edited by bahamut.3204)
If this is a 1 v 1 scenario, unless the thief player sucks, you’ll never kill it. Either one of you will need to run, in other words, it’s a stalemate. Don’t expect players to stay on one spot and wait for your last skill to drop them to the ground. If both aren’t reckless and not inexperienced, there will always one that will escape. With the invi spam, you could only hit them 2 -3 times max while visible. Blindly auto attacking only works on inexperienced thief users. This is similar to those 1 v 1 cases in PvP if you run into a thief while travelling to another capture point.
Unless ANet increases the cooldown for invi skills so they can’t use it over and over in a such a short time (by time, i meant time you need to bring drop the thief to the ground), there’s no way to kill a decent thief in 1 v 1. As a guardian user, debuffs aren’t really much problem to me. I’ll just remove all my debuffs and choose to either escape or chase the thief off.
If you’re referring to X vs 1 thief, (where x is any positive number greater than 1 :P ) then just spam immobilize, cripple or knockdown. This is easy in PvP maps where it’s pretty cramped and hard to escape. If you see them going for a group invi and you know you’re pretty tanky and got good damage, just run to the invi location and auto attack using a staff or a decent aoe skill.
When you do land a hit and see the hp drop is pretty good, you can try to land 2-4 more hits while keeping a close watch on your hp and debuffs. Enough damage figure out if the thief is using a glass cannon, non-glass cannon or just plain below average build.
(edited by bahamut.3204)
I think ANet made it so that dungeons can’t be soloed but I agree about the waiting time in forming a decent party which is pretty long sometimes, which makes it discouraging to do in a frequent basis.
I guess if you want solo then you’d need something similar to your personal story missions. Hopefully, ANet adds something similar.
I was on the broken part of the wall destroying enemy catapults when the enemy gained control of the keep, thereby fixing the wall immediately, trapping me inside it.
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I think thief takes more skill to be effective, you always have to be aware of your surroundings and health bar.
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Zomg thief users really need to pay attention to this suggestion. There’s only a handful of thief players that checks their health and the DPS they’re taking. If you see your health halved already and enemy(ies) is/are stacking bleeding status on you every sec then better heal up and stealth away unless you’re sure you can finish them off before you drop.
Necros are a bit more tankier with nasty conditions spam. Probably a better choice to have than thief.
Seriously, 10 sec moa morph with no way of cancelling the effect is too much.
It doesn’t matter if you’re one of the top skilled players, in moa morphed condition, it’s enough to get your guardian/warrior-ish hp down to 20-10% in 8 secs in a 1 v 1 between evenly geared players. In WvWvW, every second counts. I suggest ANet needs to nerf it and drop the duration to 6-7 secs or let the affected player use a skill to break/lower the duration of the effect.
There’s the dodge roll and pulling skills to counter the barriers (sanctuary, line of warding, etc), tons of skills to break out of a stun/knockdown, remove debuffs etc.
Every crowd-control skill should have a corresponding skill or action to counter it to make it fair for both the caster and the targeted player.
Chris.7653’s suggestion is pretty nice too. Adding a damage threshold (like when a player’s health reaches 30% or so) breaks you out of the morphed state, giving you chance to heal up, escape or attack the opponent.
(edited by bahamut.3204)
Any idea why we can’t use Superior Runes in the Mystic Forge? I happen to acquire a superior rune that I don’t want to use for my character. It turns out that the rune is soulbound after getting it from a dungeon chest. If we happen to get 4 of these unwanted runes, an option of gambling it through mystic forge should be OK, right?
There weren’t any answers from ANet team so it’s not clear if this is a game bug or an intended game design. If it’s the latter, can you please share the reason(s)?