Showing Posts For redsolarmoon.1054:
I like the tower defense approach but I thought the execution was not quite for me. I would have liked it if it were structured more like a classic tower defense game rather than everything running straight to the middle. I liked the idea of Toxx attacking, though.
I was thinking something more like building armies of toys to send to other towers and players/NPCs have to defend their towers. Sort of like a mini WvWvW with infantry and siege.
This should have been its own mini game rather than a finale dungeon. The final dungeon should have been something much grander.
I too was expecting something spectacular for this finale. I was hoping for a large dungeon run through armies of giant toys while devising strategies through wonderland traps and icy encounters. Oh well…
FYI – if you see one of those type of thieves and you’re near water – jump in and swim deep. Most they can do is SR probably but they can’t backstab nor continue stealthing.
Please bring it back. It boggles my mind that you removed this feature but have yet to add a built-in preview feature for the trade post. A feature that already exists by right-clicking but yet you can’t do it in trade post. I just don’t get it…
Stay away from the spawn point or I’ll Scorpion Wire you into the Legendary. /evilgrin
Why would anyone play a thief if they removed the current stealth mechanic?
I play a thief without using stealth (heal stealth is an exception) and I’m capable enough of putting people in their place. I play a thief because I find its abilities are fun using Dual Dagger & Short Bow combination. Great versatility in melee and range both coupled with escape abilities. I did try the warrior class but I just couldn’t get into it from the get-go like I did with the thief.
For me, Dagger Storm in WvW and Thieves Guild in PvE. In WvW, I usually wait for the opportunity when the enemy zerg is weakened to initiate the elite. It’s kind of silly to go into a full health zerg and expect much in return except maybe getting rooted or smashed several times. The less there are of fully capable enemies to deal with the better my chances are of escaping.
My 1,200 range Scorpion Wire is an effective weapon so to speak. It brings my enemy closer so I can waste them. Pulls invaders off towers and exposes them. Adds lulz at times, too.
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I don’t have a conditional build so I can’t speak much in regards to that. I have a D/D thief built with power/precision/crit damage with Scorpion Wire and Shadow Step. I don’t have much of a problem bringing D/D ele’s down. Evade their AoE’s and line of sight charges.
If I’m close enough to killing them, I attempt to finish them off. Possibly making use of Scorpion Wire after they’ve used their escape ability. But, I don’t chase them too far. If they are still far from dead, then I just let them run away.
Ele’s tend to either eventually come back to you or stick to groups for diverted attention.
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Of course, remove the Thiefs ability to harass supply camps and they’re pretty much useless in WvW. Turns into bringing a sub-par Ranger with a scorpion wire.
I have a 80 thief that doesn’t rely on smoke or shadow refuge and can assure you I am still capable without the use of those methods. If people want to play hide and go seek, that’s their business. But, there are still people who just stand there and take the blow from thieves even without stealth because I am one of those thieves.
It doesn’t take much skill to back stab some people when they just stand there. And my build doesn’t even use shadow refuge or blinding powder. That’s right – no stealth.
I couldn’t help but laugh when the team member said stand here and don’t go outside and all the sudden the opposing team came and AoE’d you while you still stood there. If you’re going to die, you may as well break out and die trying.
I play a thief but a bit differently from the common “peek-a-boo” thief. I don’t use Shadow Refuge but rather just make my way into the enemy in plain site and attempt a Cloak and Dagger. Some players just stand there and take it from behind without evasion. Others actually evade. So, I will say some people actually deserve to be poked from behind while others provide a challenge. I don’t use Shadow Refuge for escape either. My preferred method of escape is Shadow Step and heal stealth. I don’t always work out but meh – I don’t really care.
My two most common challengers have been “peek-a-boo” back stab thieves with Shadow Refuge and D/D elementalists (great mobility build).
I agree that the rendering issue needs to be looked at.
Made no changes at all. Been waiting on support ticket response from ANet on the issue. What’s funny is that as soon as I got a response back from them, it started working ok. And they were still asking for my feedback on the issue. Who knows… maybe I lucked out.
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The downloader speed has just returned back to normal for me. Getting my usual ~625KB/s.
Experiencing the same problem as well. Very low download rate. I’ve already submitted a support ticket on it about 2 hours ago. Maybe some server side problem or possibly a bad hop in the internet route.
Shadowstep can actually be pretty useful in several ways.
- Getting in and out quickly via return
- Make an emergency escape when you don’t want to return. Basically, Shadowstep without returning and the ability just resets itself after a moment.
- Shadowstep to higher elevations in which most enemies can’t do. Haven’t tried this much but it’s worked for me several times.
Eliteseraph, when it comes to sieges and keep wall battles, I don’t have a problem with the distance. I personally dual dagger main and bow secondary. I find better options with that combination in comparison to dual pistols secondary when it comes to wall battles.
As a side note, just stick with your group and don’t always go kamikaze just because you feel short ranged. Shadow step, heal, dagger storm, dodge and perhaps some other abilities are your best evasive friends in those short ranges.
Remember, you’re not the only one on the field and large groups help divert attention. When I play walls and sieges, I look for the weak and vulnerable and swiftly expose them as a thief. That in itself is an invaluable asset to teamwork.
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That was a pretty fun battle. That and the takeover of Bay keep earlier in the day. Epic stuff.
Going to put my two copper worth of experience with WvWvW. I’m on Dark Haven and I play CST time. This is with my limited experience with WvWvW so I may not be seeing the whole picture.
I started off mostly learning and playing much of my time through Eternal Battlegrounds. Early in the days, it used to be thriving quite well and the battles felt equally balanced, I believe. Even closed beta felt good as I only played Eternal Battlegrounds.
Presently, as of somewhere around September (maybe earlier), the Eternal Battlegrounds seems to be always one side of the coin. Every time I walk out of the spawn ground, it’s either right at the steps or not too far that there is a battle going on. If anything Guild TFO (think that’s the right name) may come in and turn a few tables but it doesn’t last for long since the other side immediately takes it all back it seems.
I am mostly playing Anvil Rock now. It’s nice to see commanders on the field such as Swan and the others. It is also nice to see that there is actually some effort being made by one or several groups.
Hopefully Anvil Rock doesn’t fizzle away as well but I can’t decide what others choose to do to enjoy their fun. Maybe one day I’ll have to migrate to another server as well. I don’t know…
I’ll see how it goes.
Confirmed. It happened to me when our server was trying to take back Anvil Rock keep. I asked other players if they were experiencing the same issue and they confirmed it was happening to them as well. Anvil Rock battle went on from like 9am to around 2pm. Was pretty crowded as time went on. I could see the keep NPC archers firing on us but all the enemy players were invisible while I could clearly see their projectile effects/trails. They were up there for quite a while so it wasn’t invisibility ability or anything like that. Seemed to help at times getting closer to keep, but not always. Also, I couldn’t target invisible players.