Showing Posts For iSinner.4285:
This arrow cart was put there with lightening reflex to counter our catapult. This happens all the time, such often that it seems like it was intended by design and it is a common thing now. Well gj, we have a new meta, zoomhack wins the war.
Oh, and by the way, reported. I doubt it will have any effect, but still.
So there is a new trend, where people are using zoomhack in masses, and this ends up with situations where one side can build about 6+ arrow carts behind the walls and keep an entire map population from breaking even a tier 1 wall/door. It is becoming almost impossible to take such a tower/keep. You cant use catas or trebs in most situations because there is always a treb behind the walls to counter it, no problem with that, but combined with a “million” arrow carts behind walls and zoomhack to shoot in places where it is not possible without it, it becomes gamebreaking, since you cant even approach or stand anyway in the range of arrow carts, and you cant destroy them because they are out of line of sight. You cant report the zoomhackers either, because you cant see them, they are behind the walls.
And now, it is even more ridiculous, because these zoomhackers use this to clear your entire tower/keep before putting any rams or whatever, just 1 arrow cart and all of the defenses are worthless. If it was just rare cases, it wont be a problem, but it is tactic #1, used all the time, as much as possible as hardcore as possible. Its a meta of the game in tier 1 EU, it is just sad.
ArenaNet, i beg you, find a solution to this ASAP.
PS screenshots can be found here
The BEST, by far, way to deal with class X, is to open their forum, and WHIIIIIIIIIIINE as loud as you can. If the nerf is not powerful enough(it will come guaranteed, so that is out of question), repeat the whining.
The algorithm is as follow:
while(!IsClassXNerfedEnough)
{
Forums.ClassX.WHINE();
Thread.Wait(timeUntilPatch);
}
Tulisin, i think too that cooldown on initiative regen is justified. But since you mentioned the “personal buff” from crit proc, how do you feel about warrior stacking a ton of might, like 20ish, just from crit procs? would be interesting to hear some thoughts.
It is not about the warrior, it is about all other classes that dont have cooldowns on similar traits, while thieves have.
Your comparing the classes too literally, classes aren’t equal, deal with it.
Why? I’m dealing with it 2 months already, and i dont understand why i, and all others, have to deal with it. There is no reason for that, at all.
PS You’re, not “your”.
It is not about the warrior, it is about all other classes that dont have cooldowns on similar traits, while thieves have.
Also this has an effect on Pistol Whip and Unload.
Unload is single target, though Pistol Whip is AOE, but hey, hundred blades?
Dagger attack is not that high, and it is still single target, while eles and warriors can aoe, and a lot. Warrior can hit 5 targets with just 1 swing, so justifying the cooldown like you did, does not make a lot of sense.
Why is the warrior with 20-25 stacks of might from 100b is not a problem(and probably 10-15 stacks of vulnerability on the hundredbladed poor guy), while the thief’s ONLY vulnerability is? i dont get it.
Also remember that every Thief enjoys some degree of freedom from cool-downs for weapon skills with the initiative system.
Warrior enjoys some degree of a*skicking from his eviscerate, but hey, why does he has no cooldowns? my point is, everyone has unique mechanics, this does not justify the fact that the exact same kind of trait(or even better one, like elementalists 60%) has a cooldown on one profession, or has not on other. Or remove the cooldowns that thief has, or add some to others. It will be AT LEAST fair.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
As you can see from the video, i took a 1630 hit when my DS life was pretty much done and it wasn’t taken off my Normal Health. (screenshot is to show my HP at full to show no damage was done.)
I am glad you took some time to present real facts beside just words, this is serious approach, i love it. So this only means that “that guy in bugs compilation thread” is just a liar. What a revelation. Dr. House is right one more time, everyone lies. Especially the ones on the internet. (and now you can understand why i have little to no trust in words and opinions, especially on forums, especially when one side is interested in the bug not being fixed)
Since the pve and pvp aspect is consistent, the chances that this is a bug are low. I thank you one more time for serious approach, others should learn from you.
To everyone else, less QQ, more PEW PEW ©.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
I am glad that you think you provided ANY evidence. I am glad also that you are not a dev. Thank you for your attention.
PS you still have not touched the pve aspect of DS, so please share some light why the dmg in DS does transfer in pve?
Thieves have no advantage for specing into crit chance above others, the precision stat is equally accessible by all professions. Warrior can spec a lot more into crit chance because of all the traits giving +% crit chance for signets and adrenaline, yet they have similar traits with NO cooldown.
The only thing i can think of, is that devs just forgot to remove cooldowns at some point.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
You fall below 0 death shroud health, it dies.
And why doesn’t “it” die in pve exactly?
What do you expect?
I expect that this bug will be listed in devs archive for the future fix, or will be flagged as a feature. What people think about thief is irrelevant for this topic, why should i care about how necro is underpowered or overpowered? i dont care at all, you may be as overpowered as you want to be, i dont care. What i care about, is that there is a bug, and it must be fixed.
I am here not to complain, i am here to report a bug. You wanted a discussion, you got it, but i got bored since there is a lot of talking, words words words, and all of it is just people’s opinions. There is no evidence that this is not a bug, and there is no evidence that it is not working as intended, but since it varies from situation to situation, there is a high chance that this might be a bug. Why shouldn’t i report it?
It is important to highlight game bugs, and not people should decide if it is a bug or not, people can only suspect, the ones who decide are devs.
I suspected it is a bug, you are suspecting it is not a bug, i’ve presented evidence and a scenario to replicate it. From this point and on, i only care this to be fixed or called a feature.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
Didn’t expect it to go very far. Still didn’t answer my question about how his life bar functions, either.
I dont have a life bar in real life, so i did not understand what you were talking about, and i just ignored it.
By this logic… Necromancers will be removed from the game soon!
:D funny
/Sigh I see the intelligent discussion is over.
The only one that even was on topic is Zedekiel.3021, everyone else are just trying to justify what they probably did not even know until they saw this thread.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
If you are looking at “(NB0115)
No, here is the post that i linked above
iSinner.4285 – simple, make a screenshot, since the simple fact that we die from falling if we are in DS with 8% of LF and full hp from a small fall (since it counts LF as a life bar), but a massive attack from a mob still hits you to hp if it takes your DS away.
It is the necro version of stealth and avoid death.
:D thx mate i laughed.
Guys, you can really try to justify it, but i really dont care what you think about it, because you can not read devs mind. What i really care, is what devs think.
If they will tell it is a feature, then they will have to fix the damage done by mobs to not transfer to hp pool, if they think it is a bug, then they need to fix the damage done in pvp to transfer to hp pool.
One way or another, it is a bug, because it works differently in different areas, in pve it transfers to hp pool, in pvp not. One of this is a bug for sure.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
Because an Ele in mistform can’t either?
So the damage does not leak into hp because Ele in mistform takes damage when falling? very interesting.
Following this, it is working as intended. The life force grants another health bar. When it is depleted, it is Death Shroud ending. No matter how much extra is received.
I wonder where do you get all the extra information made up by you.
I hope devs will share some light on this, because as i see necros dont have a clue if it is a bug or not.
From my perspective, it is a bug because in other situations, like taking fall damage while in DS, the damage does transfer to hp pool, and i was convinced in Bug compilation thread that damage taken by mobs does transfer to hp pool ,and in pvp situations, it does not.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
So necros can DS and fall of the highest mountain in the game, and still be alive? no. Guess why?
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
First of all, Zedekiel, i must thank you for being adequate about the problem, it is a rarity in these forums.
I don’t know how to deal a lot of damage in one hit as a ranger, so i can’t replicate it. But i know how to do it with thief, it is the best profession for replicating this particular bug, i could do it with warrior with eviscerate, but hey, it is harder to set up, so why bother? I had situations where necro had about 5% hp and entered his DS which had also about 5% just to mitigate the backstab, and it did the job.
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
So the bug should not be fixed, because in a set up scene, made specifically to identify the bug, you justify it by “the damage done by thief is so high, that the bug should remain” and “the damage made by necro is so low, that the bug should remain”, REALLY? get off of your nonsense.
Here is nothing to argue about, i presented real evidence, it is a bug or a feature, the devs knows better. I gave some feedback about a game bug, i hope devs will take it and fix the bug, or will admit that it is a feature.
(edited by iSinner.4285)
I agree in general, but i talk about traits that have some procs on crit, and there are similar traits, even with higher chance, with exact same effect, and they do not have cooldowns. Why, what is going on here?
Damage taken in death shroud does not transfer on life in pvp, bug
in Necromancer
Posted by: iSinner.4285
So i asked my guild mate to help me to test this, and i thank him for the help. I traited the thief for as much damage as i could, I asked my friend to enter deathshroud, waited until he was about 5% in DS, and crited him with my backstab. The outcome can be seen in the attached screen, the overkill damage taken in DS does not transfer on life, it is clearly a bug. Please consider to fix this, because i had a necroillion cases when this happened, and it is frustrating as hell that i waste my damage on such things.
Cmon fellow thieves, dont you think this is unfair? share what you think, or we will get stuck with this unfairness for ever.
This is how you should approach the work on the balancing, and this is kind of data to base your decision on. I hope devs have the tools to gather this kind of information. For the thread starter, applause.
Reminds me the time when people didn’t know how to counter 100blades. Exactly the same, tons of warriors.
Take MUG away, it will take about 25-33% dmg off of backstab combo and give something instead.
Thief:
40% chance to cause vulnerability for 5 seconds on a critical hit (1-second cooldown).
Critical hits have a 20% chance to restore one initiative (1-second cooldown).
Elementalist:
Weak Spot – 60% chance to cause vulnerability on critical hits. (No cooldown)(this is so funny I will not even bother commenting further)
Burning Precision – 30% chance to cause burning on a critical hit. (No cooldown)
Arcane Precision – Skills have chance to apply a condition on critical hits. (No cooldown)
Renewing Stamina – You have a 33% chance to gain vigor on critical hits. (No cooldown)
Warrior:
Precise Strikes – 33% chance to cause bleeding on critical hits. (No cooldown)
Furious – Critical hits grant an extra adrenaline strike. (No cooldown)
Forceful Greatsword – Gain might on critical hit with a greatsword or spear. Greatsword and spear skill recharge 20% faster. (No cooldown) (this is ridiculous)
Rending Strikes – 33% chance to cause vulnerability on critical hits. (No cooldown) (wut? Why thief has a cooldown?)
Furious Speed – 10% chance to gain swiftness (3s) on critical hits. (No cooldown)
What is going on here? Why all of the sudden thieves have cooldowns, and others don’t?
I am just bored to continue this, but u got the point. I am sure other professions also have traits with no cooldown on crits or they do have cooldowns, just like us, which is not fair at all. And this is 2 months from release, just amazing how this is not a top thread to discuss and did not get fixed. Instead of balancing the game, lets listen to some qq, because we all know it is more important, and more professional (sarcasm).
One QQ to rule them all, One QQ to find them,
One QQ to bring them all and in the darkness nerf them
(edited by iSinner.4285)
Nerfing steal would accomplish nothing, since there are plenty of skills that insta port you at target, like signet and shadowstep. Taking away all this is just unfair since all other professions have some sort of instaport to tager. I would not mind if they removed Mug tbh, just to stop the qq kids. It would take away a lot of damage from combo, about 25%-33%(yeah tested in mists, 4k mug 4k C&D 8k BS, all crits), and give us other good trait instead.
Here is what i have to say to the devs: If you are going to change something and dont have reasons other them “poeple qq” and subjective feelings about it, then there is no real reason to change it. If you make a change, you must have the right reasons to support it.
If you are going to change one specific aspect, do it so that it will not affect other possible combos after change, for example, steal+C&D, if you change it so that you cant use steal after any skill, it will not solve the problem, it will just nerf steal(basic proffesion mechanic), because you can shadowstep to the target via signet, shadowstep skill, etc. If you will change all teleport_to_target skills, you must do it across all proffesions, which must not happen because of one combo on one proffesion.
If you are going to nerf certain traits, just make sure they are not worthless after this, because thieves have a lot of useless traits already.
If you are going to nerf raw dmg, well that is just “i dont want to do my work” approach. The check out pistol whip, you did not do the math before nerfing, and it is now a joke compared to autoattack.
PS make sure that you dont nerf something, so it becomes average for builds that put all their traits utility and stats into it, because if it is average for them, then it will become useless for everyone else, and since it is average at best setup for it, then people will just not bother with that setup and will drop it(look at PW, i dont see any qq, because people dropped it, it is a joke), and it will remain just completely worthless for everyone.
Just wanted you guys to know we’re looking at this specifically right now. We will probably bring down the raw spike DPS for some builds, but we’ll be careful to increase other areas to compensate.
Just make a thief, go paid tournaments, and see for yourself how “overpowered” this is. It is just ridiculous how devs make decisions based on qq and not on actual facts. The guy that started the thread does not provide anything, just vague numbers of someone in unknown spec versus someone else in unknown spec, and if devs base their decisions on such things, then i better roll a warrior, coz i know u guys play him, even buff, and you will think twice before nerfing your favorite class, yeah.
And i know you don’t “just” nerf things based on qq, but it seems that you don’t test things for real before changing them and just believe in all that exaggerated_overblown_so_much idea that thief is overpowered. Don’t do your work for the sake of stopping qq, please.
I get destroyed by mindwrack+blurfrenzy mesmers in tournaments, but i dont qq about them, i enter their forum and see almost no qq, and this is because people dont understand mesmers, and they dont even know what to qq about, but the thief, oh the thief is much simpler to understand and to qq about.
Thief forum is just a bunch of bad players, go to spvp forum, not much qq about thieves there, guess why?
That’s some intense discussion
It seems like nobody gives a candy about this, well, have a nice Halloween or something
Please make tonics mailable while the event is going on, i have boosters but i don’t have tonics and i can’t craft them because I’m not an artificer. This is just frustrating.
This would be a good approach for eliminating the unfair spying. All players of the opposed team should not be rendered for you, if you are dead for a certain amount of time.
If you want to gain information about enemy placement/numbers/whatever, you must be alive, this is fair.
Discuss.
Shadow refuge still bugged, you get revealed if you leave the refuge before it disappears
This buff’s impact on gap closer skills is negative rather then positive, since it significantly shortens travel distance. It should speed up animation, but not shorten travel distance. Please fix it.
Anecdotal evidence is anecdotal ©
Sorry, i have to read some more posts from QQers, I’m not entertained enough, cya.
@iSinner: I can confirm that it is not bugged. I got overkilled by a dungeon boss with a sliver of the Death Shroud HP bar left and got downed instantly.
I can confirm that i hit for 8k when necro has 5% health and 5% DS, and he exits his ds form and still has 5% health. So yeah, it is bugged. May be in pve it is different with mobs, but in pvp it is bugged. So many times it happened, it is not event funny.
Damage taken in Death Shroud does not transfer to normal form, it is a bug
By this i mean that when necromancer has like 5% in death shroud, and it gets hit by 99k damage, he will not die, it would only take those 5% of death shroud and return to his normal form, without considering the rest of the damage, so the rest of the damage is not applied. The taken damage should not be gone in vein, the remaining damage must be transfered to his life.
It works like this now:
Necro is in death shroud, he has 5% of his “death shroud life”, you damage him for 10k. Lets say he absorbs 2k with those 5% of death shroud, and the rest of 8k should be applied to his normal life, but it is not, the rest of the damage is not considered.
How it should work:
Necro is in death shroud, he has 5% of his “death shroud life”, you damage him for 10k. Lets say he absorbs 2k with those 5% of death shroud, and the rest 8k of damage must be applied on his life.
Very good idea. I have another questions, how much ideas on this sub-forum were considered by anet? i really hope it will be implemented, it is a really good one.
Stolen skill disappearing on interrupt
Well, if you have any of the stolen skills, and you are interrupted when you are casting it, it will vanish instead of being put on small cooldown like other skills. This should be fixed asap.
Actually, people complain about everything. When i run backstab build, they yell “NERFFFFF” in /w. When i run Sword/dagger, they still yell “NERFFFFFFFFFFFFFFFFFFFFFFF”. And when i use Pistol/dagger dagger/dagger for condition build, they still yell the same nonsense. I don’t consider myself MLG or something, it is just they are bad. If you want to see who is OP, play tPVP, i wonder how many thieves you will see by the 2nd and 3rd match.
Remove this… Period.
What a selfish person… period.
This class is so OP then its not even fun.
Do you have any proof of your words? Any video material preferably? if it is so OP, it should not be a problem to show it. No? you don’t have any? thank you for your entertainment.
When casting Shadow Refuge, an enemy will see the red contour of the field. How does this make sense? It is a stealth skill, but yet the enemy knows exactly where you are because you can’t leave the field without being revealed. Baffles me really.
I posted a thread long ago about this hilarious skill, but nobody cares. About “you can wander off the area after a few seconds”, oh really? it is broken, you never know if it will work or not. It wont work for 90% of the time, that’s for sure. It wont work either as long as the area is still active.
A-NET: Hey, we invented a new skill, it is called shadow REFUGE. So it works like this, you pop up a REFUGE, and get a ton of AOE in there, so it really helps you to avoid damage, don’t mind these 100 boms on top of your head, its a REFUGE, right?
Community: (>_>)\
Yeah, a refuge, that is really a target for aoe. Does not defeat the purpose of the skill, not at all. It is like saying “Hey, I’m here, bomb me please, i beg you, bomb me”
TL;DR The enemy should not know about a REFUGE, so it should not render for enemies.
(edited by iSinner.4285)
Shadow Refuge skill is bugged. The breaking of stealth as soon as you leave the refuge is ridiculous. It is impossible to stealth someone as they run through it, like mesmers do with their “stealth wall”, because it breaks stealth as soon as you leave the area, so it is kinda pointless to even try. Any fix soon?
Come on people, bring some attention to this problem, or it will never get fixed.
I hope posting here will draw your attention.
Why the breaking of stealth as soon as you leave the refuge does not get fixed? it is impossible to stealth someone as they run through it, like mesmers do with their “stealth wall”, because it breaks stealth as soon as you leave the area, so it is kinda pointless to even try. Any fix soon?
Come on people, bring some attention to this problem, or it will never get fixed.