Showing Posts For Asrat.2645:

Suggestion: Scorpion Wire

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Posted by: Asrat.2645

Asrat.2645

No, its a pull. Its supposed to actually move you, the knockdown is only a visual side effect.

Should I be saving loot bags for max lvl?

in Players Helping Players

Posted by: Asrat.2645

Asrat.2645

It the item’s level that matters, not the characters. The characters level does matter for the loot you get from opening bags, mostly the crafting material.
For example you can turn karma into gold because you buy items from a vendor of a certain level, but you can do so on an 80 character.

Living Story Achievement Question

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Posted by: Asrat.2645

Asrat.2645

“this instance is not a part of your personal story and your progress will not be saved”,

So? I might be completely wrong about this, but that should not affect you ability to get achievements from it. You will just not progress in the PS

New Guardian Build, Excellent!

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Posted by: Asrat.2645

Asrat.2645

I dont get why people keep coming in here and make fun of it.
It might not be the best build or the best description of a build but its playable.
If this person comes up on their own with something that used to be meta, that is impressive. Coming up with new builds and having the bravery to go public with it should never get this kind of feedback.
Either you are wrong and others can help you to correct your style. (not just ridicule you)
Or you are right and make a way for a new meta. I remember not too long ago, during this season, elementalists and mesmers were thought underpowered, it was only because someone tried out something new, that they belong to the confirmed ‘op’ stuff now.

And finally Ive seen people say a lot, literally a lot more stupid things on the pvp forums and they even get support…

Ban ,,search and rescue" in Pvp

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Posted by: Asrat.2645

Asrat.2645

Letting the pet ress puts the enemy in a loose-loose situation.
They can either fight you and let the pet ress or cleave the downed and ignore you.
I dont have to save my teammates, its only a bonus.
And of course its a very quick ress and forces your enemy to instantly redirect all ressources on you, thats also good to take pressure of your team.
What other skill would you use? Probably a glyph, but my shouts are heavier augmented. Might come down to the build.

Ban ,,search and rescue" in Pvp

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Asrat.2645

Idk, most of the good druids don’t even use this skill anymore because it’s completly useless on every map apart from kyhlo against people who aren’t entirely bad.

No, sorry wouldnt say that. Again: using it on a point where you will just get cleave and cc’ed to death is useless. But you can use it in a smart way. I have two examples:

-2v2 on close, watching the healthbars I suppose we will loose. So I move there, at approx 900 units use SnR, first downed pulled out, let pet ress: interrupt stomp on second downed, move in and ress too while the other one gets himself up outside in safety.

-1 down on close, moving in, SnR outside of point, enemy guard wastes their entire burst potential on the downed (unsuccessfully) while I decap the point and send her some arrows.

What if Infiltrator arrow was F3?

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Posted by: Asrat.2645

Asrat.2645

you said 30 sec, didnt you? So as far as the filter is concerned you said the c-word. ^^ I love it. Recently got a WHO—-REsorted kittened. Its a little oversensitive.

New Guardian Build, Excellent!

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Posted by: Asrat.2645

Asrat.2645

Every other class and their Mother have the ability to cleanse the ONE condition a Guardian can put out.

Ohh, it can work if you have a reaper or mesmer (pretty much every team does) who bait out the fast cleanses first. A burning guard burst ticks for easily 4k/s if you only take one second too long to recognize it, you are done.
From my personal point of view this still harder to deny than a damagetrappers burst.
And you can still have better utility than traps.

What if Infiltrator arrow was F3?

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Posted by: Asrat.2645

Asrat.2645

Sorry, I gotta ask: what was ‘sekittenraited’ supposed to be?

New Guardian Build, Excellent!

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Posted by: Asrat.2645

Asrat.2645

-What about utility? Edit: oh, didnt think sigent etc= utility
-I believe smiters boon will usually be stronger, but im no guard specialist.
-This looks a lot like this build without the dragonhunter.
-Reconstructed it. Much easier that way
-Other than that it seems reasonable. But again: I aint no guard expert. Only played burning guard pre-hot.

Most wanted profession in fractals and raids

in Fractals, Dungeons & Raids

Posted by: Asrat.2645

Asrat.2645

In addition to what has been said before: A good rev due to general boon and protection uptime.
The rarest thing but also my favourite is chrono. Its awesome to get one, especially if you play a profession that strongly benefits from quickness.
Ele…well damage. That and they can put down some fields and dont usually die.
Ranger for heals is not bad. You might not need it if your team performs well, but if they mess up, you have an easier time carrying them.

Ban ,,search and rescue" in Pvp

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Posted by: Asrat.2645

Asrat.2645

Its a strong skill against pug teams and all who dont expect it to be used.
But usually you can tell in advance if a druid is going to use it and cleave.
The usual ‘stomp deny’ and mid-combat ress should not be viable against a good team.
The tactical use to repostion a downed body or to petress a teammate offpoint while you arefighting onpoint is much stronger and much cooler.

It simply should not be beneficial if the druid and the pet are ressing at the same time.
That way the enemy would spend more time in downstate and give you more time to counter it, and using it in the tacical way should hardly be affected.

Balance team: Don't buff warriors

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Asrat.2645

Here’s a good point. Yes, powercreep with new classes / builds in an expansion gives less build diversity. Anet is taking the route of Blizzard with this expansion. The new classes released in the expansion are purposely made OP to boost sales. After a long time only then are the new expansion classes nerfed to match the others. This issue you’re mentioning is more than likely intentional. So, the solution here which fits the mold is to buff warrior (Berserkers) and maybe slightly Daredevils and Dragonhunters as well.

I wouldnt say its exclusively for the sales (partially maybe)
Two main reasons:
a) Every class is intended to get shiny stuff. Its just like with the revenant iut has to be cool, it has to be attractive. I believe they mostly wanted to make them appealing, making them op was more of an unwanted side effect due to bad balance.

b) Most of you miss the greater picture when talking about elite specs. I dont think there was ever supposed to be only one/class. There will most certainly be added more. And suddenly they are not op. They exceed core traits but are optional and interchangeable.
The only mistake made was to not consider the frame of time where only one elitespec would be available.
Actually I suppose 2 or more /class were internally planned for HoT and then scrapped as some1 got the great idea to tie this in with collections and other additional stuff, leaving neither the balance team, nor the core team with enough ressources to take care of it. But thats only speculation ofc.

Suggestion: Scorpion Wire

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Posted by: Asrat.2645

Asrat.2645

How about changing the functionality of steal to instead replace a random enemy utility skill with scorpion wire?

Or would that be op?

Balance team: Don't buff warriors

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Posted by: Asrat.2645

Asrat.2645

“Balancing is not intended to be ‘easy’ or ‘fast’. "

Time is money. The solution is simple. To make this any more complicated and time-consuming for the company to work on every single class when they’re balanced between one-another at the moment is non-sensical. This is one of those examples where there’s a gap of intelligence which creates a fallacy that a complicated solution is better which in reality is the opposite.

Imagine: If they buffed warrior, and maybe thief and guard but didnt nerf anything, and lets also assume they did it right.
So we are having perfect inter-class balance. Everyone can beat everyone else.
Would that make this a balanced game? Would that imply a healthy game state? Would that solve the probelm of build diversity? Would that adress the problem of skill spamming? Of passive carries? Of elite specs?

No.

In order to gain a somewhat playable state they only need to tone down certain traits, buff some others, problem solved. Not. The symptoms are hidden, the disease is not cured. Its callep powercreep.
Now I dont say the game needs a total overhaul (even tho I’m working on one), but there will have to be some serious changes over the coming 6 months.
Im fine if they focus on getting a basic idea of fairness back into the game first, but it cant be all.
Balance is also not a management decison, its a design decision.
They have to work with certain limitations (ressources, update frequency) but the actual game balance is in the hands of people who are trying to create a playable game, casual friendly but fairly challenging.

Ranked?

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Posted by: Asrat.2645

Asrat.2645

also, stop playing “close games” that ended up with your team losing 490+ vs 500+ because in the end, your team still lose.

play to rekt the other team, win with
500 vs 100+
500 vs 200+
500 vs 300+
etc

500 vs 400+ ?? won ?
your team got lucky.

in season 2, you must carry your team to rekt the other team if you wanna progress.

dun bother about “you tried your best but still lost”
500 vs 499, good game? no, you lost! try harder to rekt the other team next time!!!!!!

Are you serious about this? 500vs400+ means you had a good matchup.
a point gap of 100+ implies that you never had an equal opponent to begin with.
It means you could just aswell have gotten the pip for free, it means you did not prove any skill, only the lack of such with your enemy.
‘Wrecking’ the opposing team does not by any means make you a good player. It just makes you better than they were.
The only way you can ever prove you deserve to be where you are is by having a challenging matchup and still win.
If you are having 500/200 matchups all up to legendary you may be a good player, but you might as well not be, nobody can tell.

The main problem with the ‘always loose 1’ system is that it keeps players from trying.
If you already know you are loosing the game for sure, that should be an extra incentive to to take the opportunity and fight better players to learn from your mistakes.
Unfortunately it isnt. And people who stop playing just because they cant win will never get any better.
It should at least not cost you a pip if you make it a close game. In return they can remove the ‘no division drop’ rule to make sure nobody gets carried by a single winning streak and cant fall back.
Its also partially a cause for all the toxivity. Nobody likes to feel helpless. Your team might not be able to win, but you might be able to prevent a pip loss.

Should I be saving loot bags for max lvl?

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Posted by: Asrat.2645

Asrat.2645

Ummm. That I would like to know too… I did a quick search on all related wiki pages, there is no reference at all that this might be the case.

For the sw bags in general there have been several back-and-forwards discussion on wether they are more beneficial to open on 55, but it has little relevance to the op, who is leveling the first char and has probably not seen the wastes once.

4 wins in a row? Back into MMR hell you go.

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Asrat.2645

I hate to say this, but from the little piece of chat I can see its likely partially your own fault.
I have never met a player who (anet thinks who + resorted is a kitten word…) resorted to the ‘only pve players’, or ‘go back to pve’
and had any idea what they were doing. This is a statement usually used by noobs who think they know whats going on. Like for example those who rush far, cap it, feel really good because they were able to do it and then call their team ‘pve-players’ because they get overrun from the zerk who just wiped a 4v3 mid.

I will not imply you are a bad player, there is no way I can possibly know it. But unless we have any proof that you are not, its more likely you are exactly where you belong.
If you dont want to or cant make a video, at least give me your total amount of games played and a few examples of what you were doing in matches that were lost by ‘your team’. Maybe I’m able to tell you what youre doing wrong or maybe I can just second you the opinion that you are unrightfully stuck.

Balance team: Don't buff warriors

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Posted by: Asrat.2645

Asrat.2645

Clearly the business decision would be to buff warriors’ elite specs. There are two choices here, and let’s see if you can pick the right one as a developer:

a) Spend x time buffing warriors’ elite specs to be on par with other elite specs.

b) Spend 8x time nerfing a main sales point in your game.

Let’s put on our thinking cap here guys. This is a difficult one for sure

You cant seriously be that blind. And neither can Anet. The goal of game developement is never to make the easiest choices possible. Balancing is not intended to be ‘easy’ or ‘fast’. Balancing is aimed to provide a healthy, well-working framework for people to play in. And a professional balance team, despite all the mistakes they made, should know this. I hope no game developer has ever aimed for the easiest possible way to to achieve the desired result, knowing that it will not actually fix any problems.
It might very well be that they only equalize for now (buffing warrior and nerfing others), but they will have to look at the system as a whole eventually and they will have to reconsider the implementation of elitespecs.
I expect them to fight the symptoms with this and subsequent patches, but they cant possibly be unaware of the disease itself.

How to buy gems?

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Posted by: Asrat.2645

Asrat.2645

I suppose gem cards are your best option.
The wiki should provide you with all information you need. They even have a list of vendors.

How to balance F# skills

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Posted by: Asrat.2645

Asrat.2645

It is, unfortunately, most likely not a troll. Its a thief who thinks his disadvantage comes from the lack of ‘fx’ skills.
Needless to say that this is a horrible suggestion and I just wanted to say on every rational thiefs behalf: I dont support this.

Having trouble surviving with no support

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Posted by: Asrat.2645

Asrat.2645

Okay, didn’t expect the thread to blow up but good read over the discussion between Marauders vs Zerk.

Welcome to the thief forums. You can expect every thread to turn into something entirely different in days or even hours. Still better than the inactivity you observe in other class forums tho.

As for now I have no trouble surviving, I just use invigorating precision if I’m in a group with no healing. Can burst heal and do damage with p/p after I disengage and then jump into the fight. Taking advantage of smokescreen field stealth also helped.

I went mainly with full marauders armor thinking that since I was new to the class, the extra HP would be nice and then eventually switch to zerk when I’m used to it but I’m probably going to stick with it for now since the general consesus is the dmg gain is very minimal. I’d rather stay alive than be dead and lower DPS for myself and my team mates reviving me. Also, not bad in WvW and DS meta that has random AoE everywhere and leaves me with 3-4k health if I get hit.

Nice to see it works better for you now. You’ll be perfectly fine with marauders as long as you are not raiding (and even there you will be the only one who can tell you dealt 25k not 27k)

Toxic, good player or bad, nice player?

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Posted by: Asrat.2645

Asrat.2645

You can call me toxic, but it doesn’t change the outcome of a match, and players are not able to accept that.

Yes it does. Sry but ive seen countless ‘losses’ been turned around. By my team and by the enemies team aswell.
Matches where we were loosing teamfights, where my team rotated badly, where people 2v0’ed close for whatever reason…
Ive seen games starting with a 3cap in their favour and we won. Ive seen a game that went : 300/100 for us, 1 dc: 350/450, dc coming back:500/450
Ive had a game that was won by nothing but holding close, decapping and lordrush.

There are numerous ways to turn a game around completely, but they all have one thing in common: The entire team keeps trying hard until the end.
If one player gives up, even if that players continues playing, you loose.
I know its a stereotypical thing to say but: you can not win unless you believe in winning.

And no: a toxic player can never ever be a good player.
It does not matter how strong they are, they only perform well if fighting in a perfect enviroment. As long as you are winning, they contribute, as soon as you start to loose, they dont. And contribution is much more vital if you are in a bad spot already.

Think about it this way:, lest say you have a top athlete, lets say the goalie of a sports team. Hes perfect, he can hold everything but the most perfect shots.
Now, due to a fatal mistake of the rest of the team the opposing team gets that perfect opportunity and makes a point.
For the rest of the game your goalie is either so depressed or so frustrated he cant hold another ball and hardly tries. Better yet, he keeps blaming his team because they were foolish enough to give the enemy that one shot.

If you’d just had a worse player but with a better attitude they might miss the perfect ball and anotherone later, but you can still compensate for that by making more points on your own.

Finally thats actually what you can observe ingame. Even if a toxic player does not go afk, they stop contributing. They get aggressive, rush into the fight and die, they dont ress their team because they ‘dont deserve it’.
Or for example if you have a good toxic and a bad thief, and the thief keeps messing up and never decaps far, the toxic will suddenly act irrational and start to try to do the thiefs job, leaving the thief without any option to better themselves and the team in a heavy disadvantage for fights.

All in all: As long as you are the stronger team, the toxic player will serve you better. But as soon as you gain the slightest disadvantage or face any adversity the bad player will become more and more the rational choice.

What if Infiltrator arrow was F3?

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Posted by: Asrat.2645

Asrat.2645

But I have to agree with the rabbit that an initiative cost would be healthier.
+Maybe a cooldown to make weaponset stealth gain not completely obsolete and reduce spamming.
It just makes more sense for the profession.
And I still like the shadowstep version better, but thats only because I dont play stealth-builds.
And whilst talking about things that are never going to happen: weaponswap initiative cost, not cooldwon, tks.

Should I be saving loot bags for max lvl?

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Posted by: Asrat.2645

Asrat.2645

Well. There is no easy answer for this, it kinda depends on the bags. 2 general statements:
-It should be more beneficial to open at lvl 80, or at least it will not loose you a lot.
Sometimes you get better materials on low level, but exotics and other valuable ‘gear-loot’ mostly drop at higher levels.
-It doesnt matter. At all. If you are not running tequatl over and over I cant think of any loot bag that will heavily impact your overall gold gain.
Just play the game and open your stuff, even if you miss out on a gold or two, i strongly doubt you will ever regret it. If you have inventory space amass you can of course always decide to keep it.
Again: it hardly matters.

Superior Runes of Agony Resist

in Fractals, Dungeons & Raids

Posted by: Asrat.2645

Asrat.2645

Ascended Weapons and Armor are Soulbound on Equip, but that is Irrelevant.

No. They are not.

What is Relevant is that Ascended Gear requires a Character to be 80th level to equip, and thus eliminating Problems like People wanting to bring their Up Leveled Characters to do 100th Level Fractals from happening.

Nobody said anything about 100. At least the op did not, I stopped reading after everybody just wrote the same stuff again and again

Balance team: Don't buff warriors

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Posted by: Asrat.2645

Asrat.2645

‘’We are not fully against skill splitting between the different game modes but it adds a lot of overhead to every balance and design decision. While it does give you another tool box it does lead to optimizing skills heavily for each game type which does make power creep.Its on the table and it’s something we may use in the future’’
-ama
I can just hope they make it happen some day.

Balance team: Don't buff warriors

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Asrat.2645

My current approach on this would be to use 3/5 core traitlines (heavily nerfed and made more exclusive/specific to compensate)
And 1 elite spec, along with introducing 1 ‘basic’ elite spec which three respective trait choices are aimed to represent the three most typical/most fitting builds.
That way you had three basic, equallly strong builds, the core lines to settle the details, the elite specs to expand or transform your class and still the option to come up with your own stuff.

Toxic, good player or bad, nice player?

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Asrat.2645

A bad player is something you can carry. Just keep them in a place where they dont get stomped in a bad moment and you’ll be fine.
A toxic player however may bring the entire team down as soon as you face any adversity.
Thats where im going to make my point: professionality means not that you are good at what you are doing. It rather implies that you dont loose focus and perform normally under stress. It means you are so experienced or so good, that you do excactly what you have to even if everything else goes wrong.
That is quite the opposite of what a toxic player is.
So a toxic player can be a decent fighter, but they can never be a ‘good’ player by definition, since they are unable to overcome adversity in a professional way.

What if Infiltrator arrow was F3?

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Asrat.2645

Hmm. You do have a point…sort of.
But thieves are not per se the ‘masters of stealth’
If you wish to play stealth you should have access, and you do. Using initiative for it seems much healthier than any cooldown.
Stealth itself should be more viable for us. Stealth access is ok.

What if Infiltrator arrow was F3?

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Asrat.2645

I was thinking about our teleport skills lately. The concept was to reduce spamming and making them more tactical.
The basic idea was several skills like Infiltrators arrow, shadow shot, infiltrators strike creating shadow marks, that can be teleported to using an f3 skill.
The idea is pretty unpolished tho.

Having trouble surviving with no support

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Asrat.2645

I’m not so sure these tipps are really helping the OP who is already using (half) marauders and has got problems to stay in fight.

Thats not the point here. Show me any thread in the thief forums where people stayed on topic.^^

I think we can agree on marauder=zerker for most pug groups with an increasingly noticeable drop the more elitist your enviroment becomes.

Having trouble surviving with no support

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Asrat.2645

Actually I just realised:
Ascended berserker helmet: 63p, 45pr, 45f
Base power + 6.3%
Crit chance + 2.1%
Crit damage + 3%
Ascended marauder helmet: 54p, 30v, 54pc, 30f
Base power + 5.4%
Crit chance + 2.6%
Crit damage + 2%
Exotic berserker helmet: 60p, 43pr, 43f
Base power + 6%
Crit chance + 2.1%
Crit damage + 2,9%
(Taken from gw2skills.net)
(Let me know if I did a fatal error in the calculation, that happened before)

So theoretically marauder deals less damage than exotic zerker. Still dont say its effectively worse, but I have to reverse my statement that the damage loss wont be noticeable.

Having trouble surviving with no support

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Asrat.2645

I wouldnt say you need no quarter for fury uptime tho. You can have ~80% uptime with thrill of the crime and that one CS minor trait. one more source and you are good.
But if marauder can spare IP which I need on zerker, it might work better.

Having trouble surviving with no support

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Asrat.2645

sigil (facepalm) my bad. Signet of agility. ^^

Having trouble surviving with no support

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Posted by: Asrat.2645

Asrat.2645

You have to be realistic here: You can maintain a 100% critchance with full zerker due to the fact, that a min-maxed party composition gives you a banner of discipline.
And sigil of accuracy, since in a perfect world you dont need that utility slot for anything else.
So again: The actual damage is almost the same, it should not matter at all, even for raids. And with imperfect boons marauder might even be better.
But In the end zerker deals higher damage (not saying its better, but if you want true maximization, you have to go with zerker)
The 4000 health are undoubtly helpful, but you can do without it.
I guess in the end its mostly a matter of personal taste, but somehow zerker feels…right on a thief.
In my mind thieves should still be the ultimate glass cannons.

[ES Suggestion] The Deadeye (FORMAL)

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Asrat.2645

You people are writing too much. This thread will reach a critical mass and start sucking others in. ^^

Guardian traps

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Asrat.2645

They dont need a nerf, sry. They deal a lot of damage but are easy to counter.
I said it before: if any other class had the traps, they would not prove a problem, its just because they are on our hardcounter.
Guards have a lot of their damage moved from weapon to utility skills, so if you nerfed the traps, you would have to buff the weapons to compensate.
I dont get why people play traphunter tho. The literally only thing you can kill with it is a thief. Even burning guard would be stronger if you have a reaper with you to bait cleanses.

Having trouble surviving with no support

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Posted by: Asrat.2645

Asrat.2645

Didnt doubt that. But ive had discussions with people who said they had more damage with marauder…
Im fine running with zerker, but I can perfectly understand those who are not.

Having trouble surviving with no support

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Asrat.2645

You dont said it directly, but I hope you are not anotherone of those implying marauder deals more damage than zerker? I admit it can work better for some people and the dps loss is certainly not enough for your party to even notice, but the benefit is only the health.

Anyways: Im using invigorating precision, most parties provide you with 100% fury uptime, and it works perfectly. With SoM the heals are about 500-700/attack/enemy. Even more if fully buffed. With quickness and protection/defensive potion you can facetank a 77 mossman.
Taking impact strike and fist flurry can be important to break the defiance bar quick, and make your fight a lot cleaner.
What ive also found helpful is to hit enemies from maximun melee range. Im not exactly sure why it works, but you take less damage that way. Maybe my team eats the damage of skills with limited targets.
Trash mobs should not be much of a problem unless you enter the levels where everyone gets eaten up, not only thieves.
For most bosses the tactics are encounter-specific. Basically you have to watch the animations, think about what you would do on your necro and then replace that word with ‘dodge’

Forest of Niflhel opening strategy?

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Asrat.2645

Close is ok if you dont expect to be overrun there.
Otherwise what I like to do is rushing mid and attcking them offpoint before they get there. It puts them in a loose-loose situation. They can either try to fight me, therefore not be participating in the teamfight and try to kill a class that will always escape.
Or they can ignore me, allowing me to deal some serious damage and give me free kills on the players that have to retreat from mid to heal.
If my team looses anyways I can still decap far.
In general distraction works well on nifhel. Both henge and mine a great to skip, since you got some cover. You can engage players directly at spawn and be out of reach fast.
My favourite match was running around in circles at henge for 12 minutes.
You can kill the pet or pretent like you are killing the pet.
Nifhel is one of the best maps to force offpoint fights, most players are not comfortable with that and you can use that to your advantage.
You should ofc not be forgetting about rotating and +1ing, but you have a lot of alternatives.
You can also go mid, just not in the main aoe-pool. Stay behind their lines, make them nervous and wait for a good target. Or move upwards and spam some shortbow aoe on the point.
I would not attack a pet on my own, only if one of your team or the enemies did it first.
You can kill the pet relatively easy, but if anyone moves in to steal it from you, they will usually be successful with nothing but a well-timed stun.

Guardian traps

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Asrat.2645

Revs are just generally overtuned right now. But in actuality they are one of the easier classes for us to fight against.
-Most rev players have no idea what they are doing. Maybe the op flavour attracts noobs, maybe the class is too young to generate a lot of pros, but most revs you meet outside the higher ranks die if you hit them.
-They have a couple of hard-hitting skills but if you know the animations and make sure to evade them, you have a pretty good chance.
They also have a lot of active and passively active defenses. You have to know, when to attack and when to no-get-hit
-Finally the stolen skill is extremely strong. I put some inital pressure on them until they start to use glint healing, move away, count to three and throw 2 essence saps on them. Thats usually enough to make them uncomfortable.
If im lucky I can interrupt soothing bastion with an improvised BV, and they are done.

But anyways: Hammer revs wont prove to be your biggest problem, its actually considered somewhat weak.
Sword revs are the most immediate danger and staff revs are the true evil.

In general: they dont counter us, we counter them. They are just so op they dont have to care. And they are perhaps the only class that can chase down a running thief, one of the reasons we hate to fight them.

the only balance problem

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Posted by: Asrat.2645

Asrat.2645

Reapers are an easy pick if you know how to fight them and ….ele can 1vs3 people regardless if they know what they’re doing or not?

Do all of us have to assume that those three fighting the ele are skilled individuals?

The bias is certainly strong

I did not say that. But no reaper could do that, not against the most imcompetent team out there. The sad thing is, that those three people belonged to a premade ^^

the only balance problem

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Posted by: Asrat.2645

Asrat.2645

As a matter of fact I see my team 3v1ing eles on close and not getting the job done.
Its not a ‘support’ its ‘support bunker’ and a good bunker too. Just because they dont kill anything doesnt mean they are bad 1v1s.
A good ele may not be able to kill me, but I can not kill them either.
Reapers have a couple of strong skills, but you can forsee and dodge them all. They have little healing and little sustain if you dont attack them in spectral armor.
The conditions are only strong if you dont continually cleanse them.
Death shroud is strong but can be outkited.
Reapers are an easy pick in 1v1 if you know how to fight them and have some patience. The more agressive you play and the more boons you use, the harder it will be.

the only balance problem

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Posted by: Asrat.2645

Asrat.2645

Its pretty easy to outplay them. Its only dangerous in teamfights cause there is too much stuff flying around and you may not notice every skill. But in teamfights you can focus them.
I’d say reapers are the middle ground. Slightly op but not an ‘outstanding issue’ Class 5/9 in my personal ranking. Everything above is begging for nerfs (ele, rev, scrapper, mesmer), everything below needs minor adjustments and has to wait for the op classes to come down to eye level before true balance can begin.

Genreal class identity

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Posted by: Asrat.2645

Asrat.2645

Revenant is tough. My general idea is for the class to change completely based on what you are invocating. Thats hard to illustrate in diagrams. Every invocation should reflect a slightly weaker version of an existing class.

How often do you want balance patches?

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Posted by: Asrat.2645

Asrat.2645

Well. one thing is for sure: If the next balance patch does not fix the most outsatnding issues, they can not do another entire season without one.
With all the whining and ‘I quit the game’ around already…It will only intensify.
Im also quite suprised with how many people say 1/season is ok. I did a poll on this recently and the outcome was…quite diffrerent to say the least

Balance: everything that needs it(updated)

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Posted by: Asrat.2645

Asrat.2645

Did you suggest to make the second part of pistol whip auto-evade?

What do u mean auto-evade? The second part is already evading but if you can use it without the precast u get to be more flexible. Your enemies wouldn’t be stunned in it if used separately tho.

Yeah, right. My bad. Not listed in the skill facts and didnt play s/p for a while. I thought it was only mesmers.

Guardian traps

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Posted by: Asrat.2645

Asrat.2645

If you get hits by the traps you are usually dead. The best way is to dodge through them or trigger and shadowstep out.
Get some info, read about how the traps work, it will help you to understand how to minimize the damage if you get caught.
Dont try to fight inside the traps, you cant do it. Just trigger them, get out and wait.
Guardians are our hardcounter. They are hard to defeat without the traps, they only make it worse.
You should not try to fight a guard. You will only win if they are really, really bad.
If you want to fight them for whatever reason, you cant do it on point. Make them run, make them leave the comfort zone of where their traps lie.

the only balance problem

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Posted by: Asrat.2645

Asrat.2645

1: It is never that simple. No matter what we are talking about, there will never be only a single, easy solution.

2: Do you actually believe that if you tone down a damage dealer, people would not be ‘forced’ into bunker builds. If you can play an immortal ele, why should you play a squishy one? Some players might do it, most of them not

3: A big part of the necros strenght is, that they can actually defeat some of them truly op builds (like power scrapper or perhaps even ele)
The class itself is certainly strong, but not remotely as strong as a well played revenant, ele, scrapper or even mesmer.

4:They are also counterable. Sure they deal a lot of damage, but most of it can be negated if your team brings a good amount of aoe cleanses. They also melt extremly fast if you focus them.

Think about how it works: thief>necro>scrapper>>thief. Necros are good to counter builds that are boon heavy and rely on direct damage denial. The only reason they are so good is, because most people play those builds.
Again: the class is certainly not fine, but it is not remotely as op as some others.
The pro leagues are a good proof. Ele, rev, mesmer are standard. Scrapper, necro and ranger compete for the last 2 spots.

And you complteely forgot about the underpowered calsses. Like warriors. Just tell them they will be fine once necros are nerfed.