Showing Posts For rogue.5960:
Phew , luckily not everyone can afford or bothered/unwilling to spend. At least my character looks rare/unique , with the occasional “tells” from other players ‘on what armor I’m wearing’.
T3 skins for the win At least there’s a goal for some players to achieve at end game.
The stealth mechanic is necessary due to the use of initiative to give a thief time to regen his weapon skills. Some classes can stealth while others become completely invulnerable or at the very least completely block or evade attacks… Competency matters.
Other than stealth, there’s skills that provide evades while in attack animation. Like dodge, good timing helps a lot in execution of the skill.
Now with all the nerfs, solo play-style thieves are forced to a guerrilla build, namely hit and run. Why? They can burst heavy only once, if they misses(especially if the other players are competent enough to dodge or use evasion skills) they are literally out of initiative. Solo has 2 traited forms, stealth tank (mainly for harassment) or raw glass cannon(either you are dead or he’s dead).
Groupstyle or “support” thieves, which I prefer, uses conditions and boons. I share venom which in turn provides up to 8 stacks of mights as well as 1 fury/swiftness/might boon with stealthrill of the hunt. Shadow refuge for stealth, regen and emergency revive. Works good in all settings.
The nerf, dancing dagger. Now it’s a heavy 4 initiative cost that does less damage than my auto-attack. It has become a liability since I found myself completely out of initiative often and earlier. E.g Used to take down a moa in about 5 seconds, throwing the dagger to cripple it when it tries to run away. Now I take about 8 seconds. Note I can still take down that moa in about 5 seconds using pistols.
The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: rogue.5960
After the Oct/07 patch, invisibility/render culling issue is much worse.
It’s usually triggered after two huge armies clash. All enemies are rendered invisible, teammates are invisible and most NPCs are rendered invisible(e.g Supply camp guards). Dying and respawning does not fix the problem.
Relogging or restarting will fix it till the next big zerg clash.
It makes little difference. There will always be people who continue to do so, simply by buying multiple copies of the game and create accounts on multiple servers( Usually top 5 ranking).
No need for transfers since they had created a character on every server.
As a comparison, hundreds or even thousands of botting/gold seller spamming account across all servers already existed. A mere few copies for “spying” is a cheap investment.
Power trip or delusion of grandeur, who knows what these people think? lol.
Not being able to move might be an invisible player or players skill that “immobilize” or “stun”.
Incoming zerg vs incoming zerg is fine as both sides suffer same issue of delayed rendering.
But the portal in zerg is an instant blanket invisibility for the whole zerg group. So much so that server can take minutes before rendering catches up.
Oh Mesmer ability to port players are valid. However, that ability don’t turn players invisible( Most powerful form of invisibility that last for minutes and does not reveal even if players attack )…
But knowing the limitation of the system (Anet told everyone the limitation recently…) and thus the ability to make instant invisible zerg ball. IMO, is an exploit.
Kinda like the millions of karma weapon exploit issue, you know it’s there so let do it a few thousand times as an excuse. In the end, Anet banned or pardoned and jacked up the price on almost everything, lol.
Well there are some servers fully “using” this exploit in WvWvW.
Nothing like dying to a sudden spike in damage while half your squad of 50 men dying to “invisible” enemies. Only when the client catches up with rendering the characters then slowly will the enemies appear on screen.
Same here, did not run dungeons for a while
Did TA Explore mode,3 different paths (Each path took us about 40 mins)
Run 1 → 60 Tokens
Run 2, path 2 → 45 Tokens
Run 3, path 3 → 30 Tokens
2 Hours later, decided to run HOTW with another group but went through a different path since I did one 30+ hours ago.
Run → 30 Tokens
Diminishing returns affect all dungeons regardless of paths and run frequency( even those I ran a few days apart )?
Dunno, it worked great for me. I purchased a full set of explorer gear and runes.
Since then, I have a noticeable increase of rare drops(yellow), masterwork(green) and fine gear(blue) since I’m forced to vendor or salvage more(ectoplasm) often due to full inventory.
It affects loot bags and loot drops from monsters, improves my chance of getting Tier 6 mats instead of Tier 5 mats from that same monster type and loot from Chest.
I don’t think it affects gathering nodes. Since it’s obvious what item(not random) you will get from a node and only by crits/gather bonus chance(Guild upgrades or WvWvW) you get extra mats from that node.