Showing Posts For casey.1546:
im surprised the blind stomping isn’t on here
LOL, i was about to post this. I hardly ever stealth stomp any more. It is way more rewarding to run over to any of your allies you see who are going to stomp a downed player and lay down that blind field and keep fighting. And when solo, if they can see you stomp them it’s way more satisfying. They’re utterly helpless.
1) The auto stacks bleed, but the weapon set is direct damage.
2) Unload is your main source of damage and is spread over 8 shots which makes it extremely easy to evade.
3) Bodyshot is still terrible TBH, but can be ok if something else is changed.
4) Headshot is awesome and works on every set.
5) Blackpowder is awesome for sword and dagger MH, but is not as good for pistol… you don’t want to be in melee range.
So how can this be fixed without changing weapon skills to be for p/p only, which may not be feasible to do? Well, first we have to decide what the weapon set should be. To me p/p should be the direct-damage, ranged brother of d/d, which arguably has the same identity issues but still works fairly well.
1) The autoattack HAS to be the main source of dps.. the damage has to be increased or the cast time has to be decreased.
2) Body shot should be a blast finisher.
3) Unload should work in the same manner as Heartseaker but only be 4 shots. This will encourage people to wait to use it until the enemy is closer to death.
4) Pfff, its the perfect skill.
5) With a blast finisher, you can get access to stealth which this weaponset lacks and will allow you to trait into Shadow Arts to get all those nifty thief traits.
Previewed using PVP locker. (so take with a grain of salt)
Light: possibly boots.
Medium: coat, pants, and boots. (confirmed)
Heavy : seems fine
Spamming is not really an issue as almost all skills are balanced to match other classes cooldowns. Stealth I think really does need a rework though. It is totally counterable, but after about 3 seconds good luck. I don’t think the problem is with stealth in general, but the duration of stealth your able to achieve. We should only have enough stealth to avoid attacks, reposition, or use sneak attacks. Stacking a long stealth is a problem IMO.
…. CC is thieves’ worst nightmare.
While this is true in some builds, it’s not really the case for most experienced players.
Kasama… you are like my twin.
Only thing i can add is: for me personally I find it easier to view the fight with having P/P and SB. But yeah, right now P/P is a confused weaponset with the auto attack dealing conditions and Unload being direct damage. I’m patiently waiting for a rework of the set, but still very much enjoy it.
First buff the damage of Vital Shot a bit. Second reduce Unload to 4 shots instead of 8 and give it the same mechanic as Heart Seaker.
Black Powder works fine on P/P because it gives out the ability to deal far off blinds and stop enemies form hitting close up(which is the same reason it is good with both sword and dagger).
Every time I’ve used it, I’m long gone from that area. Standing in one spot is a death sentence.
And I just don’t understand why you think Dancing Daggers doesn’t mesh with P/D. P/D is a great survival set that focuses on keeping back from targets
You’re right, I didn’t really think that one through.
Heart Seaker. They nerfed it the wrong way. The damage should be massive at low health, but the distance should be shorter. It should be a finisher in melee range, but instead it’s a gap closer. So yes, HS spammers are still the most annoying to me but i don’t really blame them.
Unload shouldn’t be the main source of damage, it should be a situational use skill. Vital shot needs to come up in attack speed or damage. Unload needs to come down in damage and do something like clear condi or give regen, that is if they dont plan on giving p/p a stealth skill.
I still think they need give each weapon combo their own skills. Sneak Attack works with p/d not with p/p, Black Powder really makes no sense on p/p but works well with d/p, Dancing Daggers doesn’t really make sense with p/d.
Completely agree with Einlanzer and Imperatora. I also think the weapon skills shouldn’t be the same. P/P has completely different playstyle than P/D, so while Vital Shot works on P/D it really should be completely different attack on P/P and Sneak Attack rarely gets because of no access to stealth . I would like to see Body Shot give 0.5 sec of stealth and Head Shot teleport to the target, but only on the P/P set. I like Momekics suggestion mainly for the access to stealth and the fire damage would be cool. My only concern with it is the blast finisher. We will end up having to burn all initiative just to get stealth similar to D/P. With Unload being our main DPS you would never have enough initiative to stealth or not enough to put out decent damage.