Showing Posts For panzerpanduh.9680:
the point of skyhammer was so that people wouldn’t just take cookie cutter builds into pvp. you’re supposed to change your build accordingly based on the map. (dont get me wrong i dont think skyhammer is a competitive map either; its super troll…but still thats kind of the reason)
i think the thief one blows…we already have signet of malice if you want to heal on hit. i also really like the warrior one; it will confuse people (is it block? is it the heal? probably shouldnt spam into it)
<<<<<ANET PLEASE READ THIS <3 <3 <3>>>>>>
I have a few issues with this potential patch. Full disclosure: this is coming from a purely pvp background (99% of my time as a thief)
I believe warriors need to truly be fixed. They are so weak at the moment and if I’m not mistaken, none of the highly rated teams run a warrior. There is no role or area where a warrior exceeds. In addition, it is so amazingly easy to kite a warrior. They are SO obvious when swinging any weapon that it is unbearably easy to dodge their CC. I believe nerfing the damage on their hammer is not ok because if they somehow are able to catch you they should be able to do high damage. At the very least, fix hammer warriors so that they don’t have to struggle to even land a strike.
I also think the changes to thief are a bit excessive. I think the developers have been focusing on sword main hand way too much in the last few months and have been neglecting to fix dagger offhand blind. The last few nerfs to thief have been to:
1. infiltrators return not breaking stun (completely understandable because having instant spammable stunbreaker is unfair) and,
2. the boon stripping potential of larcenous strike (really makes fighting tanky classes a pain, but it’s still doable).
Really I don’t have too many problems with the changes to thief; I understand balancing an energy class versus cooldown based classes is difficult. However, I do not believe the solution to this balancing is a cast time on infiltrator’s return. The thief is supposed to be steady damage and high mobility. I believe dagger/pistol needs a harder look than sword/dagger or sword/pistol (although I appreciate the fix to pistol whip). I like many of the changes to thief, but keep in mind a few things:
1. dagger/pistol weapon set will be more cookie cutter:
– the changes to crit strikes will ensure that when traiting crit strikes, thieves will use practiced tolerance over signet use. These two traits are generally used for the master rune slot, but with this change practiced tolerance clearly is better now.
2. dagger/pistol weapon set will become more popular based on its high burst and interrupt potential (it already has because of the nerfs to sword mainhand and s/d as a whole). Pistol offhand 4 is amazing for interrupting and is spammable.
– as a sub-note to this: sword/dagger is based off of its steady damage while being extremely mobile because it is extremely weak when it comes to interrupting or stunlocking. A sword/dagger thief has much trouble interrupting another player from stomping or rezzing a teammate because the only way to do it with the weapon set skills is to cloak and dagger (5 init) and stab from behind. Usually in the midst of the fight this is not possible based on init being low or time/range constraints.
3. the problem with sword/dagger was the multitude of evades (which by the way keep in mind the thief is unable to damage while evading [on that note keep in mind when people complain about stealth, thieves cannot do damage in stealth either]). The most important thing is to fix the weapon set’s ability to evade, not to over-nerf the class’s strengths while not fixing the root problem. Luckily, the changes to vigor will fix them but also keep in mind that superior sigil of energy is also to blame (2 more evades every single time you can weapon swap is nuts when you consider signet of agility and withdraw/roll for init). This coupled with double sword/dagger and acrobatic init on weapon swap is what made people wary of the “evade” build thief.
This is my two cents; I really hope you don’t add cast time to infiltrator’s return because that really sucks =(. Instead can you work on dagger/pistol and leave my sword mainhand alone. ALSO LET THIEVES USE SWORD OFFHAND!!!!!!!!
hey man thanks so much for the invite. ive never been in such a fast arah run. one more path to go!
lol @ people who never used dancing dagger. anet broke dagger off hand – cloak is too much init to use more than once and dancing daggers is now utterly worthless. nerf was a bit too much especially for not making it cost less init OR buffing our health pool. thief is supposed to be a squishy class that gets in does a ton of damage and gets out. we should all just reroll warriors now because they get higher armor, more damage, and faster stomps or lets all go back to noob pistol whip =(. now that D/D is meh for direct damage what set should i play? oh and btw – to people who play other classes and think thieves are ridiculously overpowered – auto attack is meh, heartseeker is useless unless they are below 25% (so please stop complaining about heartseeker spam only nubs HS spam), death blossom is great…if youre doing condition build, dancing daggers used to be our only nonstealth high damage now its crap (and dont forget it only used to be good against 2 non tanky targets, any more than that and you would have been better off using your init for something more damaging), and cloak is only useful when an enemy is imobilized or stunned because cost of getting into stealth using it and backstabbing is only practical maybe once in a fight because A. cloak is half the total init bar and B. we need to get behind the target (smart people just keep randomly turrning and moving away from where they think we are). so i think the 50% nerf on dancing dagger completely broke offhand. imo what they should have done is nerfed the base damage of it by a bit and made it so that if it hits a target it has already hit it does reduced damage. that way you cant exactly use it to burst 2 ppl down but it still does a good amount of damage. 600 total damage to 1 target if it bounces and hits them again is a waste of init, better off auto attacking.
(edited by panzerpanduh.9680)
the problem is they have to come up with a new skill set for each weapon…it would be cooler if they just made skins for the current weapons
i forgot some stuff
. trading post previews would be nice. if possible linking dyes after you’ve already used them would be sweet. bigger parties and perhaps bigger dungeons (a higher amount of people than 5) maybe 10 would be awesome? also i dont know if this is just me but i think teleporting to waypoints is way to expensive. a lot of them are like 3silver plus and as someone who doesnt really deal with the trading post too much i run out of money because of teleporting.
yea this is super annoying. happens every time you zone into heart of the mists (for certain traits) i know a lot of guardian traits get cleared and a few from thief trait lines crit strike and trickery also get cleared.
dueling dueling dueling dueling dueling!!!!!!! also an inspect function would be AMAZING. and i dunno if anyone said this but freakin sharks in raid on the capricorn are way to OP…underwater fighting is already difficult…either hard nerf the dumb sharks or (preferably) take them out completely…i should be taking 90% of my hp sharks when another player has been attacking me just as long. thanks for the great game though