Showing Posts Upvoted By Grimwolf.7163:

P/P Thief feedback

in Thief

Posted by: Maugetarr.6823

Maugetarr.6823

I definitely like the idea of increasing the rate of fire on the auto-attack when the offhand is also a pistol.

But will Anet really give auto-attack its own properties and attack speed when you have a pistol in your offhand? It’s not like they’ve ever done it to any other weapon sets…

Everyone screams about how much it will imbalance P/D to just give the autoattack a straight buff, but I’m not really convinced it’s much of a problem. P/D gets its damage from so many sources that a modest buff to Vital Shot alone would have a much bigger impact on P/P than it would on P/D.

Still, if they’re that concerned about it, they can buff only the direct damage part of it instead of the overall rate of fire.

Or, just build proper stealth into the P/P build – that’s a decent buff to the autoattack, right there. It could be a secondary activation on Black Powder, maybe: “Disperse your smoke cloud to stealth yourself for 1.5 seconds.” That’s just enough time to pop off a Sneak Attack.

As an added benefit, this would give P/P wielders a use for the stealth-related minor traits they can’t currently use, but often have to take regardless.

A long while ago when people were complaining (more) about "perma-stealth " thieves, i suggested that they change the smoke field to a dark field, and that the projectile grant stealth on successful hit (Like ranger LB 3). This would allow D/P to be affected by meld with shadows, but not to be able to stack stealth, and force them to engage the target to stealth. This would also have allowed P/P to function as a more cohesive set and have an opportunity cost similar to shortbow. Also S/P would have had access to stealth as well as an ability that was more differentiated from Pistol Whip.

The best part about that was that the dark field would have set up lifesteal combos very well with sneak attack and Unload, allowing for more sustain and damage without having to buff the autoattack.

Blank Players [BDL]-Anvil Rock
Maugen Rawr- Thief/Ele
Rebalance Ideas for Thief

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Anymras.5729

Anymras.5729

Yeah, when somebody rolls in and goes “The devs won’t remove ranger pets,” in a thread about Engineer hobosacks, we – or, at least, I – will probably not find it particularly funny. It’s as irrelevant as whether the devs have stated whether they particularly enjoy fish and chips. The dev reaction isn’t even shared between the two concepts, with the general response to hobosacks being ‘we do not have the time or resources,’ as opposed to the flat ‘no’ response to requests to allow removing pets.

TL;DR: Fish and chips.

[Few video]Thief burst is too low vs. others

in Thief

Posted by: SinisterWraith.2910

SinisterWraith.2910

From what I have been reading on these forums. The Thief has literally been nerf’d into the ground and unplayable in PvP.

You are right, the game is full of easy mode AoE and CC, Condi builds etc that deal way more damage than a skill shot like back stab. I think if you are wanting a melee play Warrior, if you want a stealth toon play Ranger. Thief is dead.

[Few video]Thief burst is too low vs. others

in Thief

Posted by: Keyboardwarrior.8021

Keyboardwarrior.8021

Comparing to other class like nec, warrior, ele and engi etc. thief’s burst damage is too low considering they are very squishy, lower hp, it’s a rule now, if there are two thieves in a team, it’s a sure lose. I had backstab at 2k on CRITICAL !! behind target a lot times, the best backstab is around 6k, when a nec can hit 3500 three time in a row in 3 sec, a warrior can hit 9k in one action, not mention ele and engi, the game is full of AOE damage and CC. if you notice, every pvp game, thieves are the one who is killed the most.

2133 power, 200% cir damage, 26600, d/p, also tried 26006, 60206 etc.

(edited by Keyboardwarrior.8021)

@Revealed from rangers/engi/traps

in Thief

Posted by: swinsk.6410

swinsk.6410

Ok so this is my problem. I can’t tell if I am revealed from Sic Em or the goggles thing from engi, or trap in wvw vs. my own from attacking in stealth. The only way is to mouse over.

It’s really easy to miss one of these attacks in a combat situation and not all of them have great graphics.

I propose that revealed debuff on our buff/debuff bar be shown in different colors. Like red for the 30s from trap in wvw, orange from sic em/goggles. That way you know how long each last without having to mouse over.

Anyone else have this problem? BTW I play with graphics at a minimum for best FPS.

Also, WTF do we have 4s revealed in sPvP still?!!?

Just another noob thief…

More On-Revealed traits! :D

in Thief

Posted by: Jayden Ennok.3687

Jayden Ennok.3687

3 seconds of protection on reveal is incredibly OP, especially if there’s no ICD.

Being revealed by getting knocked out of Refuge is fine. There are fairly established play and counterplay mechanics to Shadow Refuge.

I think the better solution would be to give opponents the ability to see stealth targets instead of revealing the targets themselves.

This is what I always mention when posting on revealed threads, it would solve the problem when reveal is just an iWin button for the opponent while actually allowing them to see a thief. Even with longer durations, those skills would be fine.

Underworld Vabbi 1.5yr

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: ninja sloth.2658

ninja sloth.2658

Oh wow I just stumbled across this! I can’t even bear the thought of making an engineer simply for the reason of hobo sacks, as appearance is everything in this game.

… and then I activated the grenade kit and remembered why I haven’t been playing engineer.

With a lack of incentive to aim for cosmetic horizontal progression, less people play engineers. So they represent less of the player base. So they sink lower on the list of priorities. So the problem persists, and less people roll engineers.

One day a day may come when there are simply no more engineers. No more jumps in technology. Nobody to prevent the golem uprising, or protect the Black Citadel from the tyranny of Flame Legion heretical magics. In the ensuing choas, Elder Dragons will of course rampage unchecked, waypoints flickering out like candles in the wind. Cut off from foreign lands and friendly allies, besieged by their own, the races of Tyria will perish alone.

And when the Dragons have eaten their fill and return to slumber, only the undying Hobosack will remain, eternally awaiting the next cycle, a testament to our folly, a destroyer of worlds.

remember the good ol' days?

in Thief

Posted by: darkace.8925

darkace.8925

Remember the good ol’ days when Mug could crit? I do. I miss those days. Why a trait conceptualized to deal damage wound up being a trait that heals I’ll never understand.

The 5k Barrier & Its Growing Harm

in Guild Wars 2 Discussion

Posted by: chemiclord.3978

chemiclord.3978

My general feeling is any group that judges based on a largely arbitrary number isn’t a group I’m particularly keen on playing with anyway.

Suggestion: Flame Turret overcharge at will

in Profession Balance

Posted by: Kain Francois.4328

Kain Francois.4328

Hey all, I have a simple suggestion for the Engineer profession I think will open up tons new gameplay possibilities: Allow us to overcharge Flame Turret at fill.

Currently, Flame Turret does not activate its smoke field unless near foes. This makes things particularly hard to really take advantage of because the player does not have full control over their own turret’s combo field.

Allowing us to activate Flame Turret’s overcharge whenever we want wuld open up the following possibilities:
-More access to stealth instead of relying on Smoke Bomb (although I don’t see why anyone would use Flame Turret over Bomb Kit utility slot…)
- Ability to blind ranged foes with Projectile combo finishers.

It’s a small change, but it would really make the skill seem a lot more appealing in more situations.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Majic.4801

Majic.4801

That reads like an excerpt from H.P. Lovecraft’s short-story classic, The Hobosack Horrour.

Even back in 1928, he could see this coming.

The man was a prophet.

“Not the same, real and true. True you feel inside.
Always follow what is true.” — Sentry-skritt Bordekka

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Tolmos.8395

Tolmos.8395

I don’t think I’ve ever seen a topic stay on the front page anywhere as long as this one has

It’s mostly because you have a primarily horizontal progression game, where you are constantly playing for aesthetic rewards, that has a class who is made to look completely ridiculous if they are played properly.

FOR ALMOST TWO YEARS

It’s the equivalent of them making the banner for the Engineer forum a giant middle finger. :-P

Rocket boots - please make this an evade.

in Engineer

Posted by: Ameno.6813

Ameno.6813

That is all.

Message Body length must at least be 15.

Anet, could you please buff P/P?

in Thief

Posted by: Einlanzer.1627

Einlanzer.1627

Vital Shot and Unload are both very obviously underpowered and have needed buffing since launch. These kinds of things are absurd.

This subforum needs an active developer...

in Thief

Posted by: NinjaEd.3946

NinjaEd.3946

We’re a pretty annoying sub forum, I imagine they intentionally avoid us among others. I bet they look at us once in a while like a business card in the back of a wallet.

“What is this doing here?”

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

problems with thief...

in Profession Balance

Posted by: Emi.4152

Emi.4152

yay! nerf all the things!

1. i use my burst skills when i’m blinded. it should be more rewarding!
2. i spam all my skills at an evade spam thief and it doesn’t work. it should be more rewarding!
3. i throw my aoes out randomly at a stealth target so they do not do enough damage when they accidentally hit. it should be more rewarding!
4. i waste my dodges and blocks on situations where i know they will not help. it should be more rewarding!
5. i can’t beat people unless they make a mistake when i’m obviously making many. it should be more rewarding!

i… you… okay…

Yak’s Bend – Hello Kitty and Friends (aFK)
Lv 80 Thief – Emi Smacks / Lv 80 Ele – Emi Casts / Lv 80 Necro – Emi Nox

[Suggestion] Sub-Classes Discussion thread

in Profession Balance

Posted by: McWolfy.5924

McWolfy.5924

Gw1 was dual professions. I miss that and the body block system.
Btw this game realy needs something realy new. No serious changes in the last 2 years.

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

a proper engineer rifle legendary

in Engineer

Posted by: Kahrgan.7401

Kahrgan.7401

They need to add a shotgun legendary, or some sort of huge cannon, like scarlets kiss, but with non-ugly colors.

Don’t call anyone out on their BS, that’s an infraction and a deleted post. —Anet.

a proper engineer rifle legendary

in Engineer

Posted by: Lightsbane.9012

Lightsbane.9012

i dont understand
have you seen it in game or just in a preview
everything about the predator screams bad-kitten and imo it works excellent thematically for an engi, especially because of the fuel lines on the stock

dude. it’s a sniper rifle. our rifle is a shotgun. it’s meant for warrior.

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

[Thief] initiative needs a rework.

in Profession Balance

Posted by: Carpboy.7145

Carpboy.7145

Spamming pistol whip and blackpowder eh? Both of which cost 6 initiative in spvp. A thiefs standard ini pool is 12. So 2 pistol whips. Dat spam too OP. meanwhile for the next 5 seconds the thief can do absolutely nothing while you wail on him because he has no initiative


The Use of the Word ‘Cheese’
Lyss The Shadow
Legendary Champion of DB [EDGE]

[Thief] Vital Shot

in Profession Balance

Posted by: BFMV.3198

BFMV.3198

Vital shot needs a large buff. Thats all I have to say. I just hope the Dev’s read this because it is a really poor auto attack for pistols.

Edit /04/05/14: It’s great to see this post pop back up and see so many great ideas being posted. Hopefully we have the Dev’s interested by now and if not, hopefully we can soon.

I believe what Vital shot needs is greater direct damage and reduced after cast, that way it can stack bleeds for p/d and maintain DPS for P/P. It would be nice to see it twice as fast, although that’s probably pushing it a bit

(edited by BFMV.3198)

Thief overpowered? Then why....

in Profession Balance

Posted by: a t s e.9614

a t s e.9614

If the thief is so overpowered then why:

- wvw blobs are 80% war/guard
- top pvp teams only use 1 thief
- most roamers rerolled to engineer ( better 1vXcapability)
- lfg post says heavy only

So the logic is to nerf a class that is good at only fulfilling 1 role> high burst roamer ( single target) . Look I main a warrior and I can tell you thief is not OP. They are just incredibly good at one thing but thats the only thing they are able to do.

Guardian has the absolute best support in the game . Dosent mean it needs a nerf

And seriously be honest, most of the times you get ganked by a thief its not even a true 1v1, he gets you while you are unaware of the situation. In actual 1v1 thief has many hard counters such as necro / engi and meditation guard.

Thief class is annoying? Yes. Its frustrating? Yes Its spammy? Yes Is it OP? No

So thats basicly it. The class is so broken then why only few people play it? If something was ridiculously OP we would see 5 thief vs 5 thief in solo Q and zergs of thieves in wvw and dungeons asking for thieves only thats my point.

Most common hate whispers

in Thief

Posted by: godz raiden.2631

godz raiden.2631

My best hate whisper so far was in WvW after I melted some poor guy with a P/D condi build. He proceeded to tell me that I was a heartseeker spamming noob, which was of course funny since I didn’t have the ability to use heartseeker with any of the weapon sets I had equipped. To this day I assume that anybody who complains about “heartseeker spamming” thieves must have been dropped on their head as a child.

Godz Raiden (Thief)
Maguuma

[Thief] stolen "Whirling Axe" is OP

in Profession Balance

Posted by: evilapprentice.6379

evilapprentice.6379

Thank you for inching us 1 skill closer to the “Every single skill/ability/trait associated with thief is OP” singularity. I’ve got it on good authority that once every single thing related to thief has been called OP on the boards, the class will be deleted. You’re going to have a tough time with Vital shot and Hard to Catch though.

If you’re having trouble with whirling axe, all I can say is try moving – you can out-walk it.

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

[sPvP] Consume Plasma Overpowered

in Profession Balance

Posted by: evilapprentice.6379

evilapprentice.6379

Thank you for inching us 1 skill closer to the “Every single skill/ability/trait associated with thief is OP” singularity.

Honestly, just please, stop coming to the boards every time something strikes you as unfair on paper. Go, roll a thief, and then tell me how consume plasma turns you into an unstoppable killing machine.

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)

How hard is the Thief in PvP

in Thief

Posted by: Bowflex.4502

Bowflex.4502

It’s incredibly hard. You have no damage mitigation outside going into stealth. Even in stealth your rejuvenation if you’ve sunk 30 points into a trait line that adds little else, is slow.

You have half the health pool of most other classes. Unless you gear and trait for vitality your working with 10k average hp. Which means most classes will annihilate you with a crit or two. And conditions rip you to peices. We have horrible condition removal, on a long cooldown and its unreliable. Which is why so many thieves have had to rely on lyssa runes, to do what alot of classes can do easily.

However right now, with the crit changes, your damage is poor, so lyssa runes make it tough to land kills.

Your damage can be nice, but the stars need to align. Most of the fights your trying to dodge and evade imminent death, hoping you can line something up.

Make one mistake, and usually you’re on your back. Over time you get the feel for the movement and timing of a thief, and you can gain quite a bit more confidence, but you are always, ALWAYS one mistake away from death.

Anyone who says spam ‘2222222222’, or its easy mode. Is either stupid, or uninformed.

New content?

in Guild Wars 2 Discussion

Posted by: Mitch.4781

Mitch.4781

Frankly I can wait a few more months if it meant SOLID permanent content with new zones opening up. The LS was a decent experiment but ultimately a failure…

gem store item quality

in Black Lion Trading Co

Posted by: huntsman.4693

huntsman.4693

First off I do not see why Anet is putting skins like the new lawless helm on the gem store. Sorry if anyone is offended but this is my personal opinion, this is one of the worst helm skins that have been introduced to the gem store. It looks absolutely ridiculous, is ugly and the name doesn’t even suit it. I do not understand why items like this are being sold when there is such high demand for other items including grenth hood or bunny ears to make a return.
Now a lot of people may like the skin but from what I’ve seen not many people do…
I haven’t seen one person running around with it on, I have asked around and people seem to think its “poo” and that’s a direct quote from a guildie haha.

Anyway I guess the point of this thread is to bring some awareness to the quality of gem store items. This isn’t just in game gold people are spending its real money (with exception to those who are filthy rich and just convert gold to gems) and when you are spending real money there is a standard of which the item should be, it’s not just some generic item you can get from the tp, its something special and should look good for what you are paying for. The quality of the lawless helm and the shoulder piece that was added with it are kitten bad.
However I would like to add that I think many of the skins Anet come up with are great especially some of the armours, outfits and things like quaggy back packs but some other things are just rubbish imo.

So post away, I would like to see some other opinions on this matter so feel free! Let the rest of us know what you think about the gem quality store items.

Balance (PvE vs PvP)

in Profession Balance

Posted by: Einlanzer.1627

Einlanzer.1627

So, it’s not a well kept secret that PvP trumps PvE when it comes to balance considerations. There are a lot of things that, in PvE, are either brokenly OP or completely kitten that are ignored because they aren’t major balance concerns in PvP. One very large example of this is autoattacks. A good #1 skill is very important in maintaining sustained DPS in prolonged, mostly passive engagements (most PvE fights) but is relatively insignificant in quick, reactive engagements (most PvP fights). As a consequence, a weak or poorly balanced #1 skill will make a weapon that works mostly fine in PvP become highly situational or outright bad in PvE, which is/was the main problem with many ranged weapons like the Ranger LB and Thief Pistol.

The #1 skills aren’t the only balance concern. The dominance of Zerker was (and to some degree still is) another one, that has more or less the same source. Defense is more important in PvP than in PvE simply due to the differing nature of the fights. PvP values a combination of offense and defense because both opponents are players with similar attributes, while PvE disproportionately values offense due to mobs having high health and damage and low hit frequency.

My point in making this post is that the solution for these things is fairly simple and revolves around the attributes and behavior of mobs. Rather than trying to balance PvE and PvP separately, especially since the former isn’t really happening at all, what needs to happen is that, due to the active nature of combat in this game, PvE needs to be made more like PvP. Specifically, mobs should be modified in the following ways:

- Have less health
- Dodge/react more
- Do less damage
- attack/hit more frequently

This change will allow balance to flow through both modes instead of having massive headaches trying to balance both or just ignoring one or the other. There are probably other things that could help, but I think this is the most crucial.

Get rid of levels once & for all!

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

Now with the recent bad trait system update, the game focus more and more on endgame.

When Anet stated “Endgame starts at level 1”

We know that statement isnt true, especially now after recent update.

People already pointed out how levels have been pointless grinds before, due to the scaling system.There was really no point of having a leveling system.

Now with the recent change, the Leveling reward has greatly been reduced to the point that it once again support the suggestion of getting rid of the Leveling all together.

Just start everybody off at level 80 in whatever starter zone their race is, and let them make their own journey from there. Fully Horizontal progression, with no useless leveling and zone levels in our face anymore.

Give us full trait points from start, but unlock new traits by doing task. No longer grind trait points.
Same for unlocking new skills. Add new skills in the game world and players discover them by playing in the world.

Let us make our own journey instead of developers forcing a journey of their own on us with the leveling/zone levels system.

Please get rid of CHARACTER LEVELS!!!