While it does make sense that way I think anet is looking at it in the other way which is “If they’ve payed for the content and the extra builds for their classes then they should be able to press those advantages”
That said I don’t see many vanilla players in pvp so I have no idea how common of a problem it is and whether or not they have placed something into the matchmaking to help with that situation.
I have just one thing to say here: What?
CntrlAltDefeat, your going to tell me that the whole reason warrior is not in the meta right now is because of me? Yeah good one, in gw1 yeah warrior was a shot caller because they were the frontline fighter, they could see what was happening. Gw2 it’s the thief or the mesmer who calls the shots because he sways the fight instantly. They have the map awareness, and they do the observation. Please don’t question my skill level because your pride is hurt over the fact that your class isn’t the top dog. The point of this post isn’t for you to come in here and tell me how to play (because believe me, I don’t need instruction from you), it’s for me to figure out what changed for the warrior that dropped it from the meta. Considering more people than just myself even in this thread have claimed it’s the simplicity of the class obviously means that may be a contributor to their problem. So if you’re done being a kitten you may contribute POSITIVELY to this discussion to help others understand what your class needs to be restored to it’s once powerful state otherwise take your nonsense somewhere else.
Now for the people in this thread that are actually addressing the point:
What do you see as the necessary role for warrior to fill? Right now it’s kind of hit and run with gs, before it’s been tanky point fighter. What do you see as the role anet needs to push the warrior class towards with their changes?
Every class can gank, every class can +1, almost every class can stealth and 2 can do it for long durations. Every class can res and our best res utility is hard countered by classes that can do everything you mentioned with less risk and more team support. None of those things listed are unique to the thief class which is why thief is being pushed out of the meta and which is why we need buffs to help us compete.
Trust me dude nothing is wrong with mass momentum. It’s because of that trait I have a scrapper build that’s even better than the meta.
I’ll just make a full video guide for condi engi and throw it on youtube then repost it here. I’ve been needing to make more vids anyways and it’ll be easier for me to explain verbally and show then to type everything out here. You can expect a post in the next 2-3 days
Yolo you even got Zacchary playing this now. Well done on spreading the bleeds
Just ignore Shadow’s trolling.
So Deceiver, in order to make thief more sustainable in combat would it be worth buffing the “sustain” traits I mentioned above (excluding SR) and then possible moving them around in the trees to make them actually possible choices as they won’t have to compete with 100% necessary traits?
Obindo, ok I see what you’re talking about. The reason I claimed what I claimed is there, at least in my experience so take that for what its worth, is nothing outside of mobility that is a form of active defense. Warrior being built around simple combos, passive invulns, and a lack of in combat versatility (In relation to other classes. Not saying it doesn’t have any, just that it’s overshadowed) Definitely agree with a ton of the stuff you said but in relation to other classes, it’s skill cap is not as high as it could be with different design.
And about the typos: I feel ya, we all know how phones are
Arcade, engineer is definitely high skill cap. Is it op right now? Most definitely but that doesn’t take away from its high skill cap. All that stuff comes from in combat versatility which engineer is pretty much made of. It’s still very easy to tell the good engis from the bad ones even with the specs being op.
So from my understanding, Warrior needs fast hands baseline and needs redesigning of traits to cut off dependency on trait lines in order to be functional. That sound like a good start for warrior fixes?
Sorry dude but war is definitely not high skill ceiling. That is on the thief and engi. Warrior is too simplistic (as stated by bLind) to have a high skill ceiling. Please, don’t try to feed people the idea that warrior is high skill ceiling. Cause I’m pretty sure at this point that it’s the low skill ceiling that’s forced them out of the meta.
In pvp thief doesn’t have any “Burst” that competes with meta. Closest is vault spam because it’s the highest damage with low risk due to evading 90% of the time. Though it’s a gimmick and the second someone realizes what you’re doing you get screwed the rest of the fight. But that’s just my general beef with daredevil is it just encourages spam which is not really fun to play at all imo.
WvW on the other hand… there are plenty of buffs possible to take for thief to get the damage high enough for hit and run instakill backstab. Then its just a matter of utilizing the open field as an advantage to get time to position and instakill.
Ah that bites. But as a thief, I feel your pain.
So what types of buffs are warriors in need of? Is it damage? Defense? Defensive options? Utility?
At least for 1 map? Like maybe have red borderlands be the desert one and the other two can be the good old fashioned BL’s we love. Seriously though, too much PvE crap and too many cliffs to navigate around to make this fun. Old ones were nice for both zerging and roaming, the new ones not so much. I guarantee I’m not the only one who thinks this so could anet please at least consider changing at least 1 of them back to the old borderland map? I’d rather play on that one any day over the desert one.
Really why so much PVE in an open world PVP map? Why?
The point for building around backstab is the fun in the true assassin hit- and- run style. Otherwise yes we would all be vault spammers.
Used to see you guys a ton when I played. Now it’s hard to even find you guys in HOTM. What happened to you guys to make you disappear?
Was it power creep from elites? Did y’all get nerfed? Or has the low skill ceiling of warrior finally become it’s doom? (Nothing bad meant by that, I mean we all know a class built with passives as it’s only defense can only go so far in this game)
But seriously, where’d you guys go?
So reduction on reveal skills I like if sr is left the same as it is now. Then by implementing the cd reduction idea I proposed there may be some nice availability to use other skills because they won’t be outshined so easily as they’ll be more readily available in the heat of battle.
Again I like the healing for mug but there has to be some other stuff put in besides just more healing on mug otherwise we force people into running DA if they want sustain in a fight. But you are right, it would be a good start to boosting defenses. I guess I have another question to put out: In terms of buffing defenses is it better to start by just adding in more defensive traits or should we just focus more on buffing the ones we already have in order to make them more effective and provide a harder choice for thieves to make when choosing traits? Cause if I remember right there’s some sort of sustain buff in every line most of them are just pitifully lackluster.
Acro- Assassin’s reward (heal on ini use)
Crit strikes- Invigorating prec (heal 15% of crit damage done)
Sa- Shadow’s rejuv and shadow protector
Da- mug
Dd- heal on successful evade and physical cd reduc (indirect sustain buff via channeled vigor)
Trickery- cd reduc on tricks (indirect sustain buff via withdraw)
But…But… S/D
I would tag my “Scholarly” posts with [teef] but I’m not sure you want the whole forum thinking the whole guild is as extreme as me
But for constructive things: I’ll definitely organize some pvp and thief training events in the next few days if that sound like it’d be a welcome contribution. Just trying to get a day or two for it to happen and I will need participants within the guild and from outside.
Note: Scholarly is in quotations for those who have read and disagreed with my posts and would love to point out how silly they think my ideas are and shame me for using such a word to describe my work. Don’t worry your work is already done.
@Deciever,
I’m totally going to try that out next time I go into wvw. Seems like the insane damage would make it too much fun
Got a vid to go with it so we can see it in action?
Only stat buffs I’d advocate would be bringing thief guard and ele up to the same level as engi and Mesmer. Outside of that I’d leave base stats as is if I had my way.
Oh ok, so we are looking to have some overlap in lines functionality. Daredevil does a pretty good job of that as it provides damage and defensive options within the lines. If we saw that behavior in the other lines plus a few changes like instant sword 2 return the effects could be enormous for the class.
What kinds of traits would you propose implementing into the class though? Would it be more like mug where you can sustain by using offensive skills, would it be extra effects gained from things like crits (engineer’s bunker down trait), or would you be trying to find some passives to implement onto the class to make it innately better at skirmishing than it is now?
Okay so with a possible reduction of revealing effects I could let this one go. But overall we are in agreement that there needs to not be an instant counter to such a huge skill? Though I could settle with each pulse of sr removing 2-3 sec of reveal as a counter to the counter if that makes any balance sense. That way the skill isn’t rendered useless but it’s effect is reduced as it doesn’t stack as high stealth as most thieves intend to with the skill.
Okay I can see your point on that. So if it was left as it is but some other defenses got buffed would you be on board with that?
Wish all games could be that competitive. Instead we get blowouts with 0-500 or 100-500
For the sr, I wasn’t talking about when leaving it. If a thief leaves or is knocked out of an sr then yes they deserve the reveal. I was talking about when sitting inside it so it isn’t rendered completely obsolete by 1 revenant skill, a guard trap, and a passive engi skill.
With mug that’s why I also mentioned a possible damage decrease on the skill itself because the power level as it is now would be insanely strong for an instant cast. Then you wouldn’t have 1 shot builds but mug could also be used with guaranteed crit traits or sigs to allow for a higher burst potential.
So by reworking the interaction between thief skills and initiative (possibly initiative cost increases by 1-2 each consecutive time a skill is used within a 5 sec period) to prevent spam and giving large-ish buffs to some skills we could possibly give a huge buff to proper gameplay and punish spammers heavily. Does that justify damage increases to skills though? Cause Jana put it perfectly, unless we get defensive buffs then all we will be doing is hurting ourselves more by putting more damage out there for us to deal with.
For trait lines are you saying that there should be more synergy between them or a rework to what is currently present in them? What is the main problem in the lines themselves? Is it just they lack the buffs necessary to be singularly efficient or is it a lack of synergy between all the lines (excluding trickery)? Cause I found most of the synergy between lines was good but if there’s something I’m missing please point it out.
Cute Shadow but what you are failing to realize is if enough calling out happens then the possibility of a change being made is higher. This has been demonstrated on multiple occasions throughout the games history. I.E the Mesmer exodus and then their push for IP as a baseline. Troll and slander all you want this thread may help to make a difference someday.
#rektgitgudnoobcyakthnxbye!
Honestly though “Spamming BS” isn’t really that big a thing now. Most spammers will die within a few seconds unless the person they are fighting is just awful. The base initiative increase wouldn’t really give them any buff as they would still die in 2 seconds and wouldn’t have time to use that extra initiative. But you do have a point in the whole shut down idea that has been put forward. Though at this point the class is shut down by a piece of grass if it has an elite specialization so even if they add more initiative there doesn’t really need to be an increase in our glass factor because well… we are already full glass.
Impact, thanks at least for reading the big kitten wall. Just read it myself after having actually gotten some sleep and my first thought on length was “oh dear lord what did I just put down?”
Now if you are okay discussing individual points that you made I’d like to compare a little bit more on what we are both thinking just for my own sake.
1) Why not? If stealth becomes unique to this class then it can be balanced according to its usefulness to the thief and if that means stripping stealth on an attack being blocked then so be it. The thought behind it was to give a little more play as a tactical tool not only as a way to run away because that’s pretty much what it is right now, at least in my experience for pvp. And before we get too far in. Other classes would be compensated for it through implication of things like blur for Mesmer.
2) Glad we agree, and are there specific things you can elaborate for on sr?
3) Glad we agree
4) Okay so if we took off stunbreak and just made it instant cast like steal where it would port but you still carry the cc effect on you would that be more appealing?
5) Justification? I figure its reasonable to ask for all our utilities to not have to be on cd for 60 sec. Small reductions like maybe down to 50 sec on those or 45 if anet feels really crazy about it. Didn’t mean the decrease would be huge, just the amount of skills that would need to be decreased.
6) Yeah the change would apply to ele and guardian as well. The diversity part would come about just in terms of gear difference. So some people may go full yolo zerk or some may build some valk or marauder. Either way that means we aren’t forced into using only 1 or 2 stat combos for gear which in my eyes is a plus.
7) Glad we agree
8) Sorry I didn’t type 1 or the other on that. I’ll edit that in after I post this.
9) So baseline on CnD but otherwise leave it out. I’m perfectly happy with that and I know most others would be okay too.
10) It’s not necessarily making everything passive, its just for a spec that completely relies on a dodge for damage mitigation it makes more sense to me to have the endurance regen be a bit higher. The boost wouldn’t be game changing but it may help in sustaining a thief through combat a bit more.
11)
-Okay I can agree with that
-Glad we agree
- I liked being able to preload it for burst and so that if the skill double clicks you don’t lose half your initiative. (though getting a new keyboard may help with that) But I can see your point on it. This one feels more like a preference thing in playstyles.
-Slight as in 5-10% just giving it a bit more offensive pressure but its probably not needed, that one is up to the balance team
- Idk, the range nerf felt unjustified in the first place to me but there may have been reasons I wasn’t aware of. Glad we would both appreciate a small vel. increase and maybe damage can be ignored
- Thank you! Someone who gets the pain!
Ok, I’ll edit in the ones I agree with. If you would be okay responding to the other ones that’d be awesome!
Then the rest of us will, and already have I might add but for the sake of having official input that isn’t just to people in game asking me about balance… here is my list (feel free to add and let’s make our class viable!) be careful though, some of these changes may hurt the brains of those not ready for this extreme of action:
1) Remove stealth from all classes (and runes) except for the thief (and smoke field combos).
Yes, I said it. Why? Because thief is built in many ways to operate using stealth as a defensive and offensive tool. Keeping it class specific outside of combos will allow it to be balanced according to it’s impact over the thief without the worry of another PU crisis or some ridiculously powerful trapper build emerging because we decided to give it a damage reduction and blind pulse as a baseline or something.
2) Make reveal uniform across the game at 3 sec and make shadow refuge unrevealable.
I think it is agreed by almost all the thief community that reveal at 4 sec in pvp is unnecessary now as people know how to deal with stealth and there are plenty of counters to it anyway. Making it uniform would also avoid messing up the flow of sets like D/D and possibly allowing for an emergence of greater build diversity. SR is obsolete outside of dueling or roaming. The amount of aoe reveal being tossed out to other classes makes thief’s only support skill completely useless, making you unrevealable while inside the refuge allows the skill to have effective support but doesn’t eliminate counterplay as every class has at least a bit of aoe to toss on it. (note: revealed will still be applied in SR if you attack from stealth)
3) Preparedness as a baseline and mug allowed to crit again.
Preparedness is mandatory in practically every single thief build in the game. Making it baseline removes the need to spec into Trickery if a thief only had it for the increased initiative thus opening more builds and allowing anet to add a new trait into the minor slot. Mug allowed to crit would help to bring our single target damage up to the level that it needs to be at to be competitive with other classes. Ofc to avoid 1 shot mug builds the damage on it could be reduced (as in maybe 15%-20%).
4) Sword #2 made an instant cast again.
As it is now, sword 2 is not really useful in combat except as an attempt to run away which still does not really work most of the time due to it not being quick enough. Restoring it to it’s former function would allow S/D and S/P to have the utility and escape routes needed for the sets to be more competitive in fights where lots of cc is being tossed around. CC would still be carried through the port like steal.
5) Insane amounts of CD reduction on thief’s utilities.
Most of the utilities have insanely long cooldowns for the function of the skill. (I.E blinding powder’s 40 sec cd for a 3 sec stealth no stunbreak or pretty much every thief utility that has a 60 sec cd.) If thief is going to be reliant on escapes as a means of survival then it needs to have cd’s up when it’s time to escape. Also a few cd reductions might encourage others to take skills they don’t normally use. (mostly because the massive cd makes the skill near worthless in the long run)
6) Give a base hp buff to thief.
Simple, bring it up to match engi and you have given the class more build diversity right off the bat. The issue now is that thief is REQUIRED to build some sort of vitality gear in order to avoid dying to a breeze and that is causing an extreme limit to build diversity. A small buff like that will open up so many new options for thief and eliminate some of it’s being too squishy problems so a good portion of the imbalance is addressed there. Both ele and guard would receive the same buff to hp.
7) Make Black Powder tick every second again.
A small blind field that everyone can easily avoid while still hitting the thief. Not sure why buffing it is a big issue. Plus it allows for the skill to become a possible defensive tool again for stealthless play rather than just sitting as a stealth entering combo field.
8) Buff base initiative regen and grant 6 initiative on weapon swap as long as the sets are different (I.E D/P SB combo) (One or the other, definitely not both)
This will allow the thief to synergize with it’s weapon swap while avoiding the potential power creep from restoring all initiative every time a swap occurs. Quick pockets can be changed to allow someone to acquire the swap bonus while wielding 2 of the same set. Base initiative regen is too small right now and thief lacks the ability to sustain damage in a fight because of it. Buffing it slightly (10-15%) will help the thief to sustain it’s damage in a fight while still punishing spammers for not managing resources effectively.
9) Make Blind on stealth baseline for CnD
D/D needs the trait to function properly and having to sacrifice all your possible sustain just to make a weapon set work is silly. Blind on stealth as a baseline would allow for D/D to be used in pvp assuming the reveal change is done too and would give a bit more defensive utility to sets like S/D that still utilize stealth occasionally.
10) Give Daredevil a rate of endurance regen proportionally equal to other classes.
Right now it just has the same rate which means proportionally it has less endurance regen relative to it’s total endurance. If a spec is to be completely dependent on dodge for damage mitigation then it should have a higher regen rate as well.
11) Serious damage buffs to thief weapon skills.
-Heartseeker needs a 10% damage buff
-Flanking strike needs 20% more damage, not needing to hit a target to cycle to larcenous strike, or needs to be combined with larcenous like at release. And make larcenous steal 2 boons again.
-CnD 5-10% increase. Right now its highest crit is like 2.5-3k. A necro’s dagger auto hits for more than that which shouldn’t be happening when the thief is specced for full damage.
-Cluster Bomb given back it’s 1200 range, and given a projectile velocity increase. Thief needs to have at least some way to reach 1200 range with it’s ranged weapons. The projectile on cluster bomb is so slow it feels like you wait for years for it to actually land when you try to use it from range, it just sounds nice to be able to at least hit things a bit quicker from range with the skill.
-Disabling shot could benefit highly from a 10% damage increase and the removal of the stupid walking animation at the end (rubberband is killer
). It’s an evade let it be an evade not a deathwish.
Thanks all for your time in reading this, if you have questions or concerns leave a comment below but please read the whole post before posting to avoid misunderstandings and miscommunications. Let’s make this stuff happen so we can be feared again!
(edited by Ario.8964)
In my opinion, thief would need a bit more than just synergy with weapon swap but it is definitely an amazing start. On top of the 6 ini gained on wep swap it’d be great if we got preparedness as a baseline for the class seeing as how it’s practically mandatory for every build on the face of tyria. After that while we are on the subject of changes to make thief possible to balance, I know it’s a scary thought but… remove stealth from EVERY class and item in the game except the thief. I know many people would throw a fit about it but just think for a sec about it, if we do this then we can balance stealth as a thief tool. No more worrying about a trapper abusing it if we make a damage reduction baseline or a blind pulse baseline, and no need to worry about another PU Mesmer crisis. Next stop to bring thief up to par and fix some of the stuff in the game is remove the ability to evade or be invuln while doing damage at the same time (skills like vault and flanking strike would stay the same as the damage happens after the evade and the skill is therefore cc-able). After those changes then you will see thief already start to be more relevant. as major bursts from other classes can then be hindered by basi venom and steal (when traited which imo should also be baseline but hey who listens to me :P)
I may just be salty but I feel when it comes down to what team has the most revenants and dragonhunters there’s something wrong. Especially when Anet still ignores thief and refuses to give it the buffs the class NEEDS.
#thiefengimainlife
Cat Has Ducks,
The easy way to start balancing things like stealth is to remove it from everything in the game except the thief so that they can balance it according to it’s utility on the thief class. Now I don’t believe that can happen because of how many mesmers and trapper anythings are running stealth builds unless they wanted it to be a new feature pack change. That’s the first step, after that then you have to either remove all passive low hp invulns from the game or provide thief with an equivalent low hp defense that provides INVULN not just stealth.
Then you have to dive into cd’s and weapon skills which are a whole other set of problems that need work from someone who knows how it will affect the entire class and the meta.
Hey dude! Glad to hear you’re giving thief a go. I’m a thief and engi main and if you’re on NA and still need some help I’d be happy to jump into a server with you and work on anything you have questions over (as long as I can answer them)
I was thinking somewhat along the lines of modding the marauder rifle to make the equivalent of a soldier’s build with more damage. Possibly something like this:
http://gw2skills.net/editor/?vdAQFAUlUUhSsYJXw+KQ7FKTGk4zOQAGXfFiAA-TJBHABaXGAgLAwAPAAZ2fAA
In the scrapper line you’d take recovery matrix, rapid regen, and adaptive armor
Yes you lose a bit of damage from explosives but it may be well worth it for the increase in survivability. Could also sub egun in for nades and have a strong point fighter. Not sure if anyone has any improvement ideas on this build, feel free to share if you do.
I think it’s just visual pathing from the Predator. The projectiles have their animation changed when you have the rifle equipped. I didn’t see anything else in the video if that wasn’t what you were talking about.
LOVE IT! My stealthless builds now can function without feeling like I’m gimping myself and I can now effectively fight against a condi build without SE. I’ve always loved the playstyle s/d has to offer and now I can play it in a VIABLE setup. Great job overall anet, keep up the good work!
Now for the criticism:
I noticed a few things while playing that I found quite peculiar or just straight up irritating to deal with.
1) Aftercast on dodges- Don’t know if it’s just a lack of polishing the product before release or if the aftercast was intended but either way I believe it would be best for the daredevil to see that space removed as it prevents us from being able to constantly react to pressure from an opponent.
2) Some skills on daredevil (may just be thief in general) are feeling HIGHLY unresponsive and require the button to be pressed 3 or 4 times before they trigger, this in particular is a death sentence to thief as you need to quickly chain skills together to be the most effective in combat and with this lag you are being prevented from doing so.
Actually I’m surprised because I didn’t notice anything else too significant. Now for some specific praises on the daredevil:
1) Synergy with acro is so much better than I would’ve thought possible. I love how naturally they blend together to give the thief a feel of being able to truly rely completely on positioning and evades to survive. Mobility offered is great and the resistance to soft cc is almost too good to not use on an s/d build.
2) It doesn’t feel like we are being pigeonholed into certain lines and builds anymore. I have never felt this amount of diversity in the thief class before and the fact that now we have reliable defenses outside of stealth we should be seeing an increase in diversity among thief builds when HoT comes out.
3) Balance on it feels good. I haven’t noticed anything on the daredevil that is blatantly OP or UP.
Congratulations to Karl McLain and the Arenanet team on designing such a beautiful specialization! And on behalf of the thief community I would like to thank you for giving stealthless builds more viability and potential.
While I’d like to see passive invulns and such phased out of the game to promote more active play, I do believe we absolutely CAN’T do it without removing the ability of certain builds to instakill players. Even after it’s nerfs shatter Mesmer can insta down people from stealth and warriors can still almost 100-25 you with a whirlwind if you’re anything but a full bunker. The sheer damage available to some classes (mainly warrior and Mesmer) needs to be toned down if you want passive invulns removed. The only reason people even need them is to avoid being 1 shot by those things in the first place. Take away the ability to 1 shot and then you can remove the passive invulns without too much detriment to the game.
Didn’t take a screenshot at the time but My biggest one was a team of all thieves (my team) vs all mesmers (enemy team). Was actually a ton of fun to play but still kinda silly to get for a comp of all pugs.
I think the matchmaking system is supposed to take into account how often you’ve played a certain class but if what the guy above me said about it being deactivated is true then idk if there’s anything monitoring it. Honestly though I’d have to say I’m against the idea just because when I play I like to go against people who are good (as do all of us I’m sure) and I’d rather not have to go back to noob- city every time I decided to try something new but I definitely see where the merit is in your idea.
I’ve been getting it in pvp when someone rampages, was that activated at all?
They can do it on the forums yes, but then you have the people who troll forums or are too immature to have a formal discussion with a dev. It’s not as safe a situation for them imo. I think it’s be easier for dev’s to open up because they’d know that they’d be in an environment where people would actually be focused on a discussion rather than throwing out insults and arguing over things they don’t understand. Granted you do have a valid point that they can do it on the forums but I’m not sure I completely understand why you are so against it in a guild setting, would you explain a bit more to me?
I’d rather just remove class stacking completely. (Can only have 1 of each class in a team) Would lead to more diverse comps and builds in the games as people would have to create different builds for different roles they may potentially have to fill. But the requirement of at least 3 profs is definitely a step in the right direction.
Blu, I hope you know all of us watching esl tournies miss your casting so much, you did such a great job with it. We hope you’ll come back sometime!
GW2 from my understanding is not meant to be “kid-friendly” it is an adult game and so if a kid is going to play it or a kid’s parents allow them to play it then they are making the decision to potentially expose their children to it. Unfortunately there’s really nothing you can do to stop it besides turning on the chat filter. But I myself am honestly okay with a lack of super young players as they tend to be fairly negative in the community as well and I’m sure most people here just don’t want to deal with having to block THAT many people every time we play this game.
On another note, next time someone rage pm’s you for winning a fight just type “play better” and watch the walls of text appear as you literally feel their rage through the monitor. It’s so worth the abuse you get lol.
I’d actually be psyched to see him attend. Especially cause he could also bring up some possibilities for changes or what the thought process was behind certain skills. After the SoT discussions I’m convinced that [Teef] has a mature enough group to handle something like this without it becoming confrontational. In fact I think they’d be highly appreciative of a dev’s presence even if they just sit and listen, but I also think it’d be great to have Karl’s input on things or explanations of really anything daredevil so we can better understand which direction he intends to go with the spec in the future.
Overall seems like a good idea to me.
While I agree, I think the nerf to acro was unnecessary, at least they are giving the potential back instead of making us even more reliant on stealth.
Fortunately, acro can synergize well with the elite spec theoretically and make you near immune to inhibiting condis making you literally near uncatchable if you play right. Only time will tell though. Still I do agree a buff to acro would be nice sometime in the future.
Ok so with the new specialization, it’s very possible to make a highly obnoxious thief using trickery, acro, and the new spec. Potentially will have extreme condi removal from the trait and all the buffs to evades plus access to vigor and boonrip could make this new thief a utility master able to overcome literally ANY situation. Give it marauder and let your dodge build finally return in a viable way and have all the fun in the world
. Anyone else as excited as I am for this? Looks like anet is taking a great step in the right direction. Thanks for giving us new potential for builds outside of stealth, loving you guys right now!
Did it to me earlier, either that or it got applied right as I went in and it didn’t get removed but that’s just what I saw so I’m leaving that info here.
Going through it once on certain terrain can give 6 stacks of burn due to some weird terrain pathing thing that makes the game register as you running through 2 times. In extremely rare cases it can go up to 12 stacks. Though if you’re complaining because you run through it multiple times and don’t cleanse then pay attention to what you’re doing and make better choices.
It’s called a bug you vegetable :P
Seriosuly though, it has gone through my thief’s mist form 4 times and my engineer’s elixir s 6 times just today. The bug needs to be fixed because it’s still happening.
While they’re at it they should re implement the healing bombs back onto our beloved engi