https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
Its like talking to a brick wall.
https://twitter.com/TalathionEQ2
This costs 400 gems per and allows you to use any armor (Light/Medium/Heavy) to make it fit any appearance.
It will make you able to use heavy armor appearance for light armor, and light armor appearance for heavy, ect ect.
https://twitter.com/TalathionEQ2
When you hit yourself for 5k when you use a skill its pretty self explanatory.
https://twitter.com/TalathionEQ2
You can’t compare a trait to a healing skill.
Your trait scales with healing power better then a healing skill.
Your asking for one of the best healing traits in the game, to be even better.I can and I did.
An healing skill does not require you to spend any trait at all. A grandmaster trait requires you to spend 30 traitpoints into a specific traitline. So, as far as it stands, Healing Skill > Grandmaster trait in terms of versatility.
We can even compare it to Adrenal Health, which is a master minor trait (15 tp required) and heals for ~130 HP/s passively at least when full adrenaline, without the need to not attack or anything else. That stacks on top of the Healing Signet passive regen.That trait, even if it scales better with healing power, can’t reach the healing potential of Healing Signet, even when throwing at it the max healing power available.
And a Thief has no other passive regen to stack it further, while warrior has.
They don’t need passive Regen, they have SoM and Hide in Shadows.
Sorry, however your post makes no sense.
Your trait is quite powerful and fine compared to other traits available.
Your asking for something that will never be done, because its extremely unbalanced compared to what is already available.
You can’t compare a trait to a healing skill ever.
This post will slowly be ignored, because you have no idea or any concept of class balance.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
I want to know what you guys think about the interactions of Braham, Rox and now Faren.
Are they becoming the new “time of heroes” like Destiny Edge??
Who are they?
https://twitter.com/TalathionEQ2
As topic says. Inftract me, ban me, w/e. Remove this kittening trait.
Or replace it with something useful, like…
“Lowers (Revealed.) by one second.” :P
https://twitter.com/TalathionEQ2
If thief is so awesome and overpowered, why not play one?
Consider what happens when you nerf thief too much, they have no utility like elementalist and other classes have, no group buffs, they are absolutely worthless in dungeons, they are a roaming mobile scout class.
The second they nerf more things from thief, the balance may be worse and karma usually comes back to rear its ugly head.
Consider what an elementalist can do..
Permament Regeneration for the group…
Permament Swiftness for the group…
High Damage.
Very Mobile/Lots of Escape moves. (can even outrun a thief!)
Permament Mist Rain, which also heals the party.
Heal his own conditions.
AOE Protection.
Consider now what a warrior can do.
Permament Regeneration for the group…
Permament Swiftness for the group…. (Warhorn.)
Fury for the group 50% of the time…. “FOR GREAT JUSTICE!”
Shout Healing/Shout Cure Conditions…
Warhorn Cure Conditions…
Consider what a Guardian can do.
AOE Protections.
Cure 2 conditions every 10 seconds.
AOE group regeneration…
Thief? What can he do?
Run Away.
Damage.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Signet of Malice now steals life, life stolen this way cannot critical and is unaffected by armor and boons.
Passive: Heals and does damage when you attack.
Active: Gain health.
Healing: 250 (0.1)?
Damage: 250 (0.1)? (This is also based on healing power)
Healing: 3,275 (0.5)?
(This effect can only occur three times every one second.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Dogged March and Destruction of the Empowered are godlike. Add to that the +180 Power and Unblockable status from Signet of Might and the Warrior is back where it belongs. It made this class feel like a WARRIOR again.
Guardian: I can’t be invincible anymore, please nerf warrior.
https://twitter.com/TalathionEQ2
Completely Agree, the “Decline All Duels” should be clicked as soon as you start your character and be manually removed.
https://twitter.com/TalathionEQ2
Elementalist Diversity = 0/0/0/0/30 everything.
https://twitter.com/TalathionEQ2
Venoms: These are now active buffs that make the thieves weapon have different effects based on which Venom you choose. Venom’s can only be applied out of combat.
_
New Animation: When you use a venom, you coat your weapon in venom. You actually pull out a towel coated in venom and clean your weapons with it.
If your pistol is in the main hand, you have an animation that loads your pistol with special shells.
((Each venom takes 4 seconds to cast now, and roots you for the animation.))
______________________
Basilisk Venom: Your attacks have a 10% chance to turn your foes to stone. (lasts 160 seconds, can only occur once every 7 seconds.) [(Stone lasts 1 second.)]
Devourer Venom: Your attacks have a 10% chance to immobilize. (lasts 160 seconds, this can only occur once every 5 seconds.) [(Immobilize lasts 2 seconds.)]
Ice Drake Venom: Your attacks have a 10% chance to chill. (lasts 160 seconds, this effect can only occur once every 2 seconds.) [(Chill lasts 3 seconds.)]
Skale Venom: Your attacks have a 10% chance to make foes weak and vulnerable. (lasts 120 seconds.) [(Weakness Lasts 3 seconds, Vulnerability Lasts 10 seconds.)]
Spider Venom: Your attacks have a 10% chance to poison your foe. (Lasts 160 seconds, this effect can only occur once every 2 seconds.) [(Poison lasts 4 seconds.)]
Venom Trait Changes:
Quick Venoms – Increases the tigger chance of venoms by 5%, this trait also effects allies nearby if you have Venomous Aura. (self explanatory.)
Residual Venom – When a venom is cured, a second effect triggers afterwords, depending on which venom was cured, this trait also effects allies nearby if you have Venomous Aura. (this way it won’t be a useless trait, because it will work if they’re venom’s stack over yours.)
(([Basilisk Venom: 0.25 second daze.
Devourer Venom: 2 second cripple
Ice Drake Venom: 1.5 seconds of chill.
Skale Venom: 2 seconds of weakness.
Spider Venom: 2 second of poison.]))
Venomous Strength – Venom skills last longer, based on which venom.
(([Basilisk Venom: lasts 0.25 seconds longer.
Devourer Venom: lasts 0.5 seconds longer.
Ice Drake Venom: lasts 1 second longer.
Skale Venom: Weakness lasts 1.5 seconds longer, vulnerability lasts 2 seconds longer.
Spider Venom: lasts 2 seconds longer.]))
Venomous Aura – Allies close to you gain your venom’s, this effect immediately wears off when your allies stray to far away from you. (You are a moving banner, the buff only works to people standing close to you.)
Leeching Venom’s – Steal health when triggering a venom, based on that venom, this trait also effects allies nearby if you have Venomous Aura. (this will give the thief a way to heal the group.)
(([Basilisk Venom: Heals for 1050 base. (based on a longer internal CD.)
Devourer Venom: Heals for 750 base.
Ice Drake Venom: Heals for 550 base.
Skale Venom: Heals for 350 base.
Spider Venom: Heals for 550 base.]))
_
This makes venom’s more like what they are in real life, things you apply to your weapon to make it have a chance to hinder your opponents.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Give me the option to hide all things related to the starting story/living story/achievements.
I don’t want to do or like any of them, and they clutter up the right top side of my screen.
https://twitter.com/TalathionEQ2
its funny because what you’re suggesting is the most lazy whack-a-mole thing they could do
How is it Whack-a-mole?
They nerf/buff things every few months, that IS whack a mole.
https://twitter.com/TalathionEQ2
let make me clear:
i do NOT agree that my whole “Shadow Arts” trait line to be useless for 4 seconds every time i come out of stealth not breaking it via attacking, reduce revealed to 1-2 seconds and MAYBE we have a dealThere are 4 traits in the shadow arts line that do not care at all about stealth.
“Whole Shadow arts trait line” is false.Master of Deception
Slowed Pulse
Power shots
Leeching Venoms
Venomous Aura.Whole line? Please do not lie hombre.
Master of Deception – Really good, because deception is one of our best skills.
Slowed Pulse – “Ok.”, but too long of a cooldown to be worth it.
Power Shots – Worthless, Short Bow is mostly condition damage, and its not worth 20 points to get 5% damage. Why would you invest 20 points in the stealth tree for a non-stealth weapon? The Power tree offers far more % damage and power as well.
Leeching Venoms – Worthless. (lol venoms, Little to no healing…)
Venomous Aura – Worthless. (lol venoms, lol 300 range.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Just allow rangers to tame warriors as pet.
But that would be a ranger nerf
EPIC
https://twitter.com/TalathionEQ2
“Your kidding… right?” – Thief Summon.
https://twitter.com/TalathionEQ2
You guys are seeing the situation in the wrong direction.
Let’s consider the facts.
Flanking Strike can be easily spammed. Period.It is on 4 initiative which is quite low, also most thieves enjoy run S/D+S/D to get initiative regen on weapon swap, allowing them to have almost unlimited initiative to better spam their FS.
It is an issue. I know you are enjoying your newfound FotM skill, but you have to stop to see the situation as a Thief player and look the picture as a whole.
Every thief said that the backstab combo wasn’t powerful; there was NO ONE who said it can use a little nerf, everyone said “if can be dodged”, “l2p” and all the BS we are seeing here again over and over. Fact is that it was overpowered and, in fact, it was nerfed. So, probably, you should adjust your point of view and stop justifying any flaw with the more of the same arguments.If is fair and right that Thieves have access to some boon stripping skills, but that boon stripping shouldn’t be that much powerful for two simple reasons:
1. There are profession who completely relies on boons. Being able to constantly strip boon moves any form of boon build into the unviable category, which isn’t exactly a symptom of an healthy meta. This is actually what’s happening.
2. Any other profession which is specialized into boon control is overshadowed by FS Thief, another symptom of bad meta.And please, please, don’t start again with the “you can dodge” argument, because it is an horrible one. Everything in this game can be dodged, this doesn’t mean that you can justify something which is too much powerful.
I play Spvp and WvWvW and I still don’t see many S/D Thieves.
Most of the thieves I see are heartseeking cloak and dagger and P/D, D/P Infinite stealth thieves.
Just
https://forum-en.gw2archive.eu/members/showposts/sorrow-2364/9
You: The pathing of FS is fine. The first strike always land if you are in melee range, the second one needs you to get closer to enemy if he moved, not to hard anyway. I don’t see any problem here.
This is from a long time ago when flanking strike was absolutely horrible, a lot of your posts are NOTHING but about trying to get thieves nerfed. Your posts not only /FLAT OUT LIE/ about our class, your blatantly constantly assaulting it in hopes it gets nerfed.
Pages 1-7 are constantly being asked for thieves skills to be nerfed, complaining about stealth, asking for things to be nerfed.
Do you ever take a break? If you hate thieves so much why don’t you play one instead of complaining about them?
Do you take your own advice?
Here is a post you made a long time ago.
Topic How do I take down a D/D Ele?
Remove boons. Ele damage is all reliant to its might stacks and fury. Remove those boons and you’ll feel only itch.
Use Sword/Dagger or either pick bountiful theft.
So now you want to take away one of our abilities to do just this?
Take your /own/ Advice.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
lol, right, so let’s nerf one of the only things that warriors have to deal with condition spammers in WvW. Great thinking.
Total Immunity to all immobilizes/snares/chill does not sound a little broken to you?
https://twitter.com/TalathionEQ2
It would be nice if all races could use other races cultural armor, it would add new diversity to armors and more perspective on the lore itself that all the races are getting along more
https://twitter.com/TalathionEQ2
Ground-targeted skills will automaticly cast at your selected target’s location. If you don’t have a target it lets you select normally.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Protective Burst
Block for 1s when you use a burst skill.
This can replace thick skin as a ‘5’ ability.
https://twitter.com/TalathionEQ2
Looks like some people want the hammer to be faster and not just have to use frenzy. Hammer is the most destructive weapon out there for warrior with some good timing. I used a standard cc build…mace/shield-hammer, but the traits are what you need: Merciless Hammer, Desperate Power and Empowered. (full lyssa rune set) it can be a little risky, but it just about kills anything in one burst. Wait until the halfway point, pop your elite (might want to stick with SOR.) Throw skullcrack on your opponent, pop frenzy, swap to hammer, and just drive your opponent’s head into the ground. XD It’s great in pve and pvp as well. BUT it does get a little predictable if you happen to fight the same people.
It feels off on the 3 part of the 1 chain, and the ‘4’ roots you and feels clunky as all heck.
The ‘5’ should cleave and be a little faster like the mace knockdown, it cleaves and hits twice to get through aegis.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
It would ruin thieves, because we would be revealed all the time.
https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
I do kinda wish they added more Sylvari-themed gem-store gear.
We already have Asura/Human (Aetherblade/Magitech), Norn (Brahm) and Human (Phoenix) gear.
want some plant-themed gear.
I want more plant looking weapons too…
https://twitter.com/TalathionEQ2
When we go into stealth, the borders around our screen should go darker and our abilities should darken a bit.
When we get revealed, the borders should turn a lighter “Oh Crap!” color, this should make it easier for us to tell when we are revealed, without having to look at buffs.
https://twitter.com/TalathionEQ2
However during it I got bored and stopped, never did it again.
It is just was too boring, it reminded me old quests in old games, but without the flavor or lore it had either.
It never explained why they did anything or engaged you into the story really. I didn’t care about it at all.
https://twitter.com/TalathionEQ2
Every point of toughness (not armor) should reduce condition damage and retaliation damage by 0.02% per point. This means with 2000 Toughness (not armor.) you would reduce all condition damage by 40%. The cap for this should be 50%, 2500 Toughness.
I would say after that, bring confusion damage back to what it was in PvP.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
More fluid and realistic looking animations (better/faster more fluid to compliment the thief style of gameplay, and fix the speed of pistol’s 1.)
Pistol Mainhand should have 1/2/3 attacks like other weapons, no excuses.
1: Attack twice. (Damage.) – Damage is good.
2: Attack twice and 2s Cripple. (Utility.) – Cripples are nice.
3: Leap away and Attack. (Mobility.) – Just because.
Body Shot needs a second effect or far more damage, its just too little.
Attack + Vulnerability + Boon Punishment: Protection. – Bang!
Unload needs to pierce targets like beam attacks will do soon, it is a string of bullets.
Attack, Pierces targets and hits multiple targets, does more damage. – Why not?
Headshot needs to cause confusion instead of doing damage, no excuses.
3 Stacks of Confusion + Daze. – You knew this was coming…
Black Powder should look like the thief is actually shooting the ground to create the effect.
High AOE Damage + 240 Radius Combo field. – Come on, it costs 6 initiative!
Now you have a really fun and new play-style! :>
https://twitter.com/TalathionEQ2
traited warriors have four healing skills (6,7,8,9)
and same amount of condition removals,or healing skill, perma regen and two condition conversions in a different spec
its just they all dont fit into the GC mindzerg
And then after you spend 30 points in the vitality tree and get 1450 healing gear, you can just roll a guardian and be better in every aspect 100x and do more damage/survive more, and gain a truck more Damage Reduction as well.
https://twitter.com/TalathionEQ2
Why doesn’t anyone want to do CM?
https://twitter.com/TalathionEQ2
I think the boons on elites should be spread out during there durations. This makes them unique in the fact they are harder to simply remove or steal. These buffs can’t be spammed like others and are elite, therefore I think they should have a little protection against removal, however not full protection.
For example:
Signet of Rage
Active: Gain fury, might, and swiftness.
5 Might: 30 s
Fury: 30 s
Swiftness: 30 s
Instead
Active: Gain fury, might, and swiftness every 3 seconds for 30 seconds.
5 Might: 3 s
Fury: 3 s
Swiftness: 3 s
(Active buff icon: Signet of Rage, lasts 30 s)
This allows the elite skills that give boons to be unique, this includes transformations which give 1 stability every second instead of 30 seconds of stability, this means it can’t really be ripped or stolen, transformation skills should have perma stability.
This should also be done to Rampage as One.
Elite Transformation spells should give 1s of stability every second for as long as it is.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Allow us to carry/hide banners on our back, and make them more like kits where you can only use one but they last forever.
Also being able to hide them and keep their effects, or use guild flags.
https://twitter.com/TalathionEQ2
Remove the bleed from Sword and give it to Axes, axes bleeding someone out make a lot more sense then the sword does Ever watch a horror movie?, less we get a Katana. You could also lower the damage of axe slightly, however I would keep its base damage.
Chop
Bleeding: 8 s (340 damage)
Double Chop
2 Bleeding: 6 s (510 damage)
(For each hit, it does not apply all at once.)
Triple Chop
3 Bleeding: 4 s (510 damage)
(For each hit, it does not apply all at once.)
Cyclone Strike
1 Torment: 5 s (160 damage)
(For each hit.)
Throw Axe
2 Torment: 5 s (320 damage)
(For just one hit.)
Dual Strike
Interrupts the target.
Retaliation: 2 s
(Instead of Fury.)
Whirling Axe
Bleeding: 2 s (85 damage)
(For each time it hits a target, this can probably stack pretty high, but low duration.)
This would make Axe/Axe more complete as a weapon set, and make sword more complete as well turning it into more of a Power weapon, and axe as a more Condition-Power weapon.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Dungeon mobs should be more about buffs/debuffs, not large HP pools.
Yes.
Here is my 2 c.
Nerf mob HP by 50%, Add boons to them like Protection/Regeneration/Fury/Aegis, let the players deal with them.
NOW SUDDENLY OTHER CLASSES ARE WANTED! :>
Now, make the mobs deal things like weakness/vulnerability instead of just raw damage.
NOW SUDDENLY WE WANT ELES TO CURE! :>
https://twitter.com/TalathionEQ2
Warrior is not OP we are finally somewhat on par with other classes.
Yes, unfortunately all that power is stuck in one weapon set.
None of our other weapon sets are remotely viable.
https://twitter.com/TalathionEQ2
Objects can now be affected by conditions.
Corrosion = Poison, it does the same thing as poison, but has a different picture.
Burning = Overheat, does the same thing as fire, just has a different picture.
Bleeding = Rust, it does the same thing as bleeding, has a different picture.
https://twitter.com/TalathionEQ2
Rangers can remove 3 conditions every 10 seconds, then switch out there pets, the conditions that go to there pets are immediately removed. (this is not an exploit, the pet is no longer there so the conditions are removed, the funny thing is the switching of pets is also 10 seconds, so they pretty much have 3 condition removals every 10s.)
The ranger’s healing spring produces a water combo field, which allows them and there allies to constantly cleanse conditions for 4 seconds.
Its sad that I know more about a ranger then an actual ranger.
If the signets are not a heal… why is it effected by healing power and its amount decreased by poison?
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
If there is a cap, they should replace 25 stacks of bleeds with another condition called: Open Wound, which stacks up to 25 and does the same amount of damage as 25 stacks of bleeds, open wound is applied to basicly a set amount of 1500 condition damage. (It does 25 stacks of bleeds with 1500 condition damage worth.) Only affected by bosses/events.
https://twitter.com/TalathionEQ2
Multi-Classing
Lately, the game has stagnated quite a bit towards a lot of things, people are dieing way too fast now and there just doesn’t seem to be enough customization in the game, with recent games coming out I would like to bring up my suggestion for “Multi-Classing!”
After you aquire level 80, you unlock an option to pick a second class, be careful because this has consequences, if you are a high health class like warrior for example, and you pick elementalist, your health will be cut down! Your health will be reduced to 15,082, just like Mesmer/Engineer/Ranger, because you picked a Low health character. Your armor will also be reduced as well a little bit, however you will be able to wear cloth and plate as appearance.
Unlocks
When you pick a second class, you will unlock a second: 6/7/8/9/0 Slot. This means you will have 2 healing slots, 3 more utility slots and another elite, however these have penaltys as well.
You can only have up to 2 tier’s of abilitys to your second class. This means you cannot take your secondary classes elites.
The secondary Elite Slot and the secondary 9 slot, must be filled with “Racial” abilities only, this means race will have a choice and matter, however all racial abilities must be balanced first before this is enforced.
Class Mechanics
You can only have the class mechanic you first picked unfortunately, however traits that work with class mechanics are changed based on the class you have. For example, if I was a necromancer and I picked “Building Momentum Burst skills restore endurance” from warrior, it would be “Death Shroud skills restore Endurance” not as much as a warrior’s burst would, but enough to matter.
No changes to weapon skills, but picking a second class gives them flavor. For example if your a warrior and your secondary class is necromancer, your attacks can steal a little bit of life and have the necromancer’s trail instead of the warriors. Same with a Guardian-Necro.
https://twitter.com/TalathionEQ2
They did it to my Omnomberrys, i’m doing it to Lemongrassers
https://twitter.com/TalathionEQ2
Argh… I HATE FLOATING HUGE SHOULDER PADS..
https://twitter.com/TalathionEQ2
I don’t see why we don’t have “Darker” weapons. This light-bright stuff is /NOT/ what a courtier would use.
I want some dark toned plant weapons, and these weapons are just a joke. IMO.
https://twitter.com/TalathionEQ2
Weakness:
25% Chance to miss our burst.Blind:
100% Chance to miss our burst.Evades:
100% Chance to miss our burst.If we miss our burst:
We cannot cure any of these, so we waste our adrenaline and our cool-downs.Horrible system, it doesn’t change anything. Now that we do less damage we will not only not have a spot in PvP, we will lose it in PvE as well. Why take a Warrior when we can play Guardian, do more damage/more buffs/have an overall easier instance run?
Technically you just waste your cooldowns since adrenaline is not spent if you miss, with the exception of Longbow’s.
And then you die, because you failed to do anything.
https://twitter.com/TalathionEQ2
“We’re tying our survivability.. condition wise, to being able to land hits. However at the same time we talked consistently as to how its difficult to land hits compared to other classes who can spam aoes.” – Defektive.
https://twitter.com/TalathionEQ2
Because I can already do a lot of what the venoms do without putting them on my utility bar.
https://twitter.com/TalathionEQ2
Total stats of two Berserker’s Swords
180 Power
128 Precison
10% Critical Hit Damage
2 Sigil slotsTotal stats of one Berserker’s Greatsword
179 Power
128 Precision
9% Critical Hit Damage
1 Sigil slotOn paper this looks quite unfair. 1 Power isn’t much, but 1% Critical Hit Damage and a second Sigil slot does seem like a big deal.
On paper.
Am I missing something?
Weapon Strength for One-Hander = 1,000
Weapon Strength for Two-Hander = 1,100
Two-Handers have a 10% Base Damage increase over 1-handers.
https://twitter.com/TalathionEQ2
I’m tired of seeing the stupid story stuff, can we have an option to hide it?
https://twitter.com/TalathionEQ2