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Showing Posts For exii.8913:
What if we’re stuck at the last boss of a dungeon for 20 minutes because one or two people in the party keep screwing up and just won’t listen? I want to be able to kick those people so I can actually finish the dungeon with others who aren’t completely kittened. Your suggestion would prevent me from kicking such players and force me to restart the dungeon in the hope that this time I’m not grouped up with morons. Why should I have to suffer so you can have your way?
This is what we have guilds for. Pugs often have very limited teamplay skills and you have to deal with this when you enter those.
Also, what if when you kicked 2 ppl from a 3rd fractal and he decided to take revenge, get the other player, set an order which chars getting kicked and close it after (or sell it)?
Even if, kicks at the end of a dungeon also arent as intend. And those rude actions happen every single day.
So its not only a very needed upgrade for solo runners.
Am I wrong?
Hey folks!
I really wonder why people still not be able to sell their dungeon runs for some gold ingame without being in danger to get kicked by 2 players in a blink.
Why is there no timer which unlockes kick votings and kick validates just after 5mins when joining a party and lock kick votes on players which are longer then 10~15 mins in an instance?
Srsly anet, stop this nonsense with “I dont give a single kitten” policy and start supporting the effort which a couple of players do with duo or solo runs. Better players should be better rewarded, its just natural.
And we all know that it wouldnt be that much effort to add a couple of lines in a few scripts to realize it.
Sometimes it makes me wonder why IP isn’t on acrobatics?
The answer is simple; bad game design.
The developer team still dont understand that PvE and PvP enviroments have to be strictly separated to enable better balancing and being in less conflicts with each other.
This could be realized by raising or lowering individual mechanics like the heal amount, armor, condition dmg, etc.
So they wouldnt have to re-create to individual trait concepts for each class but sightly different game mechanics.
In this case they would have a way to re-balance condition builds for pve while not to overdose some settings in PvP.
Ragnarok’s “siege mode enviroment” is one of the best examples how to realize it without alot effort.
Depressing me that developers 10 yrs ago had better inovations as the game designers nowadays..
#2020believe
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I personally still think dmg benefit is completely useless, even for dungeon runs.
Elementalists do tons of dmg more with conjure weapons through their massive counts of bonus % dmg. I managed to hit 15.4k with LH on the coe golem yet and about 7.8k hits with the frost bow on ele and I wasnt even able to achieve a 9k hit with the LH on thief.
^ Thats it.
I might be wrong but I never noticed that my elite was recharged when using steal sucessfully. So if Im right, the trait is limited to the utlily slots.
I dont play with poison because I personally think they are absolutely useless unless you are running with poison share, but once used you are just a victim against good players/groups. So I cant say if the heal and the elite also will be effected but it definitly depends on what utilities are actually on cooldown.
Another good reason is that I noticed myself using far more often Shadow Step as condition remove. The stealth as the only thing you have is far not enough. When gaining multiple conditions it would force you to stealth unnecessary longer as you have to and this also would be an effort for your initiative pool.
Since Im playing this spec, I must say that D/D and S/F condition ele are usally no more problems for me, good D/D types stretching a fight really far at least. And even average condition Rangers can be fought and some cases. But the condi cleanse is still not good enough to not fear engineers anymore. I usally never starting a 1on1 against an engineer, even with my actually condition removes.
But what I also noticed is that there must be a bug or an internal cooldown which isnt shown at the describtion. If so, I guess its about 45 secs.
I wont use it in PvE because as already being said, the normal dmg rotation with your own weapons is more powerful over time.
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Thx for the detailed information but its not about to you to judge of its usefulness.
Improvisation is an absolutely standart skill on the Panic Strike spec even without the dmg bonus. Most specs currently using Shadow Step and Shadow Refuge, I tested this build for a couple of weeks and I must admit playing the 2/6/0/0/6 spec now feels like very outdated.
But I wanted to know for myself if it would be worth using in PvE. Since ele became very famous for every dungeon, the chances to grab a conjure weapon (even in PUGs) isnt that bad.
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Hi there!
I have some problems to understand “improvisation” in the deadly arts traitline.
What does that mean? Do I need to have 3 utilites of the same type; fe signets?
Or is it the F1 skill when you achieved to use steal on a target successfully?
I dont like it.
Im playing P/P myself in PvP when Im bored and it is far more effective as expected but this build is a nightmare. No evade and the dmg is really bad.
Maybe Im going to release a video with some scenes how it can look like. I still need to practice with SV 13 and encoding stuff.
Today I had a player who died 2 times a in row@svanir.
I was talking to another guy and he told me that he also saw him dieng when he tried to solo it. (dps guard, no cooldowns).
I had so many noobs the last 2 days, just check out my w/l rate. I had ~70% once and since I started to play solo for most of times I can stop trying it after the first 200 pts in every 2nd game.
I had multiple cases (only the last days!) were I lost 0:500 just because my mates dropped in midfight in like 10~15 secs.
I dont want this kind of players anymore! I dont have problems to lose against organized teams but when I have heal signet guards, speed signet thieves and other less viable setups in my team who obviously have no idea what they are doing then I start raging very hard. In my 20 yrs “carrier” of gaming I never had a game which was able to freak me out that much over and over and over and […].
So anet, please, make a limitation of winrate or minimum MMR or smthn and try to separate it better because not even half good players want to have pve daylie farmers in their teams. You better start with disabling daily progress in ranked queues for the first step which makes it less attractive for players which we dont want to have in our teams and which we also dont want to fight against because its boring.
#truth
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Dudewat?
I had >75% Thief once
Reducing the time is not a hotfix. Nothing but a bad joke. They dont do big steps in time or just take 6 months for some advanced changes.
I stopped playing this game because of things like this. Dont want to be a testicle for barely existing development-progress regarding the whole pvp enviroment anymore.
Just comprimize some good ideas from dis thread:
-no elite
-no downstate
-maybe reduce to 3on3 (but with a balanced setup not necessary imo)
-loser bonus (maybe all stat raise?)
-massive 0-500 due spawn camping
Here are some features which might could fix it:
>better spawn points through warps
If a team have a chance to spawn in an area without tons of aoe pre-casts there might be a chance for a comeback. Just install 2 warps at the bases which ports you to some location which is farer away
>emergency call (EC)
This basicly is a feature which appeared in ragnarok online for the first time (afaik).
Basics of this system:
The leader of the guild (in that case the party leader) is casting a skill which teleports all online members directly onto his position. When having some fights with other guilds and some keyclasses were killed (which would make a win impossible) the leader can move to a safe position and cast this skill. Ofc it can be interrupted. Usally 5min cooldown but I would recomment 3-4mins here. In their professional scene the possibility to change the leader is given but not during woe (war of emperium; that enviroment where this is skill only is working).
http://ratemyserver.net/skill_db.php?skid=10013&small=1&back=1
You could enable some vote of the leader before the round starts. So we finally really would have a use of these 2mins waiting time. I see huge problems with auto-awarding that state in PUG groups.
>pick ups
Games like unreal tournament found a completely different way to bring structure into the game, even in death matches, by implementing some booster pick ups, like improved armor or something.
So the players have a clear routine of this map and dont only being forced to randomly wander around searching for opponents. Those features creating temporarly choke points.
You already have them on the temple map and I really wonder why you never expected to implement them on a map which really really would need things like that.
The TDM map actually is nothing but a rough shell without any individual setting. And this is exactly why Im sitting every round at the base yelling out my protest against it. lol
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This may or may not be in the ladder matches, along with skyhammer.
It will not be included during season play.
Why its now in if you exactly know that this map does not match with the demands for a map for professional matches? Its just frustrating.
Heya!
I dont know if this only happend in EU ranked queues but I experienced a massive wave of unexperienced players like Ive never seen before.
Its not a single case anymore that Im running straight to our home point and 1-2 of my team mates follow me ( so they see me directly in front of them) and ignore the fact that Im already capping that point. They dont run further if no opponent seems to come near, they still waiting for the cap to grab 10 points. Ive tried to give them instructions multiple times and just announcing what Im doing at start but they completely ignore everything. Some of them were happy that they completed their daily after. At this point Im just getting more and more frustrated and Im not able to change anything. Lets be honest: those players mean a safe lose. You can have an organized party of 3-4 good players but its still hard/impossible to compensate the rest.
So what I basicly want is (remember: ranked queue only):
-remove daily progress
-lower the personal rank points if more then 1 capturing a point (2 players = 5 pts; 3 players = 0 pts)
-remove Courtyard from the maplist
I experienced that some players only play Courtyard just because its not taking that long and you can farm your rank points much faster as with normal maps.
Also courtyard destroys a lot of builds. All you need is a heavy aoe or condi spec. Everything else getting ripped like there is no tomorrow. And in this case it often means the winning team is moving to the spawn point and farm the spawned players.
The size of the map makes it impossible to regroup without facing a wall of pre-casts and I cant imagine in any way that this can be called as competetive gameplay.
Correct me if Im wrong but ranked q is meant to play with advanced tactics against teams which are mostly on your skill level instead to crush a couple of daily farmers round per round.
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If you spam the main chat you often force ppl to click ready. Its just a few seconds after you validated that you arent afk, so yeah.
But since the switch of chars isnt allowed some players are forced to re-modify their classes to another build instead.
This is nothing but a zerg festival. The team with more zerk guards wins. Additionally more pew pew rangers or terrormancers.
Once you killed 1 opponent you can go to the spawn point and farm him. So the team is forced to join there but they wont.
It might be nice if we can see 3on3 matches but 5on5 is like 8on8 on every other map.
Courtyard is far a away from what could be called as competitive gameplay.
The best example why the rankings are completely broken.
Thanks for this thread.Dear anet,
please reward the top 20 players with the actual highest MMR instead.
ThxHighest MMR are people who don’t play anymore ^.^ that won’t fix it
Quote from wikipedia (last part is important):
[…] of a player’s rating. For example, a player with a rating of 1500 and an RD of 50 has a real strength between 1400 and 1600 with 95% confidence. Twice the RD is added and subtracted from their rating to calculate this range. After a game, the amount the rating changes depends on the RD: the change is smaller when the player’s RD is low (since their rating is already considered accurate), and also when their opponent’s RD is high (since the opponent’s true rating is not well known, so little information is being gained). The RD itself decreases after playing a game, but it will increase slowly over time of inactivity.
Thought this got influence on MMR
The best example why the rankings are completely broken.
Thanks for this thread.
Dear anet,
please reward the top 20 players with the actual highest MMR instead.
Thx
Had 6 4on5s in 9 rounds and flown out 1 tme by myself yesterday.. This is absolutely frustrating.
[Troll posting intensfies]
But I agree to nerf turrets. Its not ok that builds based on AIs are that strong.
RIP hambow/axebow war.
Still hi to uber ele.
Condition pressure (from ranger; not op enough yet) never been that effective.
well played
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If your thinking someone will ping bomb. Let me tell you this. Its against the law to ping bomb someone, and they’d have to have your ip address as well.
Why do you think people who do such actions are from places like China? Our laws cant get them. You don’t see joe schmoe down the street doing things like that to banks, companies, people.
Thing is, many people are not knowledgeable to even find out who it is and how to report it, or if something even exists.
If you get ping bombed its from your friend, the game doesn’t show your ip address.
Just lol@this. Im not sure if you dont know that you are talking about DDoS or if you generally dont know what you are talking about. DDoS and client side specific dcs have absolutely nothing to do with each other. DDoS is causing server side specific lag spikes which affecting every connection on this server (on standart model).
Your impersonation of a big monkey is really matching with your knowledge.
Btw: continously sending of pakets (this what stability means) and delay due location range are 2 completely different things if the server notice your timeout after several seconds for the first time. #knowthedifference
But fot the rest I still have to agree with you. It doesnt matter why the person has a dc for me. I saw some players which said they had pc crashes – 5 matches in a row. Lets be honest: if I know that my pc crashes that often I really have some other problems as to play a game where I crash every single round.
Just see what parameters are necessary for a penalty (and length of it)
dc time
->the longer you arent ingame the longer the penalty should be
-> starts at a timeout of more then 1 min to give players the chance to reconnect asap if they arent afk
spawn area timer
->if you stand 30 sec in the base after the round has been started you should be punished because this only can mean you are a deserter or just be afk
→just combine it with the invuln state icon and please fix this area for this icon
voting delay timer
Its not really hard to choose one of the spare maps when this system will be implemented.
->1min without a vote: kick if solo registered
->2min without a vote: kick if party registered
forgive feature
->all modes have this
(I firstly wanted to suggest to limit it to ranked queue and costum arena but then I realised that the players with perma afk attitudes and or weak connections always just would play modes were this feature is active which would make ranked queues more worse as before)
->limit this feature to the first 3-4mins (this should be far enough even to restart the computer and re-connect to the running game)
Im sometimes just ceating my concepts while Im typing in under 1 minute. And you really want me to say 2 years were not enough?
However.
After this long time I finally have a very positive impression of anet just because the staff now is responsing to a lot of topics. It doesnt matter what the answer is, I feel really happy to get a feeling not to talk against a wall.
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Sry Josh, but this problem exists since years. But since the mass of players realized it it became a huge problem. you now had more then 2 years to fix it and its depressing that I need to read an excuse that you didnt have enough time for proper working solution.
Just add a team internal “forgive” feature like in counter strike if someone gets a dc or smthn. If 3/4 forgive him nothing will happen. So its a good intention not give team players a penalty but separate the black sheeps at the same time (imo).
I dont want more afkers. I noticed that over 90% of all my 4on5s are based on dcs after the time limit just because players registered to the queue but simply forgot it, go afk or be on desktop.
Btw uberkingkong:
Western EU has a stronger and more stable connection structure as big parts of the US (especially france, germany, swiss and austria[hi, DSL 300k]). You also can hit pings under 100ms from EU to US with extrem fast path connections. Im playing Ragnarok Online private server for more then 8 years now and trust me I know my stuff.
So the chance that EU players would cause those 4on5s just because of their connection basicly a wrong fact based on non-existing knowledge. The big mass of EU players gives a kitten about joining US servers. They arent the center of the universe.
Thxbye
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Hey there!
Could you tell us please whats the basic difference between ranked and non-ranked queues?
I personally would prefer not to destroy my tpvp stats anymore when I just want to play with a friend. But tbh I fear that non-ranked will turn into a troll-queue for fun builds with teams who arent really interessted in serious gaming.
Is there any other difference? How about the rank points you gain?
Also I dont like the idea of a map voting system. A lot of games which had similar features became extremly boring just because only 1-2 maps were played over and over and over and over and [..]. Well, okay this game dont really have much maps nvm D;
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key binding is the term your looking for not macros.
No, macros is the term. Complex combos requiring specific timing programed into 1 key. It’s more common than you think and virtually undetectable.
I know several eles who do the “1 shot” combo on scepter and I guarantee you they aren’t using macros. (the combo that does like 10+ skills in <.5 seconds)
Im playing Ragnarok Online for like 10 years now and macros are a native part of professional gaming there. Since Im playing there in a very professional way I see the world differently. Lets say I have an eye for that. A macro on a scepter ele is not so unlikely as you might think. You would be surprised how many people prefer the easy way. But on the other side I see many who really practicing a lot for it.
You should keep the possibility in your mind that even your buddys using such stuff.
The modern gaming mouses and keyboards often providing such features and so even the smallest light can use them.
I thought Celestial AxeBow is still pretty solid. There are a lot of them in soloQ
It is a stable class which can win a lot of 1on1s if played well. But actually everything can be better solved on ele once he got his 20+ might stacks.
And the uptime of protection and (especially) stability is disgusting. I often experienced the situation where the ele had to stomp just because I didnt have stability left.
The biggest problem about solo queue is that the tactial aspect is completely missing.
In 9/10 rounds in niffl somebody is doing svanir/chief at the start and ignore any plan the team might created before. Just to name an example.
So basicly yolo queue mirroring very well which individual classes are viable and which are not. It’s not a secret the D/D meta eles often carry a whole team in a group fight just because they’re out of balance.
Im playing warrior by myself and I like it but I simply have no chance against such an ele over time if hes playing on my skill level or above (I’m playing lb+a/s or sometimes m/shield+a/s). And basicly I see that the mass of those players are ele or have a “good” counter against this absurd meta build which confirms my ankle of view.
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tl;dr
Just read the first and last post.
But back on topic, The only zerker spec that shuts down a thief is “Medi Guard”.
Then NERF “Meditation Guardian” cos thief has no chance against that build. As you said every zerker spec should have a chance to equally fight vs other zerker specs right?
I must agree to this.
As a native thief player I tried a lot a variations against guards and the last 6 months became pain in the * for me when facing a zerk guard.
On an obejective view the guard has the right skills to block just every attack for a viable period of time while the class has some leaps and gap closer combined with some skill which are strong enough to kill an opponent very quick.
And since Flanking Strike dont work anymore in the way it did before the S/D type became even more worthless against guardian as before. I personally think that this nerf was a wrong move. I wouldnt have a problem with it if I need to land a hit on a target to proc it but its an enormous problem that a block doesnt count as hit. I usally push the “3” 2 times in a row to land Larcenous Strike very quick but now I just would waste 8 initiative for nothing.
All I can do is to play on D/P and try to annoy them a bit but thats all. The chance to beat a guard which has the same high skill level like you is about 0.
Also Im playing S/D ele on a cheap 6 6 0 0 2 spec from time to time and often beat the **** out of them in a case where both player getting a non-sneaky opening.
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I had extremly bad experiences with pewpew’ers. We came with 3 (2 ranger+me on mesmer; didnt use time warp) ppl in the mid (against 3) and it literally took 3-4 secs until every of them were downed.
I decided to try full reflect mesmer a couple of games with 13 secs of reflect skills (the warden often is too misplaced so I don’t count it) and it often still was not enough to force the rangers to melee.
The actually dps from this distance (remember: RANGE) is absurd.
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I think the buff should be 365days. Seriously. There is NO excuse for abandoning the team mid-fight! I feel this way because I’m sick of being on teams in the minority because idiots leave.
Totally agree with. If you don’t have time don’t play tournaments.
I also would suggest to make an area check for the spawn camps give afk’ers a penalty at spawn or allow video reports to give them what they deserve.
Well it’s not game breaking, but it’s possible to hide an extra asura by a minion armee of a necromancer.
I cannot count how often I was surprised by 2nd character “hiding” inside.
Characters should made better visible.
There were announcements about Invigorating Precision as a buff for thief – finally. And when I read the notes and saw that I need to replace it with the executioner trait (remember that this is one of the best traits ingame), I was really disappointed.
Every raw dmg montage on thief is based on 30 in critical strikes. There is no space for other things. But this means that some GM traits are rarely used.
The effect of some some professions aren’t worth it to be on the GM traitline.
I totally disagree with the mega-server concept.
After 2 years the people are accustomed to speak in their own language now and honestly I don’t want to read a chat full of things which I’m not able to read. There is no filter for it and it’s annyoing for me if a spanish guild is recruiting members with a text about 4 or more lines which is just a massiv spam for me, because I don’t speak any word spanish.
The whole system looks unfinished and I think you guys should have worked on it before you release such a big system. I know that some other games already have this concept and the idea behind is really great, but they have filters and and more user friendly UI (imo).
My english is bad. I know that.
When I saw the very long list in the changelogs I was surprised. But after reading the most parts I was really disappointed:
-> Warriors can be still played w/o any tactical concept on hambow by facerolling keys; this is making me really sad to wait about 6 months for a fix and nothing happend
-> Cleansing Ire still have that much condition remove + wasn’t changed to GM traitline which still makes a warrior almost immune to condition builds of any class; remember: with a nerf on berserk gear anet seems to force to a condition meta – this is a nogo
-> You need to choose between Executioner and Invigorating Precision on thief which means your need to drop 20% of your dmg; so it will be just a benefit for crit/condition which are trash in pvp (dunno about wvw)
-> No good thief would use 30 in Deadly Arts to unlock the new GM trait; it’s just a buff for 2222 types
-> no more crits on earth element on elementalist – lol.. just lol; ele was buffed really well with this patch. I’m not sure about it
-> agree with OP about the dragon finisher.. The maximum ranked finisher should look more majestic by far
and the most important point:
-> no legendarys in pvp please! Don’t get me wrong, I have a Twilight by myself and really like it. But here is the point:
PvP itself is meant to be competitive. (why I’m smiling when I’m writing this?)
These massive unnecessary extra effects should have no place in PvP – even in hotjoin.
Fighting mesmer becomes an insane nightmare..
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I agree with the OP.
Hambow’s are hard overbuffed in relation to other classes.
The gigantic HP pool combined with massive defense and dps at the same time is unacceptable in any way.
Berserker’s Stance even is a problem on the way how it works.
The upcoming changes to “solve” this unbalancing making me really laugh.
Honestly I’ve stopped playing this game because of so many still existing unbalances.
Same goes for some other classes as well.
I take the r40 over r70. Pvp is filled with ‘not so friendly’ (to keep it civil) players. The higher the rank (most of the time), the unfriendlier they are. Unfriendly is very broad, and actually big pun intended here. I’m not gonna do in details to prevent flaming, but a lot of pvp people could learn a thing or two about being polite.
I find that statement particularly ironic since the first time I saw you playing your thief, you pm-d me, called my condition engineer build “op and meta” (I’m sure running engi with rocket boots is meta) , then proceeded to flame me and blocked me before I could say anything.
Seem’s that’s how to play PvP, lol.
I really wish I could see which users blocked me. Also my own block list is quite huge.
When I read this topic I really think ppl expect far too much from a r70+. And things like “they may would win a 4on5” is out of any realism.
These players spend more time by practicing different builds and play type and that’s required especially for engineers.
But at least it does not mean they are godlike or smthn. Since the spectator mode is available in public you just can copypaste a lot of players, watch how they act and then you can practice it by yourself. If you rank up from 20 to 35 with a really strong build you are experienced on it and can be counted as competetive as well as a r70 type.
As I said: there is a point where tactical understanding and teamplay is much more important as practicing more on your profession.
its odd to with the shear amount of negative feedback that the map has.
yet they seem to have removed Capricorn on a whim.
(come april 15th there will be no capricorn, but trollhammer will still remain.)everyone hates the map, remove it from rotations already!
keep it in the game for custom arenas only, so the trolls can spam their knockbacks all they like without the rest of us having to join in.
>Inb4 Warrior Meta
As if some hambow ever will care about what map is played actually.
…
Correct me if I’m not right, but team paradigm cried lots of tears while they lost so high on this map on the very first release. This makes me so laugh.
It seems that many “progamers” have a big problem with this map.
So what you basicly want to say is that a palette of maps which playstyle is much more different to others should be restriced?
I think some professions have benefits on diffent maps and thats ok.
I’m playing thief cls and switch a signet to scorpion wire and try to pull them at the plattforms if I’m sure that the enemies dont have a protection anymore.
In this case my class I’m able to defend it against 2 for a long time w/o any help from the cannon.
And I think this isn’t low skilled in general, because you need a lot of timing and an eye for the right moment. Engineers are quite strong too.
And I also think the cannon is the biggest problem on this map. The missing ability to dodge dmg combined with a roam lock if the plattform is broken makes a fight pretty unbalanced.
You need another playstyle on skyhammer.
To be honest: I’m not a Type-A player, but I really rock on skyhammer.
I think tournament maps should always be different. This is one of the most positive aspects in this content for me.
Dragon finishers aren’t meant to casuals. That’s the point which anet don’t get.
So 55 is quite a big joke, indeed.
The main problem are the costume arenas which started to allow several settings to get farm friendly. It would be so easy to nerf them by cutting the experience rate by 75%.
Basicly the arenas should meant to train your team in a restricted area or just have fun with friends w/o annoying trolls or smthn.
On the opponent side tournaments give you by far not enough exp. Everytime I want to join a Solo Arena, I need to desert my actual game, because the annoying message makes it impossible to play in the actual round. But then I’m asking myself why I’m still able to play in my actual round…
I’m losing about 500 points in case of a win to a tournament round? Is that acceptable? Surely not!
If anet would nerf it in this way farming would become much harder and by raising the rewards on the named thingies REAL players would get much faster points and so lvl 70+ would be acceptable.
However, I’m out in 2 days. The non-existing balancing of many things in this game bothered me far long enough.
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I saw r15 player who had more tactical understanding as r50s. And I also saw r60+ ppl just doing “their thing”.
There are some things which ppl never want to learn. Doesn’t matter which rank they have.
The only important things are the roster, builds and the mastering of its class in general.
The W/L does not say anything about the effectivity of the class. =/
If you want to get taken srs by ppl then try to argue more srs. (dunno what you wrote)
I really wonder why ppl try brag with stats which results are based on a whole team.
What I can say from MY point of is that there are no other acceptable options for thiefs actually. Since larcenous strike steals only one boon (remember how short the uptime of boons in this game is; most classes are able to generate 3+ boons in no time)
And with the upcoming patch the #YOLOPWSPAM will be forced onto a new level, because Dagger Types won’t feel any change by this low heal of 5%.
So the change is just a benefit for hot joiners who like to leap in minion Masters or smthn else.
A better balance would be like 15% heal for the first target and 2% further target for each.
After so many rounds on thief I think I’m an advanced player on this class and what I can say is that PW thiefs still don’t have any single chance in 1on1 to many other classes. Above all is the warrior class. You may beat low skilled ones, but if you meet an experienced player you still have no chance escepcially since infiltrator’s return is nerfed to freaking joke(hi, casttime against pure stun meta).
And the problem about daggers especially in spvp/tpvp is that the points can be conquered so easily by every tank class. But stealth is required for backstab or heal. So IF you win that 1on1 against a tank it took far too long that he fully conquered the point and bind a class on this point for long to re-conquer. This is why is think sword type (escpecially S/P) is the only option for now.
Pistol whip dmg was reduces by 15% long time ago btw.
Wanna have a real balance update? Start by removing the whole warrior cls or completely rebuild it (HP pool, cooldowns, dmg, heal signet, etc.)
My english is bad. Deal with it.
(edited by exii.8913)