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Bug: Agonized Essence

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Posted by: rjinx.1378

rjinx.1378

Mystic Forge does not recognize Red Ring of Death (infused) or Crystalline Band (infused) when trying to attune in mystic forge in LA.

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Issue Reports: Heart of Thorns [Merged]

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Posted by: rjinx.1378

rjinx.1378

Thief Bounding Dodger animation resets to normal dodge after some waypoints and entering dungeons.

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bug: MISSING HOPE 1 research

in Guild Wars 2: Heart of Thorns

Posted by: rjinx.1378

rjinx.1378

H.O.P.E. 1 research is not available from the Lions Arch Grandmaster Craftsman Hobbs Vendor after obtaining Rank 4 Legendary Crafting mastery.

However, HOPE vol. 2,3, and 4 are available.

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Bounding Dodger and Reckless dodge

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Posted by: rjinx.1378

rjinx.1378

This might have been point out before, but 1 of the 3 of our GM traits is near the same as a Warrior’s Adept Minor trait.

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Beta thief skill queue

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Posted by: rjinx.1378

rjinx.1378

i understand what your saying, but there was no dodging in those videos

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Beta thief skill queue

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Posted by: rjinx.1378

rjinx.1378

Two videos display how skill (queue) lag is a (a lot more) noticeable while on a beta thief. Videos are recorded with staff, but effects sword/x as well.

https://www.youtube.com/watch?v=nrh7gFmDwyc
https://www.youtube.com/watch?v=bJ4B-FXT3-4

anyone else feeling this effect?
while on non-beta thief, i was not noticing this big of a skill queue with s/d, sb, pp, dd

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

https://www.youtube.com/watch?v=9LPQfCuom5Y

Video of the staff reflecting on auto attack.

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Thief dodges :(

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Posted by: rjinx.1378

rjinx.1378

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

Staff Auto attack, 3rd hit, has a hidden reflect option during the whirl. Unknown if this is intended.

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Solution go Daredevil GMs

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Posted by: rjinx.1378

rjinx.1378

drop the special animations and effects, revert it back from a weapon attack to a DODGE with an effect at the end.
Much like warrior’s reckless dodge trait for bounding dodger.
dash can remove its current effects and maybe give super speed for the duration of the dodge.
lotus training can do a normal dodge that flings out the daggers.

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

Quickness reduces total time of the evade effects and distance moved during the GM dodges.

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

Bandit’s Defense utility is locked from use – when hit with some stuns,
such as: NECRO:
shout: chilled to the kitten
eaper #5: executioners scythe.

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

and what cred i didnt have, was then lost…

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

Daggers thrown from Lotus Training/Impaling Lotus do NOT benefit from the trait Dagger Training.
Lotus Training/Impaling Lotus does trigger venom effects however.
Also Impaling Lotus throws out 3 daggers, each doing 1 condition: Bleed, Torment, Cripple.
While approaching the skills max range of 600, the Dagger that throws Torment does NOT get thrown (somewhere around 500). But bleed and cripple are thrown.

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Daredevil testing

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Posted by: rjinx.1378

rjinx.1378

initial findings before, apologies for the unorganized list.

trait, Endurance Thief, does not update STEAL skill faq with “endurance gained 50”

Heal, Channeled Vigor, no skill faq for trait Acrobatics: Vigorous Recovery, gain vigor when using a heal skill
vigor is gained on initial use.
with Needle trap, trap is placed at the last pulse (much like trap placement after withdraw)

utility Impairing Daggers and Distracting Daggers projectiles unaffected by legendary equipped. confirmed with incinerator, quip, dreamer.
neither utilities count as projectile finishers.

GM trait, Bounding Dodger, halts thief’s movement in air regardless of falling distance, stomp effect appears approx: 1 sec after dodge is initiated, regardless of contact with the ground
.
The halting movement effect, prevents actual distance traveled during a dodge by about 10-20 units of that of a normal dodge or dodge+jump.

can be blinded mid “bounding dodger” effecting the stomp damage effect, having difficulty reproducing this…
stomp/damage radius is tiny

impact strike
does not use the selected finisher effect.
initial skill use has a range of 300, leaps, but is not a leap finisher.

pulmonary impact, reveals the thief if the damage goes off while they are in stealth.

enemies in the down state are immune to pulmonary impact

impacting disruption does not always apply when interrupting foes while pressure striking torment was applying on every interrupt.

bandit’s defense,
when used as a stun breaker, following a stun that bounces you, the block can be interrupted by a second stun. difficulty reproducing…

using Distracting daggers, does not give any endurance, however each throw gives 10 endurance.
daze effect from this attack is unaffected by Runes of the Mesmer (33% daze duration)

confirmed,
hard to catch does refill all 3 endurance.
Signet of Agility does not, as it displays endurance gained: 100.

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another-Trait suggestion topic

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Posted by: rjinx.1378

rjinx.1378

ACROBATICS
The issue with this “survivability” line, is it does not provide any notable defense vs (damaging) condi and provides no boost to vitality. If we want condi clear, we have to go Shadow Arts, or Trickery and loose Bountiful Theft for Trickster.
Expeditious Dodger (MINOR). Either buff Swiftness from 2 seconds to 3. Or change it to 2 seconds of superspeed.
Fleet Shadow (ADEPT). This trait is CLEARLY misplaced. During the design of Acrobatics, it was stated that the line was for thieves who did not want to be built around STEALTH. So this trait is out of place if following that concept. This belongs in the MASTER line for Shadow Arts and should be tied into on of the existing MASTERs there.
IF you have to keep this here, change it to “When you gain swiftness, lose a movement impairing condition” But sill recommend: Replace Fleet Shadow (ADEPT) with a new trait that increases vitality and/or healing power. “gain 7% precision as vitality and 7% power as healing power” This would assist in the over all WEAK effects of Assassin’s Reward.
Feline Grace (MINOR). The problem with this trait is that, you do NOT always proc “EVADE” when you successfully evade an attack, because you evaded too early and moved outside of the range of the attack. Another person mentioned the effects of this trait, and the issues with Sword/Dagger 3 Flanking Strike and its delays. Allowing Flanking Strike to IMMEDIATELY interrupt the Auto Attack chain could potentially resolve the issue with this trait.
The way it stands, Thief is pretty much being forced into using weapons with Evade skills (this means P/P with Acrobatics does not get much benefits).
Keep the VIGOR on evade, and include a benefit to when you dodge (specifically) so it can read:
Gain vigor upon successfully evading an attack (Vigor(2s)) and “Gain 10 endurance” on DODGE (NOT evade). -continued concept with next trait
Also consider: Endless Stamina, the 50% buff to vigor effectiveness, we have to actively fight to get vigor as it is (other classes can obtain VIGOR by just critically hitting), and generally Thieves cant maintain 100% vigor unlike other classes.
Additionally, other classes still have gain x endurance on y effect through traits (and some utilities), Thief lost our 15 endurance on dodge (but still maintains Signet of Agility). We should NOT have to run this trait AND the Acrobatic line to simply “keep up” with the endurance regen of other classes.
Bottom line: There needs to be an offset included with this trait.
Change Endless Stamina to read: Regenerate endurance 25% faster. The effects of VIGOR on you are enhanced. Effectiveness increased: 50%.

Guarded initiation – Simply not effective given the high 90% health required to trigger, while the reward is very weak. The original Resistance boon was deemed to imbalanced i take it? This should be reworked for a more aggressive condi clear that doesn’t require you to be near full health.
It was mentioned by another player, Dodge removes 1 condition. Internal cool down 5 seconds?
Assassins reward, Pretty much given up on asking for better scaling with Healing Power or a buff to the base value. Instead add the effect: on heal return 3 initiative effect.

I hate to keep mentioning it, but a lot of the current Grand Master traits for thief, don’t look worthy of ADEPT or MINOR level traits of other classes. Its not like we want “Quickness every 15 seconds” or “Apply Skale Venom on Dodge”

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another-Trait suggestion topic

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Posted by: rjinx.1378

rjinx.1378

The issue is, there are traits that will not be used simply because they do not provide any benefit over another that is tied to the same role in the same specialization. So here are my 2 cents. Sorry no TLDR.

CRITICAL STRIKES
Flawless Strike, as it stands, this should be combined with the MINOR trait in the same line: Keen Observer. So it should read "Critical-hit chance and damage is increased while your health is above the threshold. Health Threshold: 90%, Critical Chance increase: 5%, Critical Damage increase: 7% (consider lowering to 5% when attached to MINOR).
This makes room, Ankle Shots to be moved to the ADEPT line.
Sundering strikes, 50% chance on critical to apply 6 sec of vulnerability is very weak. This is a “chance on chance” to trigger.
Point of fact: unload is our fastest attack rate on any 1 skill., it hits 8 times in 1.5 sec. With a 100% critical chance, and every critical triggering the sundering strike, you are still only applying 8 stacks of vulnerability that last 6 seconds. Buffing this attack to 100% may be a bit extreme, however, this trait has no place as a MASTER. Should be considered to move to ADEPT.

TRICKERY
Quick Pockets, (this has been mentioned as a WEAK grandmaster on more than one occasion).
This should be replaced all together with a trait that changes the dynamic of the TRICK utilities, since this is the TRICKERY specialization after all. Something like:
Using TRICK skills applies a condition to your foe and/or grants you a boon.
-Scorpion Wire: applies 3 seconds of SLOW to your target
-Roll for Initiative: reflects projectiles 3 seconds following the roll. or gain 50% endurance.
-Haste: gain superspeed for 3 seconds
-Caltrops: applies 1 stack of torment every other (2) second to foes effected by CALTROPS.
Now you would have a GRAND MASTER trait worthy to compete with Sleight of Hand and Bewildering Ambush.

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List of thief bugs with the 6/23 patch

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Posted by: rjinx.1378

rjinx.1378

Guarded Initiation: In game description is misleading. States it removes “conditions” when striking an enemy while you are above the health threshold. it then states 3 conditions: weakness, vulnerability, slow. then it states “removes conditions: 1”
In testing, while above 90% health, can confirm this trait does not remove ANY conditions, which include the listed 3 in the in game description.

But the question is, was it intended to remove weakness, vulnerability, slow, AND 1 other condition PER hit while above 90% health? or just 1 of the 3 conditions listed there?

Hard to Catch: still triggers when someone in costume brawl does a CC effect while you are within range even if you are not in costume brawl.

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[Suggestion] Quality of life changes

in Guild Wars 2 Discussion

Posted by: rjinx.1378

rjinx.1378

Quality of life changes
Suggesting the following for consideration.

1st: Dungeon path prompts
Once the majority of the party selects a path, accept it and close the prompt.
Rational: The path choice is based on majority.
In a group of 5, if 3 select option 1, the other 2 players’ option become moot.
In a group of 3, if 2 select option 1, the other player’s option become moot.

2nd: Weapon Sigil effect limiter
Provide the player with an option next to “Effect LOD” that when checked provides the following option:
Limit the particle effect of Sigils.

When enabled, this will hide/reduce the effects of On-trigger Sigil effects (such as Sigil of Air).
Rational 1: These sigils require a Critical Hit to proc, therefore, they have already hit, and Crit, and there is nothing that can be done about the outcome.
Rational 2: When Effect LOD is enabled, it hides the effects of Time Warp and Static Field.
Rational 3: I like my fps, can I please have some of them back?

3rd: Weapon Sigil proc CD icon
Once a weapon sigil effect triggers, display a small buff icon on the player* that counts down and disappears when the weapon sigil effect can trigger again.
Rational: This change would neither promote nor demote skilled play, as players can guesstimate when a sigil will proc again. However, for On-Weapon Swap sigils for class that less than 9 second weapon swaps, this change could prove tactful.

(* team mates and opposing players do not need to see this)

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[bug] unable to un-target while in combat

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Posted by: rjinx.1378

rjinx.1378

Bug: once in combat, un-targeting/de-targeting becomes extremely difficult/impossible.

Methods of dropping current target that are affected:

Clicking nothing to un-target. fails
Hitting escape to un-target. fails
Selecting Lock Autotarget to un-target. fails

Severity:
Generally a bug like this is no-factor with the majority of classes and play style, but, in the following circumstances this is an issue:
Thief and you need to drop target to blackpowder + heartseaker
Warrior to Sword (1h or 2h) leap away from your target
Guardian to Greadsword leap away from target
Ranger to Greatsword leap away from target, or Sword retreat + leap away

And most notably, when you have 25 stacks of confusion on you, and you want to disable auto-attack, by dropping your current target…

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[Suggestion] Heal, Confuse, Retaliation

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Posted by: rjinx.1378

rjinx.1378

Healing Power background:
Each class is given a Healing Skill. You are only allowed to have 1 Heal Skill equipped at any given time, however through traits and utility effects, you can have multiple sources of healing other than your Heal Skill.

A list of weapon skills, utilities, traits that produce a Heal effect:
http://wiki.guildwars2.com/wiki/Heal

Each Healing Skill, weapon skill, utility, and trait that provides a Heal, is effected by Healing Power.

The Problem:
Healing Power is not required when the base (starting value without factoring in Healing Power, or other effects that enhance Healing value, such as Runes of the Monk) value of every Healing Skill (default SLOT 6) is set at a high value.

Additionally, the vast majority of Weapon/utility/trait effects that provide Healing has a high starting base value.

The Solution:
Reduce the base (un-modified starting value) Heal of every SLOT 6 Healing Skill by 15%, and increase the scaling/effectiveness of Healing Power on SLOT 6 Healing Skills by 20%.

Reduce the base Heal of every NON SLOT 6 (Weapon Skill, Utility, Trait) by 20%, and increase the scaling/effectiveness of Healing Power on Weapon/Utility/Traits by 25%

*The percentages above can not legitimately be applied across all Heals while maintaining a balanced effect.

Regeneration boon should not be modified in its current state.

Rational:
In its current state, you have to invest 1000 points in Healing Power to observe less than a 5% to 10% increase in the majority of the Healing Effects in the game.

The proposed change to the way Healing Power should scale with Heal related effects would promote more build diversity as it would increase the effectiveness of Healing Power.
———————————————————————————————————————————————————-
TLDR:
1. Give NPCs auto attack, Confusion/Retaliation will work better in PVE.
2. Reduce all BASE Healing (Skill/Trait) by 15%-20%, Increase Healing Power scaling with all Healing by 15%-20%

Please, discuss.

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[Suggestion] Heal, Confuse, Retaliation

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Posted by: rjinx.1378

rjinx.1378

Lead-in: This is a personal suggestion to help resolve the (lack of) usefulness of Retaliation and Confusion in a PVE, and over all (lack of) effectiveness Healing Power in both PVE and PVP environment.

Retaliation and Confusion Background:
In the current state, enemy type NPCs simply have 3 to 5 different attacks that have their own individual cool downs. The NPC is programmed to cycle through each attack as they become available.
Champion Kol Skullsmasher is a perfect example of this, as he has a total of 4 attacks. A youtube video demonstrating a fight with Kol is included https://www.youtube.com/watch?v=6huhXzUSqwg (not my video)

This is the standard mechanic we have all become accustomed to, utilizing dodges to avoid the more potent hits, and blocks and protection to withstand the less lethal attacks.

All things considered, this is a balanced system which allowing players who are educated in the attack tells of the enemy NPCs the ability to avoid getting hit.

The Problems (2):
Due to the (lack of) attack speed of the vast majority of NPCs, regardless of rank (normal, veteran, elite, champion, and legendary), results in the lack of utilization of Retaliation and Confusion in PvE. This has also resulted in players opting for less balanced, tank, or support based builds and have expelled all resources into offense (resulting in your present berserk and condi meta).

The Solution:
Enabling NPC auto attacks .

Rational:
Take into consideration, if all NPCs (this includes the friendly NPCs such as Logan) Auto Attacked. NPCs would now fall victim to the effects of confusion damage, and when striking the player, retaliation damage (due to having a more frequent attack/attack speed).
Also consider, players have a limited amount of endurance. In PvE, this change would promote players moving away from defenseless builds, and opt for at least once kind of survivability (vitality, toughness, or healing power) within their equipment sets to help mitigate the damage taken from enemy Auto Attacks.

The issue with the solution:
This is no “simple” solution. Consider the total variety of NPCs across each dungeon, map, instance. The total time it would take to code, assign, test, and QA each NPC type would be a feat within itself.
Additionally Auto attack damage would have to be fair (to prevent forcing a change in gear allocation).

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Thief Withdrawl vs immobilize

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Posted by: rjinx.1378

rjinx.1378

https://www.youtube.com/watch?v=3LJNk_NqyoY

Not really certain how to explain what happens here after Withdrawl is used, and its removes the immobilize, but half way through the evasion backwards, it is reapplied, halting the evasion.

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List of Mesmer Bugs (Older Thread)

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Posted by: rjinx.1378

rjinx.1378

Skill: Illusionary Warden
Instance: Fractal, Solid Ocean
Enemy: Veteran Tentacles (excluding first two)
Bug:
If an Illusionary Warden is alive, in melee, and whirling at the time a Veteran Tentacle is killed, it will prevent the spawning of a crystal.

This was reproduced in multiple levels of Fractals.

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Thief: Hard to Catch & Tow Line

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Posted by: rjinx.1378

rjinx.1378

Tow Line
Hard to Catch

The after cast from Tow Line is a self inflected stun that falls in line with the requirements to trigger Hard to Catch. So when in the water and trying to chase down your enemy using the gap closer, Tow Line with the Hard to Catch trait, you throw the line, it hits, you slide over to them, and then instantly shadow step away with swiftness.

In some events when you initiate Tow Line and the target is near the surface or you are near the surface, Hard to Catch actually shadow steps you out of the water

http://youtu.be/KtGHA1lJJwg
video demonstrating the effects of Hard to Catch and Tow Line

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Bug: Hard to Catch (multi)

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Posted by: rjinx.1378

rjinx.1378

https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Brawl-Fear-vs-non-brawl-Hard-to-Catch/first#post3457324
Another Bug with Hard to Catch, triggers from near by Costume Brawl FEAR, even when you are not in costume brawl.

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BUG: Brawl Fear vs non-brawl Hard to Catch

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Posted by: rjinx.1378

rjinx.1378

Fear from Costume Brawl triggers thief Hard to Catch even when thief is NOT in costume brawl (even considering that you can be in brawl mode, without being in costume)

update: it also triggers off of knock attacks from costume brawl

Yet, another Hard to Catch bug

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(edited by rjinx.1378)

Bug: Hard to Catch (multi)

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Posted by: rjinx.1378

rjinx.1378

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Thief: "Tow Line" and "Hard to Catch"

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Posted by: rjinx.1378

rjinx.1378

Tow Line
Hard to Catch

The after cast from Tow Line is a self inflected stun that falls in line with the requirements to trigger Hard to Catch. So when in the water and try to chase down your enemy using the gap closer, Tow Line with the Hard to Catch trait, you throw the line, it hits, you slide over to them, and then instantly shadow step away with swiftness.

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Revert Assassin's Reward to Master tier

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Posted by: rjinx.1378

rjinx.1378

Acrobatics X—Hard to Catch: Moved to the Master tier.
Acrobatics XI—Assassin’s Reward: Increased the scaling with healing power by 35%. Moved to the Grandmaster tier.

Would love to see Anet revert this change all together.

  1. reason:
    Healing power is NOT attached to the Acrobatics line
  2. reason:
    Shadow Protector and Slowed Pulsed both heal for twice as much as Assassin’s reward. Both are 10 point traits. 1 of them relies on entering stealth. The original reason behind “buffing” the Healing power on Assassin’s reward was to give thieves an incentive outside of stealth.
  3. reason:
    Assassin’s Reward as a 30 point Grand Master should be somewhere on the level as the 30 point Grand Master trait: Shadow Rejuvenation. As it stands, Assassin’s Reward is approximately 1/4th the potency. (factor 1 initiative as second, and spending 1 per second for Assassin’s Reward vs staying in stealth 100% for Shadow Rejuvenation)
  4. reason:
    just because no one wants to use Hard to Catch as a 30 point, does not mean moving it to a 20 point will make us want to use it (since all acrobatic Master traits are weak)
  5. reason:
    Assassin’s reward is not nearly comparable to Warrior’s Adrenal Health (which is a 15 point minor trait). So why is ours weaker, yet double to point-age?

side note/request:
please remove Hard to Catch all together.

Nerfality [NERF]

(edited by rjinx.1378)

Survivability via Acrobatics?

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Posted by: rjinx.1378

rjinx.1378

Shadow Arts 10 point trait Shadow Protector provides a higher healing yield for 100% less effort only requiring you to stealth once every 10 seconds vs Assassin’s reward which would require you to burn all initiative as you get it.

This intent of giving higher survivability to builds without stealth is a good idea, with a very poor execution basing it around a trait all thieves have hated (Hard to Catch) and moving a Good Master trait Assassin’s Reward to a Grand Master slot.

Want to fix this? Move Assassin’s Reward back to 20 point master trait or buff the starting healing 20 points per initiative.
Assassin’s Reward vs Regen boon (regen boon wins)
Assassin’s Reward vs Warrior 15 minor Adrenal Health (Adrenal Health wins, AT HALF THE TRAIT POINTS)

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Survivability via Acrobatics?

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Posted by: rjinx.1378

rjinx.1378

Thief:

Also we are trying to improve the survivability of thieves in the Acrobatics line through easier access to the Hard to Catch trait and increased effectiveness of the Assassin’s Reward trait.

This is exactly right, Neither change increased survivability for thief at all. It only requires us to now spend 10 more points for a trait that receives ZERO additional benefit to builds without healing power (or even builds with healing power for that matter). /regards to Assassin’s Reward
and Hard to Catch already has 3 other forum posts with dozens of suggestions on how to fix/change/or delete this trait all together.

So once again, problems are listed. Lets suggest solutions:
Assassin’s Reward: If this is to stay a 30 point trait, then increase the BASE healing by 10-20 points. At level 80 with 0 healing power, this should provide 100 health per point, so spending an untraited 12 initiative would be a 1200 heal.
Regening 1 initiative every second, capping at 12, spending all at once is a 1200 heal every 12 seconds.
Which honestly, compated to an untraited MUG (2k heal every 35 seconds (0 points in trickery), this seems on the same line.

Hard to Catch: Well, we can back track and list all the other suggestions or make some more here.
How about #1 (Hard to Catch: when you Steal, you break stuns)
or #2 (Hard to Catch: When effected by a stun/daze/knock/fear/sink/float, immediately break stun, grant 3 seconds of stability (30 second internal cool down)

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Fix hard to catch

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Posted by: rjinx.1378

rjinx.1378

Problem:
There are major issues with this trait that most of the thieves are already aware of, I believe one of the larger problems is that Anet is not looking at this trait the same way we are.
What anet wants:
They want it to simply move the thief out of harms way once stunned/dazed.

What thieves want from it:
Break the stun! while being less disorienting

as it stands, the issues are globally bad:
DAZED: bad in spvp, a thief headshot sends you flying away
FEARED: you shadow step away, gain swiftness, and run even FASTER away.
LAUNCHED/KNOCKED DOWN/KNOCKED BACK: 50% chance are you do an instant shadow step in place that is not even noticeable. 50% chance you shadow step away BEFORE the launch, and land even further away bouncing.
SINK/FLOAT: still does not break the SINK/FLOAT, and usually shadow steps toward the target.

solution:

  1. Remove swiftness, shadow step away, BREAK THE STUN, and grant 5 seconds of stability.
    or
  2. Remove swiftness, shadow step away while giving stealth for the thief for 3 seconds.
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Dec 10th thief changes

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Posted by: rjinx.1378

rjinx.1378

Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.

Coming from a class that has 1 source of stability (Elite Dagger Storm) outside of a luck steal on a mesmer, this takes away an escape maneuver for thieves.

Put this in perspective in a wvw and spvp aspect, if a thief gets stunned/immobilized preventing the ability to dodge, then 90% of the time, that means death. additionally, only 1 WORKING stun breaker has a cool down less than 50 seconds and that is infiltrators signet. Shadow Trap next up at 45 sec, has a 1 and 1/2 sec cast time as a stun breaker. Making it, NOT a stun breaker.

With this change, can you reduce the cool down another stun breaker, such as Roll for Initiative by 10 seconds or Shadow Step by 5 seconds?

Or how about adding a Stun Break and stability option to “Hard to Catch” since that trait is getting pushed on thieves.

Nerfality [NERF]

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: rjinx.1378

rjinx.1378

The Problem: This is a big drop to Vigor maintenance, as these are the only sources of Vigor for a thief.

Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.

Shortest thief heal cool down is 11 seconds on Signet of Malice when traited (20 points critical strikes). Leaving 7 seconds without vigor (excluding the cast time on malice).

Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.

Shortest cool down steal is 21.5 seconds with 30 points into Trickery and traited using up Master and Grand Master slots. Leaving 13 seconds vigor down time (in addition, VIGOR is not granted if there is no valid target for the steal, or if the target dodges out of range of the steal)

  • Thieves rely heavily on Dodges, yet our only 2 sources of Vigor is getting reduced by 50% and 45%, when other classes can proc Vigor off Critical Hits for 5 seconds on 5 second cool downs in 10 point trait lines.
  • Understanding that the majority Thief weapon skills have 1 source of evade (aligned to skill 3 d/d, s/d, sb) and (aligned to skill 2 spear). However, what about the weapon sets that do not (Pistol/Pistol, Pistol/Dagger, Dagger/Pistol). This particular change is not building a bigger variety for build/weapon diversity, it is reducing it.

The solution: Reduce the reduction from 50% to 75%
Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 6s from 8s.
Trickery VII – Bountiful Theft. Reduced vigor duration from 15s to 12s.
—-
Other suggestions:

  • Still no chance to combine up:
    Trickery VI – Long Reach with Trickery V – Thrill of the Crime
    (there are 4 traits (2 adept, 1 master, 1 grand master) that effect steal in the trickery line, we can only take 3)
  • Any chance for a passive 25% movement speed increase getting added to one of the following:
    Acrobatics VI – Fleet of Shadow or any other Adept trait in Acrobatics
  • No change to Acrobatics XI – Hard to Catch (add breaks stun/1 second of stability to prevent immediate re-stun)
    Fight any dragon level boss; when you get feared, you shadow step away, gain swiftness, and then immediately get feared again running further and faster away.
    Also, why not remove DAZE from triggering this.
Nerfality [NERF]

Suggested Minor Thief Trait/Skill update

in Thief

Posted by: rjinx.1378

rjinx.1378

These are suggested changes for weapon skills, traits, and utility skills. Changes that should have been included in the 15 October 2013 updated (albeit my opinion).

Weapon Skills:
Updated the Attack animations for the following skills, so they no longer share the same attack animation as Infiltrator Strike (Infiltrator Strike animation remains unchanged):
Larcenous Strike
Crippling Strike

Removed 1/2 second after cast from Tow Line

Traits:
changed Improvisation to "Deal bonus damage (5%) when wielding a sword. "

Updated Healing Power scaling by +33% with Leeching Venoms

Removed DAZE from triggering Hard to Catch Additionally changed:
Shadowstep away and give STABILITY (5s) when you are disabled (stun, float, knock down, launch, knock back, sink, or fear). This effect cannot occur more than once every 30 seconds

Added Weapon Swap cool down reduced by 2 seconds to Quick Pockets

Combined Thrill of the Crime with Long Reach
so that it is a single trait that reads: "Increases the range on stealing to 1500. When you steal, you and all nearby allies gain fury, might and swiftness for 10 seconds. "

Updated Bountiful Theft so that is steals and shares up to 2 full stacks of boons. Increased boon sharing ranged to 360. Additionally updated so that if there is no valid target for Steal, VIGOR is still granted (currently if there is no valid target, steal goes into cool down, and vigor is not granted).

Skills:
Reduced cool down for Roll for Initiative from 60 seconds to 50 seconds

Added Gain Stealth for 3 seconds following the last use of Skale Venom

Added Stun Breaker when initiating Spider Venom

Added skill fact “Trick” category to elite skill Thieves Guild

Updated Health pool of NPCs summoned from Ambush and Thieves Guild with the recent 15 Oct 2013 update “All player-controlled minions, excluding mesmer phantasms and clones because they were already increased in a previous patch, now have 71.43% more hit points in PvE maps.”

Nerfality [NERF]

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: rjinx.1378

rjinx.1378

Race: Human
Gender: Female
Race height: Smallest/shortest possible
Item: Human T3 Shoulder (Assassin’s)
Issue:
Item appearance is clean when character is not moving and weapons are not drawn (in the standing position).
When character is running/walking/strafing/attacking/standing with weapon drawn/and even stretching (emote that auto triggers from movement inactivity) the shoulder piece appears to move ABOVE its intended location, levitating above the shoulder.

Attachments:

Nerfality [NERF]

Sexiest/best looking armour for thief?

in Thief

Posted by: rjinx.1378

rjinx.1378

Mix of each Orders armor, Human T3, Heritage

Attachments:

Nerfality [NERF]

Bountify Thief Bug post in Bug forums

in Thief

Posted by: rjinx.1378

rjinx.1378

Nerfality [NERF]

Thief Bountiful Thief not sharing full Might

in Bugs: Game, Forum, Website

Posted by: rjinx.1378

rjinx.1378

Trait: Bountiful Thief

Issue: Thief Trickery trait VII “Bountiful Thief” removes a full stack of 25 Might, but does NOT award it (the full stack of 25 Might) to the thief, nor the Party

Location: Observed and reproduced during Fractals of the Mist encounters with (The following are listed NPCS that produce boons during Fotm, the list of encounters where Trickery VII does NOT function should not be limited to only these situations);
Urban Battlegrounds Fractal: Ascalonian Monks
Aquatic Ruins Fractal: Jellyfish Beast
Underground Facility Fractal: Dredge Disaggregator

Nerfality [NERF]

Scavenger Hunt while we wait for March patch!

in Thief

Posted by: rjinx.1378

rjinx.1378

What is the nearest “Waypoint/Point of Interest” to where this screenshot was taken?

First person to locate said location wins a choice of the following (at their choice):

  • 1 Call a Thief for 1 hours worth of side kicking on personal story modes
  • 1 Call a Thief for 1 hours worth of side kicking events
  • 1 Call a Thief for any dungeon explorer
  • 1 Call a Thief for any fractal set up to and including FotM 40

Attachments:

Nerfality [NERF]

More mobility to thief - change shadowstep

in Thief

Posted by: rjinx.1378

rjinx.1378

Shadowstep utility only has a 6 second period before you cannot shadow return. And it has a 50 second cooldown…

Why not make the utility have a shorter cooldown + longer time in between activation and being able to use shadow return? That is more mobility right there.

The problem with this would be the secondary effect of Shadowstep, which is, on shadow return, cure 3 conditions. That part alone is why the skill is on such a huge cool down to begin with.

There are multiple things that can be done to give Thieves more mobility, but I believe Anet wants to link them directly to our weapons, as we have a lot of mobility via shadow steps from utility skills already (infultrator’s signet, shadowstep, shadow trap, and steal).

Nerfality [NERF]

3 days to March update.excited?angry?scared?

in Thief

Posted by: rjinx.1378

rjinx.1378

I’m looking forward to it

ditto, the possibilities….

also, what boots are you wearing?

Whispers Boots (from Order of Whispers)

Nerfality [NERF]

3 days to March update.excited?angry?scared?

in Thief

Posted by: rjinx.1378

rjinx.1378

Q: Is your thief;
out picking the pockets of dredge in excitement?
out beating up quaggans in frustration?
or hiding out in the basement getting your last few days of chain-linking-stealth on?

Attachments:

Nerfality [NERF]

Let's see some thief pics

in Thief

Posted by: rjinx.1378

rjinx.1378

Alyda Jinx
proud wielder of incinerators, lyss, ilya, whisperblade, jormag’s breath, and aether

are that two legendary you’re wielding?

it sure is

Attachments:

Nerfality [NERF]

Show us your Mesmer!

in Mesmer

Posted by: rjinx.1378

rjinx.1378

My mesmer, finally finished the dual whisperblades and vision of mists.

Attachments:

Nerfality [NERF]

why do they want to nerf us?

in Thief

Posted by: rjinx.1378

rjinx.1378

I play a thief and a ranger, If you have no clue why people complain about thieves, then you have no clue how balance works in games.

High Damage/High Mobility/Stealth combination (with a crap ton of defense and heals in this game) will always be overpowered in every game you have that combination.

The fact that you get the other things now is what makes Thieves really over the top.

Now i could somewhat understand if the class required a high skill cap, But it doesn’t…..It requires the least amount of skill in the game to be successful at….

But don’t worry, I highly doubt they’ll nerf you.. so you’re safe on that front…

Having a level 80 thief (main), mesmer (2nd), warrior, ranger, ele, and engineer. and a guardian and necro on the way. I would have to disagree with the statement “It requires the least amount of skill in the game to be successful at” in regards to thieves. This statement should be said for Warrior. But this is my opinion.

The break down of my opinion is that, if a glass cannon thief makes a mistake and dodges too early, chances are they die from the mistake. However, if a glass cannon warrior makes a mistake in the same situation, his armor will shave the difference and usually keep him alive. Point in fact, why do you think every COF farm group wants 4 warriors and a mesmer. If thieves really were “no skill, best class, needs nerf” then I am certain that group would be “4 thieves and/or warriors, 1 mesmer.”

On the same note, I can say, out of all the classes I’ve leveled from start to finish, on my ranger (condition/trap build (s/d, sb)), I have to work twice as hard as my thief, warrior, and mesmer to maintain a level of damage equal to those classes, while playing lazy on warrior/thief/mez. So I can see where you got your opinion from.

But to the original point, no game is perfectly balanced, however GW1 and GW2 are closer than other games ive played (swg, swtor, tab. rasa, eq1/2, aoc to name a few).

Nerfality [NERF]

Thief for PvE, a joke?

in Thief

Posted by: rjinx.1378

rjinx.1378

I don’t necessarily disagree but you have to put things in context. Overall we can do fine in PvE but DPS minded players will feel squishy next to a warrior. The things we are good at are rezing and keeping a party from wipes. This is not useless. Some builds like S/D might not tank well but they do good in Survivability much like S/P pistol whip and D/P black powder/blind spam.

As far as healing goes 30 in shadow arts is still there and if you really are worried about getting heals foods like peach pies will give you heals continuously and have not been nerfed.

But I do agree compared to warrior it does seem a great deal imbalanced.

What we do have over warrior is
-better condition removal
-more escape tools
-more evades
-better stun breakers
-We actually have better healing overall if speced for it.

BTW spy kits got nerfed they have a 60 second cd so….

Edit:

Forgot 2 things. We have the best blast finisher in the game, and near permanent weakness and poison through dagger and Lotus Poison, or Shortbow all by it self no traits.

QFE.

I like this kind of thinking.

Nerfality [NERF]

Sword Trait: En Garde

in Thief

Posted by: rjinx.1378

rjinx.1378

Critical Strikes
En Garde
- Increases your critical-hit chance with a sword and spear by 10%.
- Gain 3s of Vigor and revealed on critical hit with a sword or spear.

/fixed

Nerfality [NERF]

Withdraw

in Thief

Posted by: rjinx.1378

rjinx.1378

Wouldn’t this skill make more sense if you could control the direction of the dodge? It’s an instant cast ability too. Any direction + Withdraw would compliment acrobatics builds quite well especially with Vigorous Recovery.

The fact that it forces you to roll backwards feels awkard. If I wanted to go forward I would have to turn around 180 degrees and activate; which doesn’t make any sense.

You can actually bind a key to “Turn character around” that spins you 180 degrees within a second.

Nerfality [NERF]