Showing Posts Upvoted By ErionHashimoto.3015:

Hate to post and run

in Profession Balance

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

Was just here for some discussion and thanks for that. My posting time is limited and does tend to come in bursts. I’m out of time for now, but I will be back again some day (like Frosty the snowman.) Also expect other designers to start jumping in sometime next week as well. Looks like this forum is off to a good start and thanks for all of the current constructive posts. Keep them coming and we can make this place a rare species. The elusive constructive balance forum. :P (crosses fingers)

Jon

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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Self Priority is very important because entire builds can and are usually made around own combo fields. Water Staff Elementalists, for example.

Time Based should be a second factor too, so that organized teams can coordenate their combo fields well. Meanwhile, as long as a Self Priority system, pugs shouldn’t screw you this way.

Another good thing about Self Priority, is that you have control over it. You can choose to delay your own combo fields if you wish to take advantage of your party’s fields.

All good points. Just want to make sure you guys do the exercise and think about the drawbacks of self priority. I just want you to do that to understand what we need to do with every decision we make because it will help you make more informed suggestions. Overall, I agree this seems like a big win, but in order to do something here we need to vet the entire decision and all edge cases, etc.

Jon

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: DiogoSilva.7089

DiogoSilva.7089

Self Priority is very important because entire builds can and are usually made around their own combo fields. Water Staff Elementalists, for example.

Time Based should be a second factor too, so that organized teams can coordenate their combo fields well. Meanwhile, as long as a Self Priority system exists, pugs shouldn’t screw you this way.

Another good thing about Self Priority, is that you have control over it. You can choose to delay your own combo fields if you wish to take advantage of your party’s fields.

They’re also both easy to understand, I think.

EDIT
Also, party’s combo fields should have higher priority than other allied combo fields.

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: fadeaway.2807

fadeaway.2807

Not even your own – I would like to see a personalised ‘combo’ menu where we can rearrange the priority order of fields on an individual character basis.
This would do things like create “water field blaster” groups, “might field blaster” groups and so on in WvW.

But yes, combo fields need work.

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: Tyragon.2496

Tyragon.2496

I agree on this. When I drop my fire field as warrior and blast, I want the Might, I don’t want the random condition cleansing from a guardian’s Light field when there even aren’t any conditions.

Combo fields put down by yourself should always be prioritized, yes!

[PvX] My blasts prioritize my combo fields

in Profession Balance

Posted by: frifox.5283

frifox.5283

I’ve lost count of times where someone ruins my combos because they dropped another combo field on top of mine. I suggest that combo fields that I drop have higher priority over ally combo fields when I am the one executing the blast finisher.

I do not see any drawbacks to this suggestion.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Iavra.8510

Iavra.8510

I wouldn’t reduce the scaling but actually increase it and lower base HP regen in exchange. Healing Signet should heal less than it currently does with additional Healing Power, but be able to heal slightly more (say, 500 HP/s with 1k Healing Power).

There should be an effort to make Warriors need to decide between damage, tankiness, healing and possibly mobility.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: BAEK.8561

BAEK.8561

I have a warrior, and I think the scaling is poor. IMO, that’s where the problem is: with NO healing power, it’s still 392 HP/sec. With max healing power, it’s only like 430 HP/sec or something.

They should change it so that it starts off at ~300 HP/sec and give better scaling so that warriors have to actually spec into healing power.

{Sanctum of Rall} Since Day -3
Weekend Guardian/Elementalist
No Guild Affiliation

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Thedenofsin.7340

Thedenofsin.7340

  1. 400hp/sec heal.
  2. scales well with healing gear
  3. Combined with 15 point Adrenal Health far exceeds 400hp/sec
  4. Passive aspect means interrupts have no impact on heal
  5. Passive aspect means player is healed while stunning opponents and while running away

There needs to be more balance to this signet. If the heal stays @400+hp/sec, then there needs to be some counter play to it.

Examples

  • reduce the heal
  • remove passive healing when not attacking
  • reduce scaling of heal with healing gear
  • separate heal into passive component + active component

Suggestion:
Healing Signet: passively heals for 250hp/sec. Heals an additional “X” for every successful adrenaline-generating attack, where “X” is normalized to roughly 150hp/sec (and reduce the scaling)

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: JonPeters.5630

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JonPeters.5630

Game Design Lead

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We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.

Jon

[PvE] Revising the "DPS Meta"

in Profession Balance

Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

Since we have this handy forum I might as well dump some of the things that I’m sure a lot of us were already thinking, which is that holy kitten, this game promotes the hell out of just stacking DPS and blowing through everything. This is fine in some areas but it also creates problems in others because:

The less you contribute, the easier it is:
- Make the aggro system more transparent: the more health/armor/healing you have, the more aggro you take. The more damage you deal, the less aggro you incur.
- Give mobs in general more low-damage, unavoidable attacks (swipes for 1k per, etc.) that prioritize

Explanation: Right now, zerker/assassin gear are pretty much the only viable gear sets because the game heavily favors just hitting everything as hard as you can and dodging any one-shots. Reducing the frequency of these attacks and replacing them with faster, smaller hits that can be tanked, but not easily avoided, means that defensive stats actually make a difference. The more straightforward aggro mechanics means that these attacks will primarily be directed at the tankier players. This will have the effect of forcing low-DPS players to pull their weight more and also incentivize players to balance their stats a bit more.

Put DR on damage received:
- Implement DR on the amount of damage a mob can take at any given time, so that DPS scales down the more of it you have.
- Significantly reduce mob health across the board.

Explanation: Taking ten minutes to kill a boss is lame but so is one-shotting it. There is a ridiculous damage disparity between organized groups and pugs. The former SHOULD be incentivized to have good DPS but not to the extent they do currently. Reducing boss health pools makes ordinary pugging less tedious and organized speedrunning less faceroll, resulting in a more balanced gameplay experience.

More emphasis on boons, CC, and conditions:
- Rework condition-stacking issues and overall condition power. Not going to go into this as I’m sure Anet has plenty of ideas stewing about this.
- Rework Defiant to be a property on certain moves (i.e. cannot be interrupted) rather than a constant buff. Normal attacks without Defiant property can be CC’d normally. This includes blind.
- Rework the effectiveness of certain boons. For example, regen and weakness could stack in intensity.
- Give mobs more reliance on boons and conditions that aren’t straight-up boonspam. Adjust mob health and damage output to compensate, i.e. give a boss the ability to put protection on itself but also reduce its total health by 33%.

Explanation: Most fairly self-explanatory. Encouraging build diversity by making it so that straight DPS isn’t always the best option for every single fight. The regen/weakness change would also be a good way to allow players to deal with higher levels of unavoidable damage by giving more ways to mitigate it short of going full tank.

(edited by Guanglai Kangyi.4318)

VIP Membership

in Guild Wars 2 Discussion

Posted by: Martin Kerstein.3071

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Martin Kerstein.3071

Head of Global Community

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We just wanted to respond to the image that has been data-mined from the Edge of the Mists testing branch.

This is a testing branch. We conduct internal experiments for various territories on our testing branches. This particular experiment is not being tested for the West.

As always, keep in mind that we test a lot more than we ship, so data-mining is no guarantee of anything. If we have announcements to make about future content, we’ll make them through the usual official channels.

[PvP]Revealed as long as stealth before

in Profession Balance

Posted by: TheGuy.3568

TheGuy.3568

you know why I hate these threads? It isn’t because players want more stealth counter play or anything like that. The main reason is that most of the ides have no scope and I am sorry to offend but many of the ideas are just dumb.

If you up reveal in WvW you up it in PvE. Now last time they did they they realized their blunder as the essentially nerfed thiefs sustained DPS in PvE. Your idea would mean that if a theif stealths phases through you and pops BS within a second they could re enter stealth in a second and do it again. Base reveal is 3 seconds. So essentially it would be a buff to anyone that spikes. It would be a nerf to any thief in a dungeon who might Shadow refuge rez finding themselves unable to stealth for 15 seconds.

I am sure you have so 80 thief you either never play or just leveled but take the time
to think before you post.

I will say this again until it gets through the many hard head here. WvW meta is zerging. Any thief nerf to stealth is in reference to roaming. Be mindful of scope 14 traits, 10 weapon skills, 3 utility skills, and 2 stolen skills have stealth interaction.

Kor The Cold Heart War
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele

Please stop nerfing PvE for the sake of PvP

in Profession Balance

Posted by: darkace.8925

darkace.8925

I’m strictly a PvE player, and twice I’ve had skills rendered virtually useless by changes made for the sake of PvP. The first instance was Hunter’s Shot on Ranger, the second was Unsteady Ground on Elementalist.

With Hunter’s Shot, 10 stacks of Vulnerability was a great opener for some very nice burst against tough enemies. As a Ranger with a longbow, a pet, a Knock Back, and an aoe Cripple, Stealth essentially a wasted slot on my static skillbar. I understand why a PvP Ranger would want it, but for PvE it’s virtually useless.

With Unsteady Ground, Cripple (especially with +Condition Duration gear/food) was great against Veterans and Champions that took longer to kill. That’s been replaced with a wall that blocks targets. That wall is useless against trash mobs since they die so quickly, and it’s useless against Champions since they can simply walk right through it. I understand why a PvP Elementalist would want a wall blocking movement, but for PvE it’s virtually useless.

Remember, we can’t chance our weapon skills; we’re locked into whatever five skills you see fit to give us. This means that when you change a skill to make it useless for PvP, you might be doing so at the expense of those of us who don’t PvP. Short of giving us the flexibility to customize our weapon skills (something I’d very much be in favor of), you’ve got to strive to give us skill changes that will be useful in all areas of the game. As the two above examples illustrate, that’s not something I feel you’ve done well to this point.

[PvP] Stealth penalty for spamming autoattack

in Profession Balance

Posted by: ens.9854

ens.9854

Or thiefs would never be able to land a backstab ever is the more likely outcome. Many classes easily counter with a patient activation of block skills, aoe blinds, invulns, etc or at the very least force a face stab instead while dishing out their own DPS.

Hitting a backstab does not win them the fight, it is more like missing one loses them the fight the majority of the time.

[PvP] Stealth penalty for spamming autoattack

in Profession Balance

Posted by: Cynz.9437

Cynz.9437

Pointless since thief entire survival is based on stealth. Add some other way of survival and thieves will stop going into stealth so much.

All is Vain~
[Teef] guild :>

CDI- Character Progression-Horizontal

in CDI

Posted by: Mixchimmer.7230

Mixchimmer.7230

Without any doubt, my most important would be Role Diversification

And not just because it was one of the options Chris provided, but because it’s been discussed at length in this thread in various different ways.

The PvE meta in this game is quite abysmal as DPS pretty much rules everything — Tequatle was hailed as adding great new interesting mechanics, but what it ultimately comes down to is a 15 minute DPS check with other mechanics sprinkled on top.

I think expansion of the roles each of the classes can provide would really help alleviate this. Perhaps even skills that alter combat in new and interesting ways with new mechanics could be added.

Many Questions, so Dev

in Guild Wars 2 Discussion

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Greetings!
The Community Team is launching new initiative, in partnership with the rest of the Guild Wars 2 team! We’ve heard your requests for more interaction and answers to so many questions. We want to give you the chance to ask questions and receive answers directly from the developers, artists, musicians, technicians…everyone!

Starting in January, we’ll be creating new posts every other week on a variety of topics. We’ll leave the threads open for a few days, so we can gather questions from the community and pass them over to the teams. Once we get the answers, we’ll bring them to you! Our plan is to localize all this into German, French, and Spanish, so everyone can participate equally across each of our forum communities.

You may wonder, how does this work in combination with our current collaborative development initiative currently on-going on our forums? We want to use the CDI forum threads as a place to discuss design theory, concepts, and general high-level discussion with our community. They are discussions, and are not intended to be a place we talk about what we’re working on, what we might work on in the future, etc. The Dolyak Express initiative is intended to give a place where you can ask questions relating to development that simply require answers, rather than discussion, and to provide them in a way where all of the community, in all languages can get access to the answers to those questions

To give you an idea how this will all work: the Community Team will be gathering numerous questions from the forums, which includes the German, French, and Spanish forums, whittling down the questions to a manageable amount, and presenting it to the Developers. We plan on answering all types of questions, so you can get a feel for what it is like working in a game studio. We hope that giving you a glimpse into the development process will be a win for everyone.

A few tips on asking questions which are more likely to get answered:

Ask open-ended or broad questions

Questions that are less specific allow the developers to give better answers. Very specific questions lead to short answers that may not be as well explained as they could be.

Yes/No questions provide no room to expound beyond “yes we will do that” or “no we will not”.

*Bad Example: Why won’t you fix x?
*Good Example: I feel that x is not as fun as I would like it to be. How do you feel about this mechanic, and are there any plans to address x to improve playability based on my perception that it’s not fun?

Avoid questions that have been recently answered

If you’ve seen a question answered within the last few months, chances are the answer isn’t any different than before. If you’ve seen us state previously that we cannot share details about a topic on other threads or in interviews, please do not ask it again.
We’ll have an archive of all the topics with the Q&A, so you can go back and see the topics we’ve previously discussed. This should help keep down the duplication of questions.

Don’t ask “when”

Asking when is much the same as asking a yes/no question. Typically, we either can’t say when yet or have already announced the date. Asking when limits the type of answer a developer can give.

If you don’t have a question, but would just like to give feedback, please read this stickied post, “How to Give Good Feedback” and create new threads in the proper sub-forums. This will help keep the discussions focused, and be more likely to encourage Development/Community interaction.

Don’t make assumptions

Example: mechanic X is clearly broken. This is an objective fact, so why aren’t you fixing it?

This question is making an assumption that the development team agrees with you that X is “broken,” when that might not be the case. Your question might rather be “What are your thoughts about X as many feel it is important to Y?”

Be respectful

The developers are taking time out of their workday to answer your questions—time that could be spent working on the game. Please respect their time and ask questions in an appropriate way. We absolutely will take questions which reflect negative criticisms. However, you should do this while avoiding insults and rude comments.

*Good example: “I do not enjoy X, what prompted this design?”
*Bad example: “Why does this suck so much?”

Attachments:

Upcoming Forum Changes to WvW Match-ups Sub-forum

in WvW

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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The Community Team is launching a new forum initiative, to create and support a more inclusive and safe space for our players. We have upgraded our backend systems to add in different infractions, plus implemented new guides on how to interact on the Guild Wars 2 forums. We’ve written a helpful guide about giving constructive feedback, called How to Give Good Feedback, so the Developers can read and consider your thoughts & ideas. We’ve outlined the updated Forum & Moderation changes/punishments with Guild Wars 2 Forum Moderation Updates, giving suggestions on how to help keep the forums a more positive & helpful place.

With this in mind, we’re making some drastic changes to the WvW Match-ups Sub-forum. As of the New Year, we’ll be shutting down the Match-Ups Sub-forum. This sub-forum was originally created for the WvW community, to help with communication and discussion about the world match-ups. We created this at the community’s request, and it has helped keep WvW Discussion on-topic to the game play, versus discussion about the matches. That being said, the sub-forum has become a very toxic place, full of continued violations of our Forum Code of Conduct, despite regular and repeated warnings to the players involved.

When we created this sub-forum, we did so under the agreement and understanding that your posts would abide by the Forum Code of Conduct. Whilst we have always allowed for more teasing & “smack talk” in this sub-forum, the toxic and abusive behavior in this sub-forum has gotten entirely out of hand. Our Moderation & Community Teams spend an inordinate amount of time dealing with numerous threads & posts that are full of:

  • Insulting players, guilds, and servers
  • Name-calling
  • Accusations of hacking, exploiting, & griefing
  • Off-topic discussions
  • Image spamming
  • Hate Speech

It is disappointing, to say the least.

With that in mind, the Community Team will be removing this sub-forum in the New Year, to go hand-in-hand with the other changes we’re making. We encourage leaders in the WvW community to take the initiative in creating your own communities to host these discussions. Some options you could consider:

  • Current WvW communities hosted by players
  • WvW subreddits
  • Community hosted forums
  • Community hosted fansites

From now through the beginning of the New Year, we’re implementing a new change. As soon as a thread starts breaking the Forum Code of Conduct, we will close the thread. If new threads are created and go off the rails, we will close them, too. We wish for you to be able to wrap up your discussions and focus on bringing your postings in the WvW forum to a more constructive place. Any match-up threads created outside of the Match-ups Sub-forum will be removed and the original creator infracted.

Please take the time to review our Forum Code of Conduct if you have not lately. https://forum-en.gw2archive.eu/forum/rules

Please remember the following text from our Code of Conduct:

Forum moderators have full discretion to address any behavior that they feel is inappropriate. Your membership and participation in these forums is a privilege and not a right. ArenaNet reserves the right to suspend or terminate your access to these forums and/or to the game itself at any time for reasons that include, but are not necessarily limited to, your failure to abide by this Code of Conduct

(edited by Moderator)

[GUIDE] Lyssa's Grimoire: The Mesmer Handbook

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

  • 10/23/15 GUIDE IN PROCESS OF BEING UPDATED (Fun Fact: Use Ctrl+F to type in exactly what you’re looking for. Should work for every browser on any webpage.)

Lyssa’s Grimoire
The Ultimate Mesmer Guide

1) Intro/Key
2) Why Mesmerize?
3) What Kind of Mesmer Are You?
4) Shatter Like a Boss
5) Heals/Elites Overview
6) Sword
7) Scepter
8) Offhands
9) Staff
10) Greatsword
11) Illusions
12) Glamours
13) Manipulations
14) Mantras
15) Signets
16) Building Your Mesmer
17) Domination
18) Dueling
19) Chaos
20) Inspiration
21) Illusions
22) (PvE/Dungeons) Mesmerizing in Tyria
A) Leveling
B) Dungeons
C) Fractals
23) (PvP) Mesmer in the Mists
24) (WvW) Mesmer on the Battlefield
25) Mesmer Tips and Tricks
26) Must-Watch Videos
27) Other Awesome Links
28) Where to Reflect
29) Lockdown & Interrupts
30) How to Make Other Classes Hate You

(edited by Chaos Archangel.5071)

Dec 10th thief changes

in Thief

Posted by: Butch.4957

Butch.4957

Alright, I do not have enough time to read this entire forum post so forgive me if I state something that has already been said. My only real concerns are the changes to IS/IR, initiative burst regeneration, and vigor shaving. I main thief and have noticed how quickly I can burst through all of my initiative (my favorite build is S/P) and I have to burst some initiative regeneration. It is the only way I can continue doing damage. As for IS/IR, specifically IR, that is a thieves “Oh kitten!” skill. First we close to distance to deal damage and if we find ourselves outmatched, we run away with IR… taking that away is like taking away a warriors endure pain skill or a guardians boons. Thieves have to run away when they find themselves outmatched, it is our only way to survive. Anet did not give us much in the way of base HP or Toughness so we have to dodge and stealth to survive. This also brings up our Vigor boon. You say you are removing our permanent vigor because it is overpowered and you want us to face enemies head on instead of evading their attacks (completely the opposite of what a thief coughASSASSINcough class is supposed to be) yet you leave the perma-vigor on classes like the engineer, warrior, guardian, and mesmer. If you are going to “balance” us, make sure it is actually balanced across all classes so no class has perma-vigor option

My point:
Please, please, please do not take away our survival mechanisms unless you are going to give us a SIGNIFICANT buff elsewhere (not something that is utter garbage such as the Hard to Catch trait) OR you take away the survival mechanisms from all other classes as well. Leave us all equally wimpy or leave the thieves alone for once.

Edit: Maesk pointed out for me that warriors do not have perma-vigor (thanks! I didn’t know that). I do not play warriors and never have because I find their, playstyle boring and lacking any real skill or knowledge. (This is my own personal opinion so please do not bash me on this)

(edited by Butch.4957)

Dec 10th thief changes

in Thief

Posted by: phaeris.7604

phaeris.7604

Perma blinds…

You’re aware that a thief has no real ranged dps, no block/parry/shield moves. Lowest hitpoint tables. No CC. No aegis, no protection boons, no reliable regen, no weapon abilities which give swiftness.

Pretty much the only way thieves can avoid damage is with blind and stealth.

You know how i used to avoid damage on my warrior? I didn’t, i soaked it up with my 3500 armour, regened it with my signet and could still dish out 4k earthshakers all awhile having swiftness/fury and might thanks to my elite signet every 30 seconds out of 60 seconds

Or maybe on my engineer i’ll just throw aoes around me all day, I don’t even have to see a player or target one, just spam it at my feet and watch them kill themselves with 15 stacks of confusion.

Dec 10th thief changes

in Thief

Posted by: dabbt.2753

dabbt.2753

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.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)

First I’d like to say thanks for coming here to explain some of this. I’m interested to see how the changes play out but some of them are a little concerning.

It seems like you’re pushing Hard to Catch as the new survivability option to replace some of what was lost on the Shadow Return change. Any comments on the feeling a lot of thieves seem to have that HtC is not desirable because it takes control out of the hands of the player and often hurts as much as it helps?

In a similar vein, will we ever have some comment on Last Refuge? So many thieves hate this trait and it very often acts as “Gain revealed when you fall below 25% health.” I was really surprised it was not even mentioned in the update notes.

Enche (thief) [CoSA] [NASA]
Sorrow’s Furnace

Dec 10th thief changes

in Thief

Posted by: evilapprentice.6379

evilapprentice.6379

First of all, thank you for taking the time to come here and explain your though process on the changes.

Initiative changes

I’ve been asking for a Initiative regen bump for months now, so Kudos on that decision. Part of it though was to remove/modify some of the init regen traits to be more interesting. The initiative per second changes to opportunist, quick recovery and kleptomanic make complete sense, considering the new base init regen. What doesn’t make any sense is that the traits haven’t gained anything in compensation – they’re now fairly kittenty.
Quick recovery will never, ever be slotted at .1 init per second – consider adding “Cleanse one condition on dodge” with a Five Second ICD.
Opportunist is underwhelming for a 15 point minor trait – .2 init per second is bland, and does little to help differentiate thieves with points in CS from other thieves – consider adding “Strips 1 boon on crit” in addition to the init regain, 5s ICD.
Klepto is in the same boat as opportunist – boring, bland, does nothing to differentiate specs – consider adding “Transfers 1-2 conditions to target on successful steal”

Infiltrator’s Return

Please elaborate on why it’s necessary to kill Sword mainhand. A Sword thief has to go full Zerkers in PvP to do enough sustained damage to actually drop a target. With the amount of random, mindless CC spam flying about in every single fight, relying on stunbreakers just doesn’t cut it, because we’re not running a spec that drops a target in 10 seconds and is made of glass. We’ll be out of stunbreakers long before the fight is over, and 1 stun can result in half our HP disappearing. If you must, shorten the return distance on IR to limit just how far a thief can go when escaping using the skill or reduce the amount of time before IR flips back to IS (to force the thief to keep spending init on IR/IS to have his escape button ready), but a cast time will just ruin the spec entirely (IMO, of course, its not like I’ve tested it). Please test any changes to this thoroughly. Please also remember, you designed thief with 0 access to stability – I feel 1 skill on a specific MH weapon that allows a very squishy class with evade based survival mechanics to move but still remain stunned is a fair trade off.

Infusion of Shadow

Couldn’t agree more – perma stealth has always felt cheap and against the design of stealth to me.

Flanking Strikes

Flanking strikes needs to be good enough to compete with Uncatchable, Long range and Thrill of the crime before you can discuss moving it out of tier 1 – In tier 2, it clearly doesn’t compare to Bountiful theft.

Vigorous Recovery & Bountiful Theft

Thank you for considering this – 50% seems like a very big change for a “Shaving” balance philosophy. I think 25% on Vigorous recovery (reducing it to 6s) and 33% on Bountiful Theft (reducing it to 10s) makes much more sense – if it’s still a problem, we can address it in the next patch.


It’s also worth noting that you’ve moved Hard to catch down a tier, without addressing how awful the trait is. No thief is “gaining survivability in the Acro line” by slotting Hard to catch – it’s poorly designed, and has too much potential to be a hindrance to ever be slotted by a serious player. Please consider redesigning it entirely.

The PW ‘fix’ feels like a bandaid, not a true fix – it feels like PW will be marginally useful like it was prior to the 15th.

There’s been plenty of attention paid to nerfing S/D into uselessness (IMO), and fixing permastealth in D/P, but absolutely no attention paid to underperforming weaponsets (P/P, D/D) – I Understand fixing overtuned stuff comes first, but you can’t just keep wrecking our few TPvP viable weaponsets without fixing the ones that have been useless for months (or in the case of P/P, since launch)

Thank you again for keeping us informed, I hope my opinion on the matter can be of some help.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

(edited by evilapprentice.6379)

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

in Guild Wars 2 Discussion

Posted by: a t s e.9614

a t s e.9614

Healing signet needs NO NERF , don’t listen to the whiner . Warrior has no sustain outside of high regen . Those hammer dmg nodes nerf are perfect . But im dissapointed about thief changes honestly , S\D is the only viable build anet

Gate of Sadness/Eredon Basement/Anvil Paper

in Match-ups

Posted by: Crunk n monkey.3749

Crunk n monkey.3749

Do people actually brag about taking empty maps and PvDoorin’ for hours straight ?

People that blindly play for ppt do. Help to boost their egos…

PPT is what wins the match. Fightin’ a zerg is what makes it fun. We took the ET borderlands because ET was bragging about having waypoints on their keeps and being able to keep them unlike us. We changed that by taking over their map with a 15 man zerg. We faced roughly the same amount of oppositon from ET.

I find it amusing that you can’t even post a video of wiping GoM, instead you rely on a video that has been heavily circulated of another server doing a WvW match.

At any rate, any thing you can do, we can do better. We love ppt, we love zerg v. zerg fights, and we love cupcakes. Keep em’ coming ET.

Ascended Phoenix [ASH] – Gates of Madness

Gate of Sadness/Eredon Basement/Anvil Paper

in Match-ups

Posted by: Crunk n monkey.3749

Crunk n monkey.3749

Paint it red, baby! Our borderlands now!

Attachments:

Ascended Phoenix [ASH] – Gates of Madness

Gate of Sadness/Eredon Basement/Anvil Paper

in Match-ups

Posted by: Ororo D Munroe.8937

Ororo D Munroe.8937

okay so we’re not happy with just taking ET bay, so we took it all. Keep it RED!

Attachments:

Ororo D Munroe
For Grape Justice
Gate of Madness

WvW Solution: Alt Unfriendliness

in WvW

Posted by: DevonCarver.5370

DevonCarver.5370

WvW Coordinator

Next

We have some thing that will be in the tests for the new map that will help WvW be more alt-friendly. We will talk more about it as we get closer to the test actually beginning.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Vol.5241

Vol.5241

Also on sigil/runes:

-Have you ever considered introducing a system where you can opt to have a higher amount of stat A while also introducing a penalty for Stat B?
E.g. right now we have a sigil that gives 5% more damage. Would introduce a rune that would give 10% more damage but take 5% more damage?

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