Showing Posts For savints.6281:
I litterly noticed this seconds after login when they patch went live, the same thing can be said about shadows rejuvenation, before the trait merge it would restore initiative on the first strike and then again after 4 seconds, as it now, we get 1 after 3 seconds and lose the first one on our first stealth
https://forum-en.gw2archive.eu/forum/professions/thief/BUG-Shadows-Rejuvenation/first#post5199634
Ok I thought I was going crazy, happy I am not the only one…
Kinda a pretty big nerf to be honest, 4 down to 1 initiative, and 2 down to 1 condition removed, and now that we can’t remove cripple immobilize and chill, I duno, that just sucks, I loved being able to stealth and remove immobilize, if you’re stuck in imo, you can cnd to clear it if your foe got to close, or steal cnd, blinding powder, black powder hs, just losing options and tech every patch
at least they fixed bs giving reveal :/
Possible bug on shadows rejuvenation, you do not gain your 1 initiative as soon as you enter stealth, tested with cloak and dagger, causing it cost 6 initiative when you land it still, and not 5, I am pretty sure the way it was before with the old trait that got merged into this new grand master, that you got your 2 initiative back upon a successful CnD.
Correct me if I am wrong.
[EDIT] The same thing can be said with shadows embrace, before patch it would remove 1 condi on your first stealth, then 3s later it would remove another if you stayed in stealth for the full duration, so now on a full 4 second stealth we remove 1 condition and regain 1 initiative, before the patch in a full 4 second stealth we would remove 2 conditions and regain 4 initiative, this is has not not been fully tested, just what I have observed/felt from playing since patch.
(edited by savints.6281)
I would like to see a dev post, but I don’t know, it’s not a crash or “game breaking” bug so it could take some time…
Update – September 10, 2014 Bug Fixes
Fixed various client crashes.
Fixed an issue in which players would disconnect when quitting a storyline via the Story Journal.
Fixed a bug that prevented interact UI from showing while moving the camera.
Thief:
Steal: Fixed an issue in which thieves were unable to hit with this ability while using a movement skill.
Fixed PvP healing at low levels. It’s now interruptible again.
Fixed an issue in which players were unable to purchase trait guides in the PvP lobby.
Custom emotes no longer add the sender’s name.
Still happening and still annoying… I am getting really sick of finding all these new bugs that where not in previous builds of the game, that start popping up patch after patch, and don’t get fixed until months later!
Get a freaking public test server all ready, this is getting really depressing!
So much for polish…
When ever in stealth, your weapon goes all crazy and buggy looking!
this is more so when it has a lot of effects like my incinerator, please fix as I am a thief player and use stealth a lot, this is very annoying!
I made my first ascended armor piece today and I don’t know how to get my rune out, before I used the transmutation stones to move the rune over, but with the new wardrobe change that is no longer possible, the item with the rune in question is a solders piece (bought from WvW so I can’t salvage it to get it out) with my travelers rune in it that I want to move to my new ascended soldiers armor piece,, do I just have to buy the rune again?
I agree with everything said in this video, you addressed everything with a very good alternative fix, we should not be losing options in a fight, managing all your ability’s and when to use what and prioritize skills over others is what made this profession for me, as well as others, it does sift out the good from the bad, I love this about the thief, you can always tell within 5 seconds of a fight who is a skilled thief and who is not.
I totally agree with infusion of shadow giving 3 rather then 2, and the, nurf it was needed to stop the cheese purma stealth, anyone defending this is either bad, or just really can’t play this profession, and should look toward a new one, but why are they not giving anything back to us? why are they not shaving us, but rather changing skills as a whole, until they “find something that might work” I was ok with the past nurf on nurf on nurf every patch, but this dec 10 I am very disappointing in a team I had once though where doing things “for the better of the class” that I love so much, but this just shows me how little they know about the thief and how it’s ACTUALLY played.
Very unhappy with the direction they are taking this, and again, agreeing with Jumper 100%, you can hear the disappointment in his voice just explaining how ridiculous this is, it’s so sad so see anet acting this way and singling out this profession.
I had no problems soloing the tower at all, but then again I am a thief, at least we are good at something I guess… oh wait, shouldn’t have said anything, NURF INC thief OP!
Hey I was was wondering as I am making my first ascended dagger, what is a good amount of crit damage to have on a dd/d/p thief, I have always had around 100% or so, but I have been messing with some builds as of late to get some more defense and I was just wonder where abouts I should be sitting, the chose is having 85% with more armor, or 95% with less armor and more crit damage, I read somewhere that crit damage has diminishing returns, was not sure about this.
Edit: added stats screen shot.
(edited by savints.6281)
Rather then have steal a stun break, I would like to see it have a non target-able shadow step.
If you have a target steal works as it does now.
If you don’t have a target it works like shadow step, with out the stun break and with out the return.
Ok well now that I have your attention, (and hopefully that of a dev) I would like to go over, and get some ideas on a change that just kind of came to me, I am going to lay it out now!
Backfire
Fire a blazing shot, and apply burning to your opponent for 3 seconds, also damaging the area around you. must be used after black powder. (probably 1-2 seconds, much like LS for sword 2)
Initiative: 3
Damage: 84
Duration: 3s buring
Combo finisher: Blast
Range: 900
I really like the idea of having this, it would make p/p more viable, for condi as well as direct damage, and give it access to stealth as well (and some group support with an on demand aoe stealth much like BP + cluster bomb) I would also like to note that black powder should have its duration decreased to 2 seconds from 4 (something has to be done about the d/p cheese) also with backfire, this would stealth you in a d/p build, you would probably be able to pull off 2 HS in that time but this would also be a faster stealth then BP into HS,(and you wont be able to pull of 4 HS in a BP this way) so there’s that, also note that the damage is applied before the blast finisher on backfire, so it’s still a reliable stealth) so with this method you would be able to either HS, for more damage, or opt for the quicker less damaging stealth if (you’re in a d/p build anyways)
So what do you guys think?
1) D/D, P/D
2) 0/30/30/10/0
3) WvW, PvP
So, no one thinks this is needed?
OR you’re all just in shock as to how much sense this would make and why it’s not already in the game?
Taken from reddit, makes all the logic.
http://www.reddit.com/r/Guildwars2/comments/z82pa/simple_inventory_improvement/
The time it takes to stomp a foe in wvw should be halved imo, I like the mechanic in all other game types but wvw, it’s just crazy that you can get a res off before I can stomp if we start at the same time, this also adds a little bit of a clutch res to the game type and makes out numbered fights a little more fun, just a thought.
Looking to join, I am on the ioj server but also looking for a new server as well.
Shadow refuge?
great players gravitate to play the harder builds…..this is bc they are usually more rewarding….. ranger….warrior…. even perhap engineer are made for starter lvl up i think….memser ele thief are most rewarding. does that mean the others cant contend? absolutely not! so there has to be a place for new players and a place for advanced….the problem is there is no clear line…..tpvp is for advanced and pve is for everyone….but wvw/spvp are for what? and in spvp/wvw is 90% of the complainers…… people in tpvp dont complain about invis as much…
wierd that i just thought of this. wish i had pointed it out much sooner
Funny that you’re one of the complainers, and by all means thief is one of the easier classes to play, it’s pretty much a cake wake of button mashing, but, this is also one of the hardest classes to master I think, you have a lot more to manage and get punished more for messing up, it has a definite learning curve once you reach a cretin point, I will agree that ele and mesmer are two of the harder pick up and play classes though.
I don’t think the traps where a direct hit to thieves at all, but like some have stated, we have to wait and see how they will pan out.
They won’t remove stealth and asking them to do so is kitten. They have spent time and resources on this mechanic and have continued to do so.
That’s not really an argument, it’s just a typical cognitive bias to think that something is worth continuing because you have spent time and effort on it.
Not that I think stealth should be removed. It’s effective tool against the omnipotence of zergs.Thats true, My statement is very generic. To make more of a argument would be to look at everything it would take to removed stealth. All but the deadly arts trait lines are effected by stealth along with 6 skills that would have to be reworked. Also how smoke fields interact with blast and leap finishers would also have to be reworked. Not to mention Mesmers, Rangers, and engineers have access to at least 1 stealth mechanic.
They would have to remake the whole thief class to remove stealth, which would probably take more time and resources then it would take to adjust the mechanic its self.
+1 For logic.
In pvp there were two scenarios he used mist form and I did an educated guess on where to land the shadow step. Such a great feeling when you do this for the first time. So what class can we not counter an interrupt? Mesmers don’t count if the do theirs early enough you can quickly use a shadow step in that .5 second window.
As a thief you can counter every down state interrupt in the game with proper timing on blinds, steal, or shadow stepping.
Oh and one thing about the mes, if you stealth fast enough and they don’t have a target, they can not use there down state stealth/clone.
See I didnt know that, thanks! (the thing about the mesmer) In the case of eles and mesmers and even the really experienced thieves, I think luck is also a HUGE factor as well.
I would only say that ele might have the luck factor there, as for countering the thief down state shadow step, its 100% going to go off if you have steal up, when you kill a thief and your steal skill is off cool down, just target that thief and when he goes to shadow step, just just use steal and it’s gg for him.
If your steal is on cool down and you have shadow step up (which you should be taking almost 100% of the time) just pan and watch for that shadow step, it’s really easy to pull off once you get the hang of it, and you will be “pro” stomping thieves like a G in no time.
Why is everyone so aggressively dismissive when people post videos. Are you so jaded that you have to be rocked to your foundation by every video that is posted? OP just wanted to share a video of him fighting, he didn’t want to change your life or change the way everyone plays this class.
It’s kinda a human nature thing/ego thing I suppose (not saying I am this way) but when you post a video of your self playing a game/class that a lot of people play, of course you’re going to get judged by your fellow peers, it’s just a thing that happens in any game, you’re just putting your self out their for “critiquing”
Well there is a difference between critiquing and this
id destroy this thief….:P i know warriors that could too. SoR build works on him….boom gg.
That is insulting.
Just ignore those kinds of people to be honest, they are just out to grow their e-kitten.
(edited by savints.6281)
In pvp there were two scenarios he used mist form and I did an educated guess on where to land the shadow step. Such a great feeling when you do this for the first time. So what class can we not counter an interrupt? Mesmers don’t count if the do theirs early enough you can quickly use a shadow step in that .5 second window.
As a thief you can counter every down state interrupt in the game with proper timing on blinds, steal, or shadow stepping.
Oh and one thing about the mes, if you stealth fast enough and they don’t have a target, they can not use there down state stealth/clone.
(edited by savints.6281)
Why is everyone so aggressively dismissive when people post videos. Are you so jaded that you have to be rocked to your foundation by every video that is posted? OP just wanted to share a video of him fighting, he didn’t want to change your life or change the way everyone plays this class.
It’s kinda a human nature thing/ego thing I suppose (not saying I am this way) but when you post a video of your self playing a game/class that a lot of people play, of course you’re going to get judged by your fellow peers, it’s just a thing that happens in any game, you’re just putting your self out their for “critiquing”
It was ok I guess, but I only have one question, why do you play sooo zoomed in, that really only hinders yourself.
Before you start telling me how much you love this mechanic, please understand that I too love the mechanic, but it just doesn’t work. People don’t want to learn how to counter it and stealth have always been called OP in every single MMO that implemented it. ArenaNet didn’t implement Stealth in Guild Wars because they meant it would be impossible to balance a game with stealth. The Assassin and how that profession work was a much smarter approach and something that worked.
This is copied directly from the GW wiki:
The Assassin walks the shadows, a deadly viper ready to strike at the heart when the enemy least expects it, nowhere and everywhere all at once. Assassins are masters of their chosen weapon, the dagger, and are expert at inflicting Critical Strikes that cause massive damage. The Assassin is trained to efficiently link attacks together in a chain that does not give the enemy a chance to hit back. They have mastered the ability to move as shadows—Assassins wear only lightweight armor and prefer to avoid damage by not being there when the enemy’s strike lands. Their other magical skills include Hexes that lower the target’s defenses and protect the Assassin from harm.I would much rather have that kind of profession with tons of shadowsteps and quick hits than stealth. And as we already can see, they’ve nerfed us patch after patch, and now they’ve really started to destroy our core mechanic – so why not just remove it and buff us in other ways….
Removing stealth is never going happen in this game, you might as just accept this fact and rather then posting pointless suggestions that will never get implemented, just focus on the things that we need right now, and what “they say” we are going get like higher mobility, which I am really excited for, even if it just reducing the cool downs on some of our more mobile utility’s
I was worried about the stealth traps just as much as the rest of you, but in fact it was not nearly as bad as I thought it was going to be, so what if that 1% or 2% of the wvw’ers that are roaming at the time actually wast (because in fact it is a wast) a trap just to one kitten one thief (because you know they can’t/don’t have the skill to actually beat you with out one, hence the reason they are carrying it in the first place) it’s just so hilarious in my opinion I was fighting a ranger that was clearly being out classed by me the other day, and thought it was just the best idea to bust one of these traps down so they could get some easy kills, well I will tell you what, I swapped to d/p (main is d/d) and just trolled him with head shot on that last second of the trap being set, anyways, kinda off topic, stealth is not going any where, just learn to live with that fact, if you don’t like stealth in gw2 try rolling another profession, or find a new game in the mean time (because you know gw2 is free and you can ALWAYS come back to it at some point whenever you want)
they are worse than expected….. its not really fair to say well they arent affecting people that much bc they are not used like every 2 mins everywhere right now….but when they are used you are almost assuredly dead :P. they are horrible. you could say that mesmer immortal build is weak “when ur not fighting it” but when you fight it your as good as dead….i mean that doesnt make much sense. you have to look at in effect. not if in effect.
I do player on a lower tier server, so that might have something to do with it, but I don’t see these traps being used, it’s pretty rare.
So maybe my opinion them is a little jaded compared to the people that play on t1 and t2, if so, then I really don’t have that much experience with them as the rest, saying that everyone and there grandma is running with these traps, and they are placed every 5 feet in wvw… it’s just hard to make a honest judgment on the matter.
I play on Blackgate and I have yet to see one. I’m a fairly active roamer and the only ones I’v seen are my groups. I don’t think people have found ways to utilize them yet.
So it’s just your normal thief QQ then, we really have to give it a few weeks I am guessing, thanks for the info though.
Before you start telling me how much you love this mechanic, please understand that I too love the mechanic, but it just doesn’t work. People don’t want to learn how to counter it and stealth have always been called OP in every single MMO that implemented it. ArenaNet didn’t implement Stealth in Guild Wars because they meant it would be impossible to balance a game with stealth. The Assassin and how that profession work was a much smarter approach and something that worked.
This is copied directly from the GW wiki:
The Assassin walks the shadows, a deadly viper ready to strike at the heart when the enemy least expects it, nowhere and everywhere all at once. Assassins are masters of their chosen weapon, the dagger, and are expert at inflicting Critical Strikes that cause massive damage. The Assassin is trained to efficiently link attacks together in a chain that does not give the enemy a chance to hit back. They have mastered the ability to move as shadows—Assassins wear only lightweight armor and prefer to avoid damage by not being there when the enemy’s strike lands. Their other magical skills include Hexes that lower the target’s defenses and protect the Assassin from harm.I would much rather have that kind of profession with tons of shadowsteps and quick hits than stealth. And as we already can see, they’ve nerfed us patch after patch, and now they’ve really started to destroy our core mechanic – so why not just remove it and buff us in other ways….
Removing stealth is never going happen in this game, you might as just accept this fact and rather then posting pointless suggestions that will never get implemented, just focus on the things that we need right now, and what “they say” we are going get like higher mobility, which I am really excited for, even if it just reducing the cool downs on some of our more mobile utility’s
I was worried about the stealth traps just as much as the rest of you, but in fact it was not nearly as bad as I thought it was going to be, so what if that 1% or 2% of the wvw’ers that are roaming at the time actually wast (because in fact it is a wast) a trap just to one kitten one thief (because you know they can’t/don’t have the skill to actually beat you with out one, hence the reason they are carrying it in the first place) it’s just so hilarious in my opinion I was fighting a ranger that was clearly being out classed by me the other day, and thought it was just the best idea to bust one of these traps down so they could get some easy kills, well I will tell you what, I swapped to d/p (main is d/d) and just trolled him with head shot on that last second of the trap being set, anyways, kinda off topic, stealth is not going any where, just learn to live with that fact, if you don’t like stealth in gw2 try rolling another profession, or find a new game in the mean time (because you know gw2 is free and you can ALWAYS come back to it at some point whenever you want)
they are worse than expected….. its not really fair to say well they arent affecting people that much bc they are not used like every 2 mins everywhere right now….but when they are used you are almost assuredly dead :P. they are horrible. you could say that mesmer immortal build is weak “when ur not fighting it” but when you fight it your as good as dead….i mean that doesnt make much sense. you have to look at in effect. not if in effect.
I do player on a lower tier server, so that might have something to do with it, but I don’t see these traps being used, it’s pretty rare.
So maybe my opinion them is a little jaded compared to the people that play on t1 and t2, if so, then I really don’t have that much experience with them as the rest, saying that everyone and there grandma is running with these traps, and they are placed every 5 feet in wvw… it’s just hard to make an honest judgment on the matter.
(edited by savints.6281)
Before you start telling me how much you love this mechanic, please understand that I too love the mechanic, but it just doesn’t work. People don’t want to learn how to counter it and stealth have always been called OP in every single MMO that implemented it. ArenaNet didn’t implement Stealth in Guild Wars because they meant it would be impossible to balance a game with stealth. The Assassin and how that profession work was a much smarter approach and something that worked.
This is copied directly from the GW wiki:
The Assassin walks the shadows, a deadly viper ready to strike at the heart when the enemy least expects it, nowhere and everywhere all at once. Assassins are masters of their chosen weapon, the dagger, and are expert at inflicting Critical Strikes that cause massive damage. The Assassin is trained to efficiently link attacks together in a chain that does not give the enemy a chance to hit back. They have mastered the ability to move as shadows—Assassins wear only lightweight armor and prefer to avoid damage by not being there when the enemy’s strike lands. Their other magical skills include Hexes that lower the target’s defenses and protect the Assassin from harm.I would much rather have that kind of profession with tons of shadowsteps and quick hits than stealth. And as we already can see, they’ve nerfed us patch after patch, and now they’ve really started to destroy our core mechanic – so why not just remove it and buff us in other ways….
Removing stealth is never going happen in this game, you might as just accept this fact and rather then posting pointless suggestions that will never get implemented, just focus on the things that we need right now, and what “they say” we are going get like higher mobility, which I am really excited for, even if it just reducing the cool downs on some of our more mobile utility’s
I was worried about the stealth traps just as much as the rest of you, but in fact it was not nearly as bad as I thought it was going to be, so what if that 1% or 2% of the wvw’ers that are roaming at the time actually wast (because in fact it is a wast) a trap just to one kitten one thief (because you know they can’t/don’t have the skill to actually beat you with out one, hence the reason they are carrying it in the first place) it’s just so hilarious in my opinion I was fighting a ranger that was clearly being out classed by me the other day, and thought it was just the best idea to bust one of these traps down so they could get some easy kills, well I will tell you what, I swapped to d/p (main is d/d) and just trolled him with head shot on that last second of the trap being set, anyways, kinda off topic, stealth is not going any where, just learn to live with that fact, if you don’t like stealth in gw2 try rolling another profession, or find a new game in the mean time (because you know gw2 is free and you can ALWAYS come back to it at some point whenever you want)
7/10 sounds really elementalist to me
Male thief – Savints Silverwing
GW1 vets might know this one.
T8 NA (FC/HoD/ET) has been consolidating roaming guilds in an effort to always have some small group fights, and from what I’ve seen, it’s quite successful. That’s not to say there are no zerg vs zerg fights, but there are always (when they’re online) groups of 5~ running around in various borderlands.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Small-man-Havoc-Crew-Tier-Consolidation/first
Actually been keeping an eye on T8 to be honest, they always seem to have the most even match up, points wise.
Hey guys I am going to be looking into a server transfer in the next coming months and I was wondering if any of you could give me some advice on which server would be best for me, I am frequent wvw’er that plays on Isles of Janthir, I am looking for a server that is pretty big on wvw and that does not have huge masses of zerg play, I am a roamer / small scale fights kinda person and zerging does not interest me at all, any suggestions are welcome!
How about implimenting everything we have on wvwv land to underwater.. with new twists, like having a huge sea creature (ram) the underwater gates etc…
It is obvious underwater combat is reserved for Pve, but I think underwater wvw combat would fit here perfectly.
I think this would be a great idea and would add ‘new dynamics’ and ‘new birth’ to the ideals of wvw.
What do you think?
Most people hate underwater combat, it’s just not fun to swim around half as good as you could be, it’s like as soon as you go underwater, you lose half your potential, hows that fun?
Also I could only see this working if they added 1 underwater keep to each BL excluding EB.
And as of right now, it wound never be contested because, well people don’t like underwater combat, hence why most people don’t chase into the water haha, you know it’s true
“kitten, invader just went in the lake…”
“just leave that fool…”
pointless thread. anet does not care about what the community wants for wvw. i have insider knowledge that they are currently investing all of their dev power to revert culling back to its original state in wvw
Some poeple… just need a swift falcon kick, right to the jaw.
To be honest I don’t think they will ever remove the down state in wvw (I don’t like it as much as the rest of you) but it is something they took time to develop and put effort into, if anything they will try and make it work by separating down the down states in wvw from pve, I think personally what should be done is, the HP pool of everyone in down state for wvw should be normalized everyone has the same small HP pool in down state in wvw, it just seems right, they also need to decrees the time it takes to stomp in wvw, to at least 2x faster then what it is right now, this or increase the time it takes for an in combat res to happen, someone should not be able to res a team mate faster then I can down them.
Does poison slow down the reviving speed?
Yes, poison does decrease rate of resurrection. Caltrops helps too. As a thief, whenever I am outnumbered and managed to down somebody I will pop a stealth, caltrops and Shortbow 4 (choking gas). The combination of bleed ans poison gives me extra time for a stomp but the enemy can still manage to zerg rez.
IMO the rate of rezzing from down state is way to high. It’s ridiculous.
I agree, at least some people are taking this post a little serious.
I think the time it takes to stomp a player should be increased
make stomping faster
Make up your mind already.
I don’t get it…
time increased = more time = slower
then you said stomp faster.
however, i find it funny someone named “waffler” told you to make up your mind. XD
kitten, well then, show’s how little sleep I have had xD
I think the time it takes to stomp a player should be increased
make stomping faster
Make up your mind already.
I don’t get it…
Yeah I know this, it just feels like when I am 1v2 or 1vx, it’s just so imposable to get someone downed, and feels like an endless battle, maybe I am just nitpicking.
I just feel as if I have already killed that person (put them in down state) I should have an advantage on them (even more so in a 1vx) and that getting your team mate up should be clutch and not a 90% kinda thing that’s going to happen, increasing the stomp time/lowering in combat res more, would just be so awesome in wvw I think.
(edited by savints.6281)
Just a small suggestion, I think that the stomping mechanic works just beautiful in pve, but in pvp it slows down the pace and is just rather annoying, I think the time it takes to stomp a player should be decreased, it’s just a little ridiculous that I can’t stomp a downed player faster then someone can res them, either make stomping faster, or the in combat res healing smaller, just a thought and is my own opinion.
(edited by savints.6281)
Much like the c&d + steal opener you can also use heart seeker + steal, it has the same effect but it’s a heart seeker, I like to use this a lot to get that last little bit of hp on my enemy when they are on the run, it’s a great finisher.
half right half wrong @ savints…..For ONE….nobody uses D/D burst….its not a viable build although yes you can go with a 40-50% success rate kill 1 person at a time then die or try run away for the next 60 secs to recharge everything. but thats useless and does nothing for or against the community. changes nothing….its like an annoying fly on the larger picture. the builds that are upset are the ones that spec into defense like me. 10 20 20 20 0 …..bc of that we do really crappy dmg. crappier than mesmers by far….crappier than warriors….. but that 10 in mug can help us get another 3-4k dmg off if we get lucky on a crit. (yes it can do more in those crappy burst builds which arent used bc they are suicide/suck). so now if we wanna play s/d or d/p or s/p or p/d our dmg entirely is going to be lower than 3-4 classes. even with some specc’d into power/prec and other half in dmg. thieves need dmg. we keep getting nerfed now the best burst/best hit class is MAYBE 3rd at best. nobody is crying for the burst builds. its the builds that need a kitten of burst to help them get along. our overall dmg is soooo low.
I really don’t get what you’re saying, so if anyone want’s to run anything viable at all they have to take the mug trait because our damage is “too low” I really have to disagree with you there, I think our damage is just fine and that we are not really meant to stay in prolonged fights, hence why we have stealth to move around the battle and slip in and out of combat and confuse our enemy, this breaks up the constant “go go go attack” that most classes go by because they don’t have a utility like stealth to use, once an opponent is on you you don’t have the luxury of staggering your position, or moving around like the thief does, I have been getting by just fine with out mug and I don’t ever seen a reason to use it at this point for me, unless it did something like I had stated like stripping a boon from my target, I hate to use a video as reference but we can all really learn a thing or two from this thief player, it’s really not about how much damage you’re doing, it’s about how much damage you’re negating/denying from your opponent(s) at least in my opinion anyways and the 600+ hours I have logged on my thief I can’t really say that I will ever lose the love for the way this class plays.
I see a lot of people posting about the Mug trait and how lowering this ability’s damage will just break the thief’s whole bursty play style, well I can not agree more with the devs on lowering this skills damage out put, as a trait, it does way to much damage for what it is and this in fact will lower the damage on those gimmicky one shot thieves, I think this is a step in the right direction for our profession, I don’t think any one should be able to one shot combo someone, it’s a really lame tactic that requires very little on the users end to use, and in fact is not helping you play the class any better, sure you probably feel like a big shot going about and one shot stomping people that you catch off guard but it really sucks for how utterly useless you are after that, do you not agree?
I do not however agree with the fact that Mug now can heal for 2k, this makes no sense as to why you’re healing off someone you just mugged…
it feels as if very little thought was put into the upside of taking this trait and something alone the lines of “well we took the ability for the skill to crit away, lets just compensate with a minor heal on a 45s cd that’s mostly used as an opener” I would have loved to see this trait rather then heal the thief, possibility strip a boon from your target, makes sense right, you’re mugging the person and I would actually be more inclined to use this trait if it did the nerfed damage it’s going to do, as well as stripped 1 boon from said target rather then heal me, this also gives me the option to not have to run s/x in the upcoming patch and if I do chose to run with it, I have the option to steal a boon for my self and also strip another from my target as well as gap closing and dealing a little damage, thoughts anyone?
I didn’t hear anything about reviled, or maybe I am missing something else, anyone care to clear this up?
They talked about it in the beginning of the video, they’re bringing it down to 3s.
Alright, thanks for that, so everything else seems to be correct then, unless I missed something, I kinda didn’t watch the first bit and skipped right to the professions segment.
So this is what I gathered from the Guild Wars 2 state of the game.
~ Mug can no longer crit and will grant a 2k heal that is increased with healing power
~ Flanking strike now has a second ability after it is used that will steal one boon with full duration and stacks off said target and the pathing/animations are improved upon
~ They want to keep thieves the highest mobile profession and most busrty.
I didn’t hear anything about reviled, or maybe I am missing something else, anyone care to clear this up?
well the extra damage was to balance out the slow down of the move (waiting for shadowstep to fade out for reuse)
Multi-step was to a) give reason for the dagger move to stay same b) give thief a cool looking move c) increase mobility further.
how powerful it would be would really depend on a lot, if each “step” of the dance took extra initiative you wouldn’t be able to just spam it repeatedly until the groups died, having no control over where the other steps would be could also be a penalty resulting in death (stepping into a warriors hundred blades for example) meaning the only reliable step would be the first one and not utilizing the others puts a “cooldown” on that step without actually totally limiting you from it.
I still don’t really see how the multi-stepping works, so you use dancing dagger, lets say it hits 3 targets, then what, your dancing dagger swaps to a shadow step, to step to your first target? then once you step to your first target it steps to your second target on the next key press and so on, there still has to be a time limit at which you can step at, what if I didn’t want to shadow step and I wanted to use dancing dagger again? I could see it being like this only if it where lets say for instance, had a timer attached to each step and once that timer ran out it would return “flip back” to dancing dagger, lets do the same scenario again, I use my dancing dagger it hits 3 targets, my dancing dagger flips to a shadow step for 1.5 seconds, if I don’t use it with in that 1.5 seconds it then returns back to dancing dagger and I am able to use that again if I want, or if I had used the shadow step it refreshes it for another 1.5 seconds and it is able to be used again but this time stepping to target 2 rinse and repeat, this is the only way I can this happening or could happen, and yeah that would be pretty kitten awesome!
Oooh, I really like the idea of Dancing Dagger being changed to a shadowstep.
The way I think I’d like to see it done is to have the thrown dagger strike a single target and apply a short cripple, then you have a few seconds to trigger it again to shadowstep to the enemy you had hit and perform a quick AoE spin attack, like the single-dagger Twisting Fang.
I am happy with just a simple shadow step added on, all I would want for d/d really!
though I do agree it would be nice if there was ways to streamline salvaging but every way I think of basically takes the same time.
One change that would be awesome though is when you have your salvage kit ready, non salvagables faded out (making it easier to find salvagable gear without having to reorganize your inventory first)
I totally agree with this.
Thieves have mobility in ways that outclass swiftness, they don’t really need it when their gap closers and shadowsteps do it better. Plus having swiftness does not really mean mobility. Take engies for example, perma swiftness yet are a slow slow class.
I thought someone was going to bring up engie, that is true, they do have access to perma swiftness, and still yet feel like a slow class, or rather look like it due to I have never actually played one, but I don’t think there class was meant to be mobile and moving around like that, most of the builds I see or fight or have lost to vs engie are the ones that focused on being less mobile and fighting around there turrets or holding there ground, which they excel at very much! (I have the hugest kittening hate for that net turret!)