Showing Posts For Aleth.9630:

bored and dissapointed with thief class

in Thief

Posted by: Aleth.9630

Aleth.9630

the 4th skill – the poison debuff, shouldnt stack with my other poisons, like the Dagger poison attack or active poisons that deal dot damage, because they each deal different amounts of damage.

What? I don’t think you have a clue what you’re talking about or worded it the wrong way. Poison is poison. The damage it deals depends on your condi damage. Poison from shortbow is the same as poison from anywhere else (unless you have different amount of condi damage on your different weapons).

Also if you want fast attack get dagger mainhand. Sword is slower but hits harder.

(edited by Aleth.9630)

Steal - quality of life changes

in Thief

Posted by: Aleth.9630

Aleth.9630

Change Steal-related traits to apply their effects (if possible) without targeting someone with Steal (if it goes on full cooldown anyway, why not give us this option):

  • Mug ’s heal
    No enemies ->Autoregeneration
  • Bountiful Theft ’s 15s vigor
    No Enemies -> Dodge is unnecessary
    Dodge past potential enemies to avoid getting in combat?
  • Kleptomaniac ’s initiative gain
    No enemies-> unnecessary, why no weaponskill are necessary
    Weapon skills can be used for mobility so 3 initiative would actually be of use even out of combat
  • Hidden Thief ’s 2s stealth
    No enemies-> why would you want to stealth
    To sneak past potential enemies or stack stealth?
  • already works with Thrill of the Crime

Just because you’re ignorant and don’t want additional options to use your Steal doesn’t mean others don’t need it either. And what if I told that you don’t always want to shadowstep to an enemy in melee range but you want those effects? And as I said, if it goes on cooldown instead of saying “You do not have a target to use this skill.” (like the rest of such skills), why not make it useful instead of it going to waste.

(edited by Aleth.9630)

Steal - quality of life changes

in Thief

Posted by: Aleth.9630

Aleth.9630

Change Steal-related traits to apply their effects (if possible) without targeting someone with Steal (if it goes on full cooldown anyway, why not give us this option):

  • Mug ’s heal
  • Bountiful Theft ’s 15s vigor
  • Kleptomaniac ’s initiative gain
  • Hidden Thief ’s 2s stealth
  • already works with Thrill of the Crime

Change Steal so if it’s used out of range it doesn’t cancel skills already being casted (biggest issue is: use Dagger Storm, use Steal from 900+ range while channeling, Dagger Storm is interrupted).

Change Long Reach to allow Steal to hit its other trait effects (mainly the daze from Sleight of Hand and the damage from Mug, or the posion from Serpent’s Touch) even when the target is obscured from your starting location(as long as Steal teleports to a non-obscured position). This change is pretty much needed to make this trait a viable option – how often does it happen (especially in sPvP on Khylo or Niftel) that your target is at 1500 range and not obscured? And if they are obscured, why would you use Steal just to shadowstep to them and waste all the other effects you are given from traits?
And the basic mechanic of Steal (shadowstep to enemy) works on obscured targets to begin with.

(edited by Aleth.9630)

Things that don't feel right

in Thief

Posted by: Aleth.9630

Aleth.9630

They “fixed” stealth instantly breaking aggro for a few reasons:

  • It was exploited in a way that it was extremely easy to skip enemies in dungeons (or generally places where you were not meant to skip all the enemies). You can still do it, you just need 5-8s of stealth to actually reset enemies.
  • It caused a lot of unintentional resets, especially at dungeon bosses – for example bosses reseting and healing to full when a thief Shadow Refuges downed party members – that happened to me once at the old Lava fractal’s endboss.

Flame blast revealing me?

in Thief

Posted by: Aleth.9630

Aleth.9630

Played hours yesterday in sPvP with flame sigils, didn’t even happen a single time. If it’s bugged, it’s in PvE/WvW only.

Y U no projectile block?

in Elementalist

Posted by: Aleth.9630

Aleth.9630

On a related note, why don’t eles use Ice Bow in the hrapy fractal?
Its #4 is insanely strong on those small platforms because if there are no other places for the icicles to fall to, they are all going to fall on that tiny platform and 90% of them will hit the Harpy.
It owns harpies if I use it on my thief – multiple 4k+ crits per second.

Dwayna event bugged. Again...

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

People say it happens when Historian Vermoth (not sure if I typed that correctly) dies or somehow disappears. Every time I looked into the bugged temples, I haven’t seen the Historian anywhere so that’s probably the cause.

Stability ignores warding skills ? QQ-RLY ?

in Guardian

Posted by: Aleth.9630

Aleth.9630

It’s just some of those skills where it isn’t clearly stated but you can see for yourself that the effect of line and ring is technically a knock down.

No, technically, they’re knock backs, not knockdowns. It’s coded so if you enter or leave their fields, they knock you back in varying angles to prevent that. If they were knockdowns, you could freely enter/exit them like you can with Static Field.

Can you still dodge through them?

You usually can’t. Sometimes it gets glitchy though. Also you ca sometimes jump over the wall version if you jump high enough.

Shadow Returns Bugged

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

A long-term bug was eventually fixed, causing certain Thieves cry about it, leading to the possibility of the bug being unfixed.

Is that what has happened here?

No it isn’t.
In fact, there were 3 spots where you were able to port through walls in clocktower. Two of those were “fixed”, the last one wasn’t (hint: the point>roof one); and in the meantime a most of other legit spots, where no walls were involved, got “fixed” too. Now they are either harder to pull off (more sensitive to angle/distance/positioning) or are just plain impossible.

I have no sympathy. Personally, I think teleporting through walls or any other solid structure is utter bollocks and I’m glad some of these abusive and exploitative maneuvers have been fixed. I’m also glad these other “legit spots” have become harder to hit. So, they require some skill to achieve now. Poor you. What do you want, easy-mode all the way? Heaven forbid they actually make something harder for you, eh?

“But ArenaNet knew about these exploits and didn’t do anything about them…” Well now they have, so dry your eyes.

Your post just can be tl;dr as “I hate telports, I’m glad they were nerfed and I don’t care about its effects on the gameplay of others.”

Who on earth said anything about skill? They require very exact spots, where you cannot always get to in the middle of being focused down, taht has nothing to do with skill.
And we complain, because ANET’s intention was obviously not nerfing the normal teleport spots into oblivion RNG bullkitten.
I don’t mind making things harder for me as long as the others have their job harder too. But they obviously don’t.

And what’s the point of the 10y.o. stop QQ kind of paragraph at the end? I thought mature people discussing things don’t use that argument.

(edited by Aleth.9630)

Shadow Returns Bugged

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

A long-term bug was eventually fixed, causing certain Thieves cry about it, leading to the possibility of the bug being unfixed.

Is that what has happened here?

No it isn’t.
In fact, there were 3 spots where you were able to port through walls in clocktower. Two of those were “fixed”, the last one wasn’t (hint: the point>roof one); and in the meantime a most of other legit spots, where no walls were involved, got “fixed” too. Now they are either harder to pull off (more sensitive to angle/distance/positioning) or are just plain impossible.

I can officially say this “fix” totally broke inf strike.

Now half of the time i try to reach a player with a slight “LoS” obstruction ( it can even be the rock at bear in Spirit Watch) or in z-axis, it will fail.

It’s totally random, i’m actually afraid to use inf strike-return, because i won’t know if it will work or not.

Exactly; what makes Inf. Strike different from Heartseeker is that it can cross obstacles (like the huts on Khylo or higher ground). If they take that away I feel it would lose its uniqueness.

But one thing is sure, the mechanics of the shadowsteps have to be a lot more transparent so a player can tell when they will work and when they won’t, just like with any other gap closer/opener.

(edited by Aleth.9630)

We didn't get any buffs with this patch :(

in Thief

Posted by: Aleth.9630

Aleth.9630

Just enjoy your ridiculous S/D perma evade build and stop crying about how weak thieves are…

Not everyone wants to play the same kitten cookie-cutter build. That’s like telling a power necro that condi necro is fine, go and play that. This game is about diversity.

Why THIEF SUCKS in 1on1 pvp

in Thief

Posted by: Aleth.9630

Aleth.9630

Complaining about not winning in certain situations with certain weapon sets is pointless. Weapon skills weren’t all designed to be equally good in every situation – as some said, D/x has a lot of damage, but is very telegraphed and has zero survivability – that’s just how it was designed. Not every weapon is equally good for 1v1 on any profession.

Try 1v1ing decent players with staff ele or mace guardian – you just won’t kill them, simple as that.

For 1v1 you might want to try D/D deathblossom/evasion,.

No, don’t make him suffer. D/D condi is awful for 1v1 if not for the Caltrops and conquest system. In an open field fight, you just won’t win if the enemy has even the slightest amount of condi removal, the build is just too easy to kite. Don’t even get me started on that “evasion” of the Death Blossom, it last for .25s, about 1/3 of the skill’s actual animation; it’s a ridiculously small evade frame.

(edited by Aleth.9630)

Shadow return nerfed

in Thief

Posted by: Aleth.9630

Aleth.9630

I can’t stop smirking at the whine.

It was a bug fix, you where using a bugged skill and you’re complaining about a nerf? GTF over yourselves.

Just a fun fact – stomping/reviving in Mistform/Elixir S/Deathshroud/Plague wasn’t intended either, yet they left it in the game for half a year (still counting) and now fully enabled stomping with two of them (Elixir S and Mistform). A bug/“exploit” that turned out to be fine and that worked for “balance”.

According to your logic those should have been fixed ages ago to interrupt stomps/revives, yet ANET never made them do that. See the similarities?

(edited by Aleth.9630)

Shoutcasters don't know depth.

in PvP

Posted by: Aleth.9630

Aleth.9630

1. This game is boring with no depth.
2. There is no high level PvP in this game. Your notion of “high level” is relative. The PvP community is very small in GW2 – High level does not exist.
3. I’ve played at a higher level in PvP than you can fathom.
4. Seeing the small PvP community squirm when the majority opinion gets pointed out is a very entertaining thing to watch.

Excuse me by all means, but why exactly are you here then? Sitting on the forums of a “failgame”, bashing it. Do you have nothing better to do with your life?
You know that you can uninstall Guild Wars 2 anytime, right? Check it in the User Control Panel. Do you feel like you have been robbed of your money or something? Try and get a refund.
Be careful not to shut the door too forcefully when you close it behind you. Good luck with your future “higher level in PvP than we can fathom”.

(edited by Aleth.9630)

Sword skill 2 shadow return is broken

in Thief

Posted by: Aleth.9630

Aleth.9630

Another “buff” to the common people, but a very strong and sure nerf for the advanced tPvP players. The potential of that teleport was just crazy good.
Sword#2’s 1st part was never a spammable gap closer like Heartseeker and was never meant to be if you ask me. If you wanted that, play dagger imo.

Also, Shadow Return now feels absolutely unreliable. You just cannot know where its weird formula will drop you to. Sometimes objects glitch it out and it won’t teleport half of that 1200.

(edited by Aleth.9630)

Shadow return nerfed

in Thief

Posted by: Aleth.9630

Aleth.9630

Yeap
And usually it’s a lot less than 1200 because of weird pathing and objects in the way. It feels so bad now.

Minions Are Amazing

in Necromancer

Posted by: Aleth.9630

Aleth.9630

4) when they get/keep you in combat while you’re running away

Deception SKill %

in Thief

Posted by: Aleth.9630

Aleth.9630

Lol. Troll spotted.

I sure would take a Shadow Refuge giving 14s stealth every 12s :o

Weakness?

in PvP

Posted by: Aleth.9630

Aleth.9630

The more I think about it (and the more I read here), the effects should likely be split.
Keep weakness as 50% endurance regen debuff, no need for any further mechanics changes – leave the abilities that currently apply weakness and their durations as is.

Introduce a new condition which reduces all damage dealt by some manner (specifics to come later) and selectively choose some subset of abilities/traits/whatever that already apply Weakness and also have them add this condition for however long (Duration is a playtesting issue).

This way, there’s no need to re-work weakness application/durations in the slightest. By separating it into 2 conditions, and choosing which abilities get to apply it, we can leave abilities that are already strong AND apply weakness alone, and add this new condition to underpowered/Underused abilities/traits that involve weakness as a way to bolster them.

My suggestion for the new condition would be a blanket 10-15% damage reduction. I also like the idea of an additional effect that if the afflicted player scores a critical strike, the duration is extended X seconds (I’m thinking 1-3 seconds, but this is a playtesting issue.), but that might be too anti-spike for the current meta.

Not a good idea. Weakness is actually fine in PvE and this would screw it up, endurance is non-factor on mobs. They’d have to do a way too serious split, and I don’t think they’d do that.

The state of Necromancer

in PvP

Posted by: Aleth.9630

Aleth.9630

I have to admit, necros have the most unappealing and misordered traits in the game. As a thief or mesmer, I constantly have second thoughts because they have so many amusing and interesting traits that are not as situational and as misplaced as the necro ones.
And the same can be said about weapons, other classes have a lot more viable and fun weapons. For necro, axe is just garbage, lack AOE, short range, weak damage. Dagger mainhand just completely feels like it was made for wells. It doesn’t work with much else. Focus is just not enough, the #4 ability could be good, but it doesn’t bounce enough, and if it misses a single time, the major potential of it is lost.

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: Aleth.9630

Aleth.9630

1. devs that are not obsessed with lol or any other succesful moba
2. trait system removed its too simple it reminds me if go to the shop in a moba
3. a more team/guild oriented game not just a communication game.

Lol. Might as well just ask them to make a completely new game then.

[BUG] Weird bugs with dodging.

in PvP

Posted by: Aleth.9630

Aleth.9630

Dodge roll occasionally cancels itself when the player switches weapons or drops a bundle. Also certain times when you try to execute a skill and dodge at nearly the same time (like with the jump+dodge, but that doesn’t glitch the dodgeroll fortunately).

PvP 3 wishes -what do you want most in PvP?

in PvP

Posted by: Aleth.9630

Aleth.9630

2. Ability to use skills while jumping/falling

This 100x times. Pretty pwease.

Died SO MANY TIMES not being able to stunbreak because I got CC’ed mid-jump or fall.

(edited by Aleth.9630)

One picture that says a lot about big bosses

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

The fact that _ it’s that easy makes it worse.
And you can’t see its animations when it’s obscured by 5-6 particle effects (literally its entire model is covered in purple/blue/red glob).

One picture that says a lot about big bosses

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

Imo. it was the worst idea ever to make effects scale in size like that. U_U
Shouldn’t need any further explanation:

Attachments:

Make rocket boot a ground target leap?

in Engineer

Posted by: Aleth.9630

Aleth.9630

I think I’d be fine with it launching you forward than knocking you back. As an escape option, that probably makes more sense.

Engineers use Acid Bomb as an escape option, and it launches you backwards.

I will use it as one sometimes. But it’s annoying having to turn around and face my target and then use it. Especially if I’m crippled/chilled.

You know there’s an “About Face” keybind ingame, right?

Glitches in Fractals that Need to be Fixed

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

Ascalon:
Ashym’s retal and protection stays up after a party wipe.

Poll: Dredge Fractal

in Fractals, Dungeons & Raids

Posted by: Aleth.9630

Aleth.9630

Dredge is my favourite fractal, especially now after the glitch has been nerfed.

You’re probably below scale 40.

Yeah, very likely.

Dredge fractal is just tooooo kitten long. Especially with the mobs spawning out of the tank at Rabsovich – just the time taken up by their invuln frames and spawning animations above 30 is about 5min. Also, this fractal has 4 encounters (switch part, gates part, rabsovich part, final boss part).
NONE of the other fractals have so many fights, not even mentioning they have the toughest mobs as well as blind immunity, which screws my thief’s defensive options other than stealth cheesing everything.

And then the best part, the invisible objects (around the tank and gates/spawnpoints) that you hit with AOE and which keep you in combat all the time, while effectively nerfing AOE by taking up 1-2 targets out of the maximum 5.

If they nerfed the length, I’d be fine with it, the encounters aren’t bad alone with their bugs fixed, only all of them together in a single fractal is what’s awful. It’s not the hardest fractal, lava is a lot more annoying for me, I’d take dredge anytime over it (unless we have 2 guardians and a mesmer ofc).

(edited by Aleth.9630)

Dredge fractal update was a horrible decision

in Fractals, Dungeons & Raids

Posted by: Aleth.9630

Aleth.9630

Now all they need to do is change it so you can’t activate the switches if you’re dead, and no one will ever want to do this Fractal again.

4 Thieves could work it out.

Long Fractals should reward more.

in Fractals, Dungeons & Raids

Posted by: Aleth.9630

Aleth.9630

If you’re doing the fractals for an item reward outside rings/fractal weapons you need to L2GuildWars.

Yeah but when you get these as second or third fractals, it’s depressing and tiresome to do them knowing you won’t get anything better than from ascalon/underwater.
Knowing the fractals very, very likely won’t be drastically changed, at least make them more rewarding so you don’t feel like you’re wasting so much time.

Glitches in Fractals that Need to be Fixed

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

Swamp: if whoever the mossman is aggroed on continues to run without stopping or making quick turns mossman will stay in stealth.

That’s not exactly a bug, that’s just stupid design; just like when you block/reflect/invul/dodge his attacks from stealth and yet he still stays in stealth until he hits (~oneshots on higher levels) something. The only way to take him out of stealth is to have him strike a mesmer illusion by going next to one.

Immobilized-Dodge-Heal bug

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

Happens in sPvP a lot too. Remember watching twitch.tv/teldoo last week and he was constantly complaining about dodging randomly after being immobilized.

Thief's permanent stealth

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

This doesn’t belong to the Bug Report forum, has nothing to do with bugs, yo.

Stuck to an Arrow Cart

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

You can escape by removing and reequipping a weapon.

They really, REALLY messed up this last patch. As you can see in the picture, you are on an uneven surface. If you jump or fall onto an uneven surface, the game no longer realizes it. It still thinks you’re in the air until you walk or run in any direction.

So if you, for example, jump up to use an arrow cart like that (and aren’t moving at all/holding WASD when you hit the ground), the game thinks you’re in the air still. The client/server lets you grab the arrow cart, but you can’t use it, and you can’t drop it.

Also, you can’t use skills (ANY SKILLS) until you run in some direction. This is probably the worst thing they’ve messed up in a long time, and it’s hard to pin down (most people think it’s skill lag, but they need only move any direction to free up their skills again).

P.S. Some people report that it gets “fixed” for a while, so it’s hard to replicate. It’s possible this only happens when the server or client is being stressed, but more testing is needed… The easiest way to test is hitting Space and W (forward) for a split second, then not moving at all before trying to use skills.

Noticed it multiple times too. To be honest, I don’t understand why you can’t use 95% of your skills while jumping, but you can jump while already casting them. Makes no sense at all.

AC is supposed to be the first dungeon.

in Fractals, Dungeons & Raids

Posted by: Aleth.9630

Aleth.9630

Funny how CoF is easier than AC story mode.

No CoF Nerf

in Fractals, Dungeons & Raids

Posted by: Aleth.9630

Aleth.9630

Hurrah! No CoF nerf. Guess we can CoF for another patch or two.

Or until the end of time.
Did you really think they will nerf this? EVERY harder dungeon is heavy nerfed loot wise, if they nerf this most people that run dungeons will:
1) Find next supereasy 4 warr + mes dungeon (se, coe p1 maybe)
2) Quit game for good

Has their recent tendency shown that they care about their “hardcore” players running dungeons?
Check Fractals.

Seriously though, it’s very likely that the nerf-hammer will hit it sooner than later; if they restart their “dungeon renovation” project which made the new AC.

Why is this still a thing?

in Fractals, Dungeons & Raids

Posted by: Aleth.9630

Aleth.9630

Why is this dungeon system with party “leader” owning the dungeon thing still exist? It’s incredibly redundant in multiple ways:

  • If the “leader” decides to be a kitten, he can just leave and screw the whole party over.
  • If the “leader” goes offline (for real-life reasons most of the time), there is no way to replace him without losing all progress in the dungeon.
  • If the “leader” reloged to another character, he again, would screw the party over. This is unfair, because any other party member can do it; why shouldn’t the “leader” be able to.

Glitches in Fractals that Need to be Fixed

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

Uncategorized Fractal:

  • Harpies constantly become invulnerable, but they often keep attacking you while they’re still invulnerable from reseting previously.
  • The “crazy” asura boss at the end spams its dialogue (“All of us, abandon..”) when players cross a certain line/tripwire, also when players revive at checkpoint or leave the fractal.

Jade Maw:

  • The Irukandji still damage, stun and poison players if they died during their stealth duration.
  • The tentacles continue casting their skills if those were started before they died. These attacks cannot be blinded because they get all their conditions removed when they “die”.

Undergroud:

  • The map is full with multiple untargetable (but attackable) objects near almost every door (and the dredge car which spawns them), that count towards AOE hit limit of 5, reducing the amount of dredge enemies hit by cleave and AOE attacks severely and keeping players in combat almost all the time.
  • Dredge Bombers aren’t immune to blind.

Underwater:

  • The Giant Jellyfish’s “eat” ability has infinite range – got hit by it from 1200+ range. If it’s used on a necro in Deathsroud, the skill bugs out and the necro won’t get eaten, but the Jellyfish will keep the “Eat” buff until it expires by itself.
  • If any monsters are hit by knockbacks/blowouts/fears, they can pass through walls or the ceiling.

(edited by Aleth.9630)

Suggestion: Condition (Defile), Boon (Purify)

in Necromancer

Posted by: Aleth.9630

Aleth.9630

“Boon duration reduction would” be a 95% useless condition in PvE. All conditions/boons should be relevant in all game modes.

chill should encrease the initiative cost

in Necromancer

Posted by: Aleth.9630

Aleth.9630

Pretty sure chill already affects initiative recharge rate. If that’s true, there absolutely no need for this.

Thief: Node capping after SR

in Bugs: Game, Forum, Website

Posted by: Aleth.9630

Aleth.9630

Infiltrator’s Arrow doesn’t get you out of stealth.

[Grenth] Bugs or just irritating design?

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

Actually, now that I’ve done more events around the zone, it seems the culling in general is utter rubbish. Not just for enemies but players as well. I found a putrifier fighting some invisible thing, and only when I was standing on it did a ranger’s pet and eventually the ranger itself render.

What the hell happened? I’ve never seen it so bad even when Orr was filled with swarms of hostile mobs and corresponding swarms of players farming them. It’s like they’ve gone backwards, significantly, on purpose. Are their servers going to catch fire and explode if they try to send us the data we need to actually see the things we’re supposed to be interacting with? This is terrible.

To begin with, monsters in PvE should never be culled; players are okay because they are not always necessary to see, but fighting invisible enemies is just awful. Too many of them?

  • reduce the update frequency the server sends about their movement
  • or reduce their numbers
  • but don’t hide them

Even worse – why on earth are the dead mobs culled? They’re stationary objects that wouldn’t require any data updates (i.e. server load), until they despawn (then the server tells the client so). Instead of that, they keep updating the clients with them “despawning”, and reappearing as you get close again (aka. culling) – very likely causing extra server load. Genius design.

(edited by Aleth.9630)

The adds in Orr events are off the charts

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

Soo, just got instagibbed on may 2700 armor necro for 40k by a Plague Carrier invisible because of culling. Really?

Attachments:

The adds in Orr events are off the charts

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

Grenth pre-event was called on map.
I joined the fight at cannon.
We all wiped, like 9 players down.
There was so many AoE on the ground that there was just no chance for anyone.
Nobles can ground AoE but now it seems they added this ability to Vet Wraiths too.

Stacks of ground AoE, that’s what we get in events now.
Chain dodging can’t even protect you from them, all you can do is fleeing.
What players zerg need to do nowadays is running in large circles to avoid the ground AoE pulses.
Benny Hills tactic ftw!

Until you get hit by the spider’s infamous immobilize/pull into AOE combo.

Swap Stealth with Invulnerability?

in Thief

Posted by: Aleth.9630

Aleth.9630

Many thieves don’t “get” why people hate stealth. Hope this thought experiment will illustrate why.

Thought experiment: Remove stealth and change it to invulnerability instead. Who will complain?

1. Thieves often claim that they have no defense and so they require stealth to survive. So giving them invulnerability for the same duration will solve all their complaints right? Everything remains as before. Invulnerability is lost on dealing damage and provides a water tight defense

Question for thieves: Would you be willing to swap stealth for invulnerability?
Same question for non thieves: Would you prefer to fight an invulnerable thief rather than a stealthed thief:

Prediction: Thieves would prefer stealth over invulnerability. Non thieves would prefer to fight invulnerable thieves rather than stealthed vulnerable ones.

YES! Invulnerability for 3s would be awesome. Invulnerability for 10s for placing down SR? I place it down and me and 4 others are now invulnerable, dancing while you place useless AoE and then we prance down the yellow brick road…

What’s the point? You lose invul as soon as you make an attack. So you’re not doing any damage either. Nor are you capping anything.

Would like more responses from non thief players though…

The point is, you just went from “Hard to kill” thief to “Impossible to Kill” thief.

I’ll find a way don’t worry . I would prefer to fight invulnerable thieves as opposed to stealthed ones. That way I can keep an eye on them.

You are estimating your chances under the erroneous assumption that invulnerable thieves would play/fight like stealthed ones.

Yeah, Blinding Powder = cancel-able Mist Form on half the cooldown. Or pop “stealth” anytime on low health and walk around rezzing allies/stomping enemies until your heal is back up. Sounds balanced, right?

So far though, two responses from non thieves. And both would prefer fighting invuln opponents over stealth. Not counting myself of course.

Any other non thieves would like to weigh in?

Thing is, add “non thieves, who know thieves” to that part. People who don’t know them and their playstyles don’t really have the knowledge to suggest changes.

Many thieves don’t “get” why people hate stealth. Hope this thought experiment will illustrate why.

Thought experiment: Remove stealth and change it to invulnerability instead. Who will complain?

1. Thieves often claim that they have no defense and so they require stealth to survive. So giving them invulnerability for the same duration will solve all their complaints right? Everything remains as before. Invulnerability is lost on dealing damage and provides a water tight defense

Question for thieves: Would you be willing to swap stealth for invulnerability?
Same question for non thieves: Would you prefer to fight an invulnerable thief rather than a stealthed thief:

Prediction: Thieves would prefer stealth over invulnerability. Non thieves would prefer to fight invulnerable thieves rather than stealthed vulnerable ones.

YES! Invulnerability for 3s would be awesome. Invulnerability for 10s for placing down SR? I place it down and me and 4 others are now invulnerable, dancing while you place useless AoE and then we prance down the yellow brick road…

What’s the point? You lose invul as soon as you make an attack. So you’re not doing any damage either. Nor are you capping anything.

Would like more responses from non thief players though…

Yeah, pop SR on 3 downed allies, rez all of them safely while all of you are invulnerable for the desired duration. Shadow Refuge would totally be balanced too, right?

(edited by Aleth.9630)

Another Pistol Trait idea

in Thief

Posted by: Aleth.9630

Aleth.9630

How about also extending its range to 1,200 and making it pierce?

And bounce. And cause AOE explosion around targets hit.
Jokes aside, 1,200 range would actually be very handy, since shortbow is also 1,100-200 range.

Honor among thiefs?

in Thief

Posted by: Aleth.9630

Aleth.9630

I did put zhaitans body on a chain around my neck but I found my mobility suffered considerably while wearing it.

So in tl;dr version, you had Zhaitan’s body strangle you?

The adds in Orr events are off the charts

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

I think anet added an extra digit to the scaling. That’s the only thing to explain such carelessness and lack of testing.

That, or they genuinely enjoy fighting champions who take 10 minutes to kill, with little to no reward.

Since this update has been in the works for awhile, I’m actually willing to believe they DO enjoy fighting champions!

Gets even funnier when the Champion adds are harder than the boss itself.

Exploding unknowns in Temple of Grenth event

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

This is it! This is what’s currently causing all the failed Grenth attempts since the patch! They recently increased the scaling for the Orrian events and now protecting Jonez is almost impossible. The enemies seem to be hitting for double that now, at least.

Not really this alone. there are never more than 1 or 2 Acolytes, each summoning 2-3 Carriers, each of which can hit max. 5 targets afaik. That doesn’t make much of a difference with 100 players especially since they only hit in melee. On the other hand, those grouped up with all the other insanely buffed mobs (read: spiders), cause serious issues, and kill most of the downed players almost instanteniously.

The adds in Orr events are off the charts

in Dynamic Events

Posted by: Aleth.9630

Aleth.9630

Nobody seems to be commenting on the pure insanity that is the Temple of Grenth event chain yet, so here I go.

I was, the new spiders destroy Jonez and the players in less than a minute.

I know, I know, learn2dodge and all…but you can’t deny that is a bit ridiculous…

Not really a solution

  • when there are 4+ veterans/champions attacking you, you can’t dodge them all
  • when half of them are invisible because of culling or not loaded fast enough by most people’s PCs
  • when they’re expecting you to react in 0.5s when you have 5FPS