even auto attacks track stealth, its really not that hard… stealth stomp is legit, you should , we would trade it for stability stomp anyday
why hasnt anyone said it
channeled abilitys track stealth
stupid mechanic, but it damages and tracks stealthed targets.
Do all classes have access to channel abilities? If not, then I can’t say it’s a very good counter as it means classes without channeling abilities can’t counter stealthed targets.
it doesnt have to be a channeled ability, but that is the most effective, just use your most drawn out cast animations when you think they will use stealth. heartseeker or any ability will track stealth, probably why they increased the projectile speed of auto attacks.
(edited by savage.3469)
why hasnt anyone said it
channeled abilitys track stealth
stupid mechanic, but it damages and tracks stealthed targets.
pistol whip needs to be looked at
Change it to multiple attacks while moving, and put the stun at the end of the ability, similar to the way hundred blades hits hardest on the final strike(punish’s people for not dodging, but still giving them a chance)
we already have headshot for interupting abilitys quickly, we dont need another easy access stun/daze.
I dont think people realise that its not just channeled abilitys that track people, its any ability that has been cast.
for example, heartseeker still tracks stealth
i havnt seen them confirming whether its intended or not.
they must be dodging it… lazy
or maybe someone could direct me to a post where they have commented.
this builds only problem is that channeled abilitys dont stop targeting you in stealth.
very annoying if its intended, its a very poor mechanic imo.
if i had to compromise on this issue, i would say
reduce .5-1 second stealth duration off all stealth skills, and let it break targeting.
or
all utility stealth skills, trap, blinding powder, stealth refuge break channeled ability targeting
I know i would being doing tpvp during oceanic time if it werent for my lag after 7pm that i get only with gw2.
anet blames isp, isp blames anet.
Wouldnt be surprised if other australians had similar problems.
There were alot of oceanics, people lose interest.
GW2 has higher ping then other online games also. Which might contribute to oceanics not playing.
i think you can only improve it by playing it yourself, just dont be disheartened from your build when a thief backstabs you
@wilhelmryan
i agree that would be useful, but i would also argue that our #4 headshot has a similar effect, daze (.25 seconds).
there is stealth detection, its called channeled abilitys, they track stealthed targets.
whether or not this is intended, i do not know. It works very well.
thanks for seeing my point daeqar. At 900 range we do huge damage in team fights with trick shot(bounces 3 times) and poison field (also applies weaken-15 pts into deadly arts) and the cluster bomb which can catch them offguard.
one 1200 range ability would benefit the pistols very well, and i think bodyshot should be replaced with one.
@sons
if they bumped our range up to 1200, we would be way too op, we do massive damage as it is in group fights, with the shortbow.
at 900 range, we have so much utility to move into range and out of range of the enemy
If we had 1200 range, they would never escape us (1200 range immobilize from stealth), and we would be way too op in team fights.
think about it
lol webley, i agree. Im sure they made thieves have 900 range for a reason.
hits 5k+ as glass cannon i think.
@jjiinx
no its not, atleast not in spvp, things you get when stealing;
thief: stealth
mesmer: boons
warrior: whirling blades
guardian: daze
elemental: chill
necro: fear
ranger: healing tree thing
@jjiinx
i dont think people are very fond of random skills on thief, takes skill out of it.
example being the trait in deadly arts that resets cd of a random type of utility.
i edited the aoe, and changed it to piercing/crippling
what i ment to type initially, was multiple target damage.
anyway i was just throwing an idea out there.
oops that wasnt the build actually
it was 10/30/0/5/25
havnt used it in a while, but it was my very versatile build that did great damage, and had enough initiation to spam #3 shortbow if you had to.
this is my shortbow build, it does the same damage as the 30/30/?/?/? build, or within 5% damage of it i believe, assuming you are mainly auto attacking.
also rips boons and grants boons so i prefer it to 30/30
i still think 25/30/0/0/15 is the best build at the moment however, using dd/sbow
500 hours, and 2500 kills for me, but i have played 900 games for spvp
i dont do pve or wvw(pvpve) lol, i do spvp. i usually go s/d tank in wvw, and jump in and daggerstorm and run away or dancing dagger noobs/stealth stomp.
if long range battles are what you seek, thief isnt the proffesion to choose.
stealth for 2 seconds after steal
gain swiftness, fury and might for 10 seconds
steal boons from enemy and give vigor to yourself
some of the steal traits, not to mention mug lol.
20 second cd is a little bit op, a lot of traits would make it OP
imo go 25/30/0/0/15 id take +3 initiative and steal cd over a immobilise on a cooldown from deadly arts
(edited by savage.3469)
i main a thief, i dont see a problem with 900 range, but then again i dont do much wvw anymore.
we have cluster bomb for sbow, i thought we could use a 1200 range attack for pistols too. 1200 base range on thiefs seems like itll cause qq, unless they nerf ranged damage somehow.
you can also use indirect damage attacks, like poison fields ,caltrops, some traps,while in stealth, without breaking stealth.
so be mindful of that too
title says it all, replace #2 body shot (pistol) with a 1200 range attack that pierces targets and/or cripples. this will partially resolve the whole “give us a rifle” issue
shortbow has 1200 range #2 cluster bomb, could put something similar for bodyshot
makes sense to me so i thought id make a post,
im sure someone has probably had this idea before.
(edited by savage.3469)
bodyshot is stupid, it says it has same cast time as vital shot, but its rate of fire is 30% slower
yes i did some minor tests with this skill
IMO they should remove mug damage, and replace it with something more interesting, a buff perhaps, or even quickness lol.
yes, they get knocked back, sometimes theres a glitch also where it takes them out of the stealth animation on there screen. very confusing.
lol, i do not see the sense in this. I do however see your frustration
for daze lock thiefs
you forgot the trap that has a very long knockdown
thats an important part of the chain of skills.
steal: not using the current stolen ability and instead, the skill is acting as if you never stole an ability, and continues on to teleport to the target as per normal steal ability.
could be a bug with the tooltip, or could be a huge flaw.
@ gamefreak
Im sure they already know about 1v1 problems, and i bet they are thinking that if they implement 1v1, people will see deeper into the flaws of gw2
just go 25/30/0/0/15
hide in shadows,shadowstep, blinding powder or refuge, and movement increase signet, and basilisk venom.
sbow/dd, strong aoe damage, then jump in for the mug cnd backstab burst using basilisk.
very simple, and quite popular
Because there are so many builds for each proffesion, unlike other games where theres usually a few different trees you can spend traits/talents in. I think its going to be impossible to balance 1v1.
At the moment they seem to be only doing nerfs to the OP builds that stand out alot, and that people cry about. Pistol whip, then backstab (signet) for example.
I cant imagine them fine tuning abilitys to make absolutely everything balanced, but i can imagine them nerfing the next OP build thats discovered
accidently typed spvp in title lol.
I’m on IoJ and I rarely see people lfm for tpvp.Which server advertises alot for tpvp? or even spvp fun.
i wouldnt mind a nerf, aslong as they rework the other weapon sets/traits. backstab is the most efficient way of playing thief at the moment, and it gets kittening boring, oh and i hate condition builds
yeh thats true, I am quite used to it now. But i actively have to think about what not to do, because of buggy/bad pathing
It tells me 210-220 ping from melbourne aus.
i use pingplotter, as reccomended by anet. I usually get 170 ping to WoW/LoL. im sure anet will tell me its my ISP’s fault for the increased ping :P
for thief, a few things are
-flanking strike, make it more reliable
-shadow shot, dont root yourself after shadowsteping
-shadow strike, make it shadowstep away even if blocked, or something similar
-bodyshot, make it shoot as fast as vital shot, since they both have 1/2 second cooldown, yet body shot shoots about 30% less shots in the same time.
-cloak and dagger, sometimes stealth animation doesn’t happen upon getting the invisible debuff, very confusing.
-steal/mug, bugged, i can use this from range if im on a higher level platform or buggy terrain. it wont teleport me to them, it will just add to my nuke combo damage. This goes hand in hand with poor teleport pathing which i listed aswel.
teleport/shadowstep skills, if i use infiltrators strike, then shadow return on buggy terrain, sometimes it will just keep me in place. inconsistent when teleporting to different platforms, like from the ground level to top of clock tower in kyhlo.
blind fields not applying blind as soon as someone steps foot in it, i attempted a blind build to counter melee,but they have to stand in it for a second or two before it gives then the blind debuff. They walk through uneffected.
withdraw/roll for initiating when chilled/immobilized, it sometimes or most times, rolls backwards but half the distance, as if you still had chilled applied on you. Could be a lag issue.
dagger storm would be nice if it could reflect mesmer great sword ranged laser auto-attack, or similar abilitys. This is probably a mechanic that they intended though… but i can dream…
for the game, a few things;
rendering bug with stealth probably hard to fix
server performing 2 actions at once i could teleport away just as i get downed, on my screen i will be where i teleported to. On their screen i will be where i was before i teleported.
teleporting pathing cannot teleport from a higher platform onto a lower platform, i understand the balancing issue from going from lower to higher though.
many bugs with sigils/runes inconsistent, missing important cd tooltip, or just not working.
these are just everyday things i notice
+ many more, but im going to bed
(edited by savage.3469)
iv had a similar experience, when using cnd.
it connects, and you get the stealth buff, and can use backstab, but it doesnt show stealth your character
might be a bug.
I was curious if they have slowed down on tweaking skills. There are so many skills on thief that i would like to see reworked or changed.
I might not have been following the posts close enough, I just had the expectations that there would be a lot of ongoing improvement to the mechanics of skills
in the competitive scene,i dont think people would like chance on hit to apply poisons.
15 initiative, then use signets that give 2 initiate per use
(edited by savage.3469)
I did some testing
In 10 seconds the amount of shots fired by each skill wasroughly
bodyshot: 7-8
vital shot: 11-12
(edited by savage.3469)
yeh, i thought about even if you dont hit them, but then its a shadow step for 4 initiative you can spam to get around the map.
bodyshot: make your foe vulnerable with a body shot 1/2 second cast time
vital shot: bleed your foe with a shot to the vitals 1/2 second cast time
same cast time, yet body shot takes has some sort of global cooldown making it alot slower to cast then vital shot.
“shadow strike: stab your foe, then shadowstep away and shoot them”
number 3 skill on pistol/dagger set, shadow strike. Wouldnt it make more sense if you could still shadowstep away even if they block?