This is a Constructive thread, meant to help the game designers to get stealth back on track in WvW.
Anyone who plays the game WvW knows that stealth is overpowerd. Ppl playing stealth classes will try and shoot this thread down. So let me refer to the post “Stealth in WvW needs a nerf” where the OP is a stealth user and feels its very overpowered. Some will try to claim he is lying but at the end of the day. ANYONE playing WvW knows that there are way too many advantages when using stealth as Mesmer, Thief.
1.You can take out a group of 4 ppl, no other classes can do anything similar.
2. If you are close to loosing a fight you can cloak and run to safty and start all over again. No other classes can do anything similar or even close.
So pls give some constructive feedback on how stealth can be fixed in WvW.
This is NOT a yes it is NO it isnet thread. So when ppl start try to shoot the thread down pls try to be the wiser and stay on topic. I hope to get a lot of great ideas with this post, so we can help the gamedesigners with some great input.
An idea could be one of the following
- To prolong the cooldown on stealth.
- reduce time in stealthmode
- Let more skills interrupt stealth.
- reduce backstab damage
- not being able to cloak while using “finish him”
Thankyou for your constructive feedback on the thread.
(edited by Encore.7053)
If we keep the complaints coming, anet will have to do something to stealth.
Thieves can stay invisible forever if they want, so you won’t ever kill one in a 1v1 or even a 2v1 unless they let you. I would just suggest to build your char to have lots of toughness, vitality, healing and run to a group of allies or group of npc guards if you see a thief. This will cause the thief to run away in search of easier targets.
Fot the second time today I was defeated by a thief inside a castle and I can’t see them until they attack more than once. In both instances they had defeated another player and then myself. Apparently they have abilities that extend beyond a few seconds and can remain cloaked. My complaint is that they cannot be spotted for what seems like an 15 -20 seconds and apparently have full offensive capabilities to attack in addition to not being able to be spotted. Whats up with this? Why should I have to run for my life just because there is a thief in the area? If they just used resources to defeat another player then they shouldn’t have the advantage on another player who has full resources. What gives here, I read about this situation before, so it’s not that this is a unique occurrence?
So this is the situation, I’ve been playing Guild Wars 2 with the same settings since Beta. It has always played flawlessly and i’ve never had any problems. Then after my last Windows 7 update on Oct. 15 my PC will randomly reboot but only while i’m playing Guild Wars 2. Its always preceded in my event log by an error that says <C:\Windows\Panther\setup.etl – Error Code: 3221225485> Now this just started yesterday after the Windows Update + New Partch to Guild Wars 2. Anyone one else having a problem like this? My Specs are:
Nvidia 560 TI
4 Gigs Ram (DDR3-1600)
Quad Core I5 (2.66/8M)
MSI MoBo (P55M-SD40)
700 Watt OCZ PSU
I’ve run SpeedFan and none of my Temps every go past 60 Degrees C so i’m pretty confident it’s not an over heat problem.
This only happens while i play Guild Wars 2.
No! It’s to easy to gear my characters! Make it harder again so I can complain about grind!
/facepalm
I imagine all the profit raised by bots combined can’t compare at all to what people made off the cultural weapon karma bug. People were buy thousands and thousands of exotics for 12 karma each, and just tossing them into the forge at the beginning of the game. Arenanet unbanned them, but couldn’t track every item that was created, or keep tabs on where everyone had sent their fortune. The people that exploited the game early on will always be the wealthiest players in GW2, and no matter what they do, legitimate players won’t ever amass money comparing to those fortunes.
Colin Johanson on how arenanet measures success.
(Please no gear treadmills, Colin!)
They’re kinda broken in small fights, in large fights though they’re all but useless.
Especially the ones that aim for the cheese backstab strat, where they just stealth, backstab, spam hearsteeker, then stealth again.
Main thing is that you don’t really get the satisfaction of killing them when you win. When a thief is about to die versus me, he just uses CnD, shadow refuge, and I never see him again.
(edited by Wasabi Kitty.8247)
I think Smith is from the Chicago School, and believes in the “free market”, rather than being an interventionalist.
Ouch so my chance of a precourser is controled by Reganomics, or should that be Tyrianomics?
“There’s no such thing as a free lunch.”
? Milton Friedman
Expect 2000g dusks, at least the guy was pro pot
Binding blade will find a stealthed thief.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
I dunno, jumping puzzles seem like they are designed for ganking. So, do them with friends/your guild. BUDDY SYSTEM!!!!
Kal Snow – Norn Guardian
I personally don’t do it, but it is an easy way to find people to fight, especially catching people solo or in small groups. Very cheap and annoying, but the puzzles are in a open pvp environment so it’s gonna happen unfortunately
It would be nice for a bonus from past deeds, but if I cared about being rewarded I wouldn’t have started wvw in the first place. The only title I need is [PiNK] above my head!
The conversation comes up all the time. Nothing is ever done about it. Ive said before if they increase duration and reduce the damage (as in same damage but over a longer time), I think that would fix it. But GW2 is an easy mode game. Cast times for alot of things are instant and they should not be (IE Necro staff marks). The game is dumbed down for a casual audience and following. I don’t think they are going to change it because of this. Im pretty sure Anet know they have a large casual following and they are going to cater to their main audience.
No. It’s great now. Lower rare and ecto prices are fantastic. Stop whining.
The rewards are right where they should have been from the beginning.
Wow…before the patch people complaining about how kittenty those world event rewards were, now some of you are complaining how good it has became?…
seriously?
Blackgate Militia
Well, that didn’t take long.
The community asked for this improvement to drops and ecto gain every day since launch, loudly, often offensively. Anet listened and responded. I sort of know what you mean, but I’d much prefer the way it now is. It’s a little unfair to the devs to start complaining too much about the very things they changed because the community asked them to.
https://www.librarything.com/profile/Randulf,
https://www.librarything.com/catalog/Randulf
(edited by Randulf.7614)
Look – I agree with you – and I loath myself for pointing this out – but the Flamethrower will damage them while they are in stealth or least still culled – I see the damage all the time. When I think a thief is about – I will spray the area continually, and I see the white damage numbers all the time while doing this. In about 8/10 times, it causes them to just give up and run off for easier prey. But yeah, they need to be nerfed. Frankly – if they take damage – it needs to knock them out of stealth – like every other game with that class archetype. Period!
We are planning to add more stat sets and appearance options that can be purchased with badges in the March update. We’re still working on the full list so I don’t want to dive into details yet, but it is something we’re working on.
A word of advice it should not be at similar prices to the invaders gear because that is way too expensive and doesn’t reflect the badge drop rate of the majority of players.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Can you imagine if the first Ascended weapons and or Armor is released in WvW. Dem PvEers will lose their kitten! Hahaha
To be honest, it makes sense and is really only “fair”
The PvE experience has had a monopoly on the ENTIRE jewelry set of ascended gear. Why not let WVW have a monopoly on the weapons for a few months? If a PvE complains they can just say “We’re working on it”, like they did to us.
Wow, some arguments are just too mindnumbing to endure. For the record, I do WvW every single night and have done so for months and I’m against retroactive credit for titles/abilities. I think the idea is simply ludicrous and overtly greedy.
I think it’s about fairness.
You know how to recognize a dedicated WvW player?
He has no legendary weapon and no ascended gear. And his exotics are probably from the karma vendors in Orr.
I have tons of achievement credit for things like supply used, dolyaks escorted, etc, but while PvE players have reaped rewards, I’ve got nothing.
Seems unfair that now, after PvE players have gotten everything they wanted, they can join WvW and start on equal footing with me and my 2000 dolyak escorts and 15,000 supply used which will count for nothing.
I certainly can’t switch to PvE and suddenly be on equal footing with them.
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
Thanks for the info.
Too many useless obsidian shards :/
While this thread seems to have veered OT, and it seems clear ectos were not nerfed, and RNG is RNG, etc, I’d like to add to the QQ here by saying:
8 rares salvaged today, 1 ecto.
5 were done with a masters, 3 with a black lion kit.
The Ecto God clearly has me in his black book.
The reddit interview with Mike Ferguson makes it pretty clear that the OP is 100% correct.
It blows my mind that they are ignoring the best and most fun part of GW2, which is WvW.
Come on Anet give us something!
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
SWORD (main-hand)
Flashing Blade
- Teleport no longer requires a target. If the teleport is activated without a target, the Guardian simply teleports 600 range forward in a straight line.
FOCUS (off-hand)
Ray of Judgment
- Recharge increased to 30 seconds.
- Channel a piercing ray at your foe that damages and inflicts blindness. Allies near you gain regeneration and cure conditions.
- Damage (3x): 100
- Blind: 2 seconds
- Regeneration: 1 second
- Duration: 1 second (Cast-time would probably end up equating to 1½ seconds)
- Radius: 180
- Range: 1,200
- The radius effect (granting regeneration and curing a condition) triggers at your location.
- The Regeneration and Cure Conditions effects trigger 3 times respectively (once for each attack).
- The animation is actually a ray now and not some prissy bubble.
ALTERNATIVELY
Ray of Judgment
- Invoke a ray at target location. Foes are damaged and blinded. Allies gain regeneration and cure conditions.
- Damage (3x): 100
- Blind: 2 seconds
- Regeneration: 1 second
- Duration: 3 seconds
- Pulse: 1 second
- Radius: 240
- Range: 1,200
- Ion Cannon beam animation ala Ray of Judgment in Guild Wars 1.
Shield of Wrath
- Channel a shield around yourself that blocks attacks and grants retaliation. Upon its final pulse, the shield damages nearby foes.
- Cast-time increased to 3½ seconds
- Damage: 300
- Retaliation: 1 second
- Pulse: 1 second
- Duration: 3 seconds
- Radius: 180
- Combo Finisher: Blast
- By “Pulse,” the description means to say that the shield grants Retaliation every second while being actively channeled (a full channel will pulse retaliation 3 times).
- This skill will block attacks so long as the Guardian continues to channel it (or until its duration expires).
- The radius applies to the skill’s damage that occurs at the skill’s final pulse.
- The blast finisher triggers at the beginning of the skill.
SHIELD (off-hand)
Shield of Judgment
- Changed to a skill-chain: Shield of Judgment—> Judge’s Ward
- Create a shielding wave in front of you that damages foes and grants protection to yourself and up to five nearby allies.
- Damage: 302
- Protection: 5 seconds
- Range: 600
Judge’s Ward
- Cast-time: ½ second
- Push back and weaken all foes in front of you with a wave of spiritual energy.
- Weakness: 5 seconds
- Knockback: 300
- Range: 600
Shield of Absorption
- The bubble no longer roots the caster or requires channeling in order to maintain it past the initial cast-time.
TORCH (off-hand)
Zealot’s Flame
- Recharge increased to 20 seconds
- Light yourself aflame and gain regeneration, might, swiftness, and you periodically burn up to three nearby foes.
- Burning: 1 second
- Self-burning: 3 seconds
- Regeneration: 5 seconds
- Might: 5 seconds (3 stacks)
- Swiftness: 8 seconds
- Pulse: 1 second
- Duration: 5 seconds
- Radius: 600
- By “Pulse,” the description means to say that the skill will burn up to 3 enemies in a 600 range radius around the caster once every 1-second interval starting with the moment that the skill is first activated (the burning duration inflicted for each pulse is 1 second).
- The self-burning only triggers once upon activating the skill.
Zealot’s Fire
- Immobilize and damage all nearby burning foes.
- Damage: 300
- Immobilize: 2 seconds
- Range: 240
Cleansing Flame
- Recharge increased to 20 seconds.
- Cast-time decreased to 2¼ seconds.
- Damage (5x): 1000 (skill only strikes 5 times now; still does the same amount of damage overall)
- The final attack removes up to 3 conditions from the caster (removal only triggers on the final attack tick, but regardless of whether or not it actually hits anything).
SCEPTER (main-hand)
Orb of Wrath
- Changed into a skill-chain: Orb of Wrath —> Orb of Fury --> Judge’s Insight
Orb of Wrath
- Cast-time removed
- Damage reduced to 80
Orb of Fury
- Fire a slow-moving orb at your foe.
- Cast-time: 0 seconds
- Damage: 80
- Range: 1,200
Judge’s Insight
- Smite your foe with a direct strike that inflicts vulnerability and grants you might.
- Cast-time: ½ seconds
- Damage: 150
- Might: 1 second
- Vulnerability: 3 seconds
- Range: 1,200
Smite
- Changed to a chain-skill: Castigate —> Smite --> Scourge
- Skill-chain recharge increased to 8 seconds. Recharge only begins after the final skill in the chain is used (or if the player waits too long to use a subsequent skill in the chain).
Castigate
- Damage and cripple foes in the target area.
- Cast-time: ¼ second
- Damage: 100
- Cripple: 2 seconds
- Radius: 240
Smite
- Cast-time removed
- Damage (8x): 835 (this skill now only hits 8 times)
Scourge
- Cast-time: 0 seconds
- Damage (8x): 835
**Completely equivalent to Smite.
(edited by Swagg.9236)
I dont mind thiefs able to get away from fights, since it is a sneaky class.
The problem i have is the damage they do..
Doing like 15k damage or more in like 3-5 seconds to a high toughness guardian is crazy
Thiefs/assasins should be good in killing weakened enemies.
And are bad in a normal 1 on 1 fight.
So nerf the damage to enemies with more then 60% health with a lot like 200-500 hits max. But keep the damage to players below 60% health like it is now.
changing the thief in an assasin, instead over an overpowered duelist.
PVE it’s fine, even in structured it’s fine to some extent.
However in World vs World, I can flat out say..Stealth needs to be changed.
Now I know some people are going to be like “Oh look someone died in pvp to a stealther and now is whining”
Actually, its the opposite..I just got done playing my Thief in world vs world…and frankly i’m disgusted how easy it is to play the class out there.
Not only am I able to stomp on pretty much everyone I come across solo…I can frankly attack large groups of people with ease, and either kill a lot of them, or get away whenever I want.
There is no real disadvantage to playing the class at all….
So as a thief, I’m asking Anet to actually nerf stealth in world vs world..Make it somewhat challenging at least..
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos