Resident Thief
You guys need to get good at switching targets to a little critter mid fight. LOL
5% of one of those 500,000 crits to a rabbit would be a nice little heal =P
Oh my god, I can’t believe I didn’t think of this.
Resident Thief
If there’s one thing I won’t stand for, it’s complaining about Cloak and Dagger as a method of entering stealth.
I mean, really? A monkey can dodge that.
I don’t care for the rest of the thread and don’t want to get dragged in to an endless storm of repugnant bile that Thief discussion always is, so that’s all I want to say.
If C+D is a problem for you, uninstall. I hear there are games that are better catered for your reaction time and gameplay standards, like Hello Kitty Roller Rescue.
Resident Thief
If only thieves could apply Blind and, if only Guild Wars 2 has evasion system they won’t die consistently – oh yeah maybe Stealth too.
Sure, on 30/40/60 second CD’s, , and maybe two evasions every 20 seconds, and a stealth/blind for 6 initiative.
You seem to be under the impression that those things aren’t enough. Also, far more evasions than that.
Resident Thief
It is already a smoke field. I have accidentally created Stealth combos through it before.
Resident Thief
Will we one day see a little more transparency between patches? It seems that months go by and we are always getting the “we aren’t ready” mantra. It doesn’t have to be ready! Just go in to a little bit of detail in the direction you’re taking to build up a little excitement for PvPers. We have no idea what’s coming in the feature patch, for example, and it’s hard to build excitement when you’re left in the dark and don’t know if you’re expecting big or little things. Cheese Mode have quit for this reason. Just some snippets would be nice.
Resident Thief
(edited by Auesis.7301)
Such a clunky and loud weapon (not to mention inaccurate if you go by black powder standards) falls more into warrior than it does thief. Actually, I think it even makes more sense on Elementalist than thief :P
http://wiki.guildwars2.com/wiki/Unload
Cough
Resident Thief
I’m amazed at the foreknowledge in this thread. Do tell, my fellow psychics, how did you guys manage to predict so far in to the future that 1200 range weapons would be OP/broken? What techniques do you use? Tarot? Tea leaves?
Oh, that’s right, wild stabs at thin air.
On topic, I’d rather Rifle than LB just because of The Predator.
Resident Thief
(edited by Auesis.7301)
Executioner? Sleight of Hand? Shadow’s Rejuvenation?
What kind of messed up build do you have that doesn’t reach 30 in any tree?
Resident Thief
The circle that blows you away has a long enough CD. Wait for her to use it, run to her, finish. Easy.
Resident Thief
Just a quick note to let you know i am up to date.
I am assuming that you all feel that for example a Dredge rework is higher priority than say a rework to rolling?
Chris
Absolutely. No matter what happens to rolling eg. changing tiers or locking rolls, Dredge would still be a massive outlier in regards to length/tedium. Compare it to, for example, Aetherblade, which sits in in the same tier but is almost on the other side of the spectrum.
I would suggest bringing Dredge more in line with other Fractals before moving things around or locking things down.
Resident Thief
If you have any Ele friends or just like picking up conjures, take 30/30/0/0/10 and slot Improvisation on top. Dagger Training + Improvisation will both stack if you pick up FGS/Ice Bow and your damage will fly through the roof.
Resident Thief
The people you’re listening to are filthy liars who have no idea how to play their class. Thieves are top tier. You can endlessly evade damage with endurance gain from Daggers, Pistol Whip or just using 15 Acro etc, you can blind all trash infinitely with zero effort and you can make things like the Dredge Fractal much shorter for your group by skipping most of it with Stealth. On top of that, you have the best potential DPS next to Ele, and the highest single-target DPS for bosses. Thief is GODLY for PvE.
It’s also insanely fun if you like big numbers and active playstyles, which I do.
Not to say that we replace Warriors. Speedruns require a Warrior, but not for DPS. Just the banners. We exist alongside as the big guns.
Resident Thief
(edited by Auesis.7301)
It just seems like they are abundant here because they are as good as non existing in the PVE content as PVP is the only thing the class is really good at.
A toddler can beat PvE. Thief is matching for the highest DPS and can infinitely blind trash, endlessly dodge boss attacks and stealth teams to speed up dungeons. They are one of the most desirable classes for speedruns. You bring one Warrior for banners and that’s it. You, sir, need to L2P PvE. I never thought I’d have to say that to anyone.
On-topic, I can safely say at least half of the people playing Thieves at low tier in sPvP are people who died a few times to one and rolled it thinking they could 2222222 to victory, and then get rofl-stomped by anyone even mildly competent who just laugh at them.
Resident Thief
(edited by Auesis.7301)
This is part 2, reward re-structure.
Proposal Overview
A revamp of Fractal rewards.
Goal of Proposal
To reduce the massively disparate RNG and lower coin/loot reward per time spent in comparison to regular, simpler dungeons.
Proposal Functionality
Ascended items are to become salvageable. The new item in their loot tables apart from all of the exotic-grade stuff (and higher amounts of guaranteed Dark Matter and Ectoplasms) is to be a new grade of Mist Essence. A set number of these will be tradeable to a vendor in the Fractal lobby for a ring/accessory/amulet of your choice (with appropriate costs).
Fractal Weapons should also be purchasable with Fractal Relics/Pristine Fractal Relics. A few thousand regular relics and something like 50 Pristines should be enough.
The Fractal Weapon boxes we were promised should be implemented in place of ALL weapon drops at every level. This way, the drop rate can remain fairly low, but you can always get the one you want when you strike lucky.
The Mystic Forge gains 2 new recipes. 4 unwanted Fractal Weapon skins returns a Fractal Weapon box. The new grade of Mist Essence + 500 crafting weapon components (eg. Deldrimor Steel Sword Hilt + Deldrimor Steel Sword Blade) + some Dark Matter returns a Fractal Weapon of your creation.
The drop chance of Ascended and Fractal items should be increased more at higher levels.
Coin reward is to be increased substantially, beyond normal dungeons. Each level should grant 10 silver. This means that a run at level 50 will award 5g.
Associated Risks
Discontent with players who have already destroyed/vendored Ascended items and skins they had no use for. If this proposal is to bear any fruit, a long period of notice should be given so players know not to get rid of anything they find.
Resident Thief
(edited by Auesis.7301)
To answer the 3-point question, I think reward restructuring is the highest priority, followed by fixing the Underground Facility Fractal and then decreasing the reliance on AR that creates unnecessary gating. I have 2 main proposals that would fix Fractals for me. Dredge revision and reward revision. This is part one, Dredge.
Proposal Overview
Out of everyone I know, the Underground Facility Fractal is the sole reason we highly dislike partaking in Fractals of the Mists. This partially has to do with the design of the Fractal, but also to do with the nature of the mobs in the Fractal. I propose a re-distribution of the resources within the Fractal to reduce the tedium and disproportionate length and hence encourage the majority of players who feel sick of running Fractals just because of the possibility of rolling this particular instance.
Goal of Proposal
Ideally, the Underground Facility Fractal will fall in line with other Fractals in terms of length and relative difficulty without being overly nerfed. The updated version will encourage playing through it in a fairly regular manner rather than constantly searching for cheesy tactics like skipping with Stealth and portals, which is borderline necessary to complete it in an acceptable time frame at high levels.
Proposal Functionality
First, the problems with the mobs themselves need to be addressed. Infinite spawns are to be removed. The mob counts outside of the bomb door and the cannon door are to be reduced slightly and each group of mobs is to have a maximum of one Disaggregator to prevent uncontrollable boon spam. The cooldown of Disaggregator buffs needs to be increased by a substantial amount. The Disaggregator will then become the main source of damage for the groups, as base damage for all mobs will be reduced slightly (compensated by the Might stacks that are now preventable with proper play). Ratniks, Reverberants and Oscillators are to have substantial damage nerfs. The melee-based Dredge attacks should deal more damage than the ranged by a large margin.
The clown car is to have its progress bar removed completely and it is no longer an object that can be hit. Instead, it is part of the Champion’s boss mechanic (he will spawn mobs from the car at set percentages of health, ideally Veterans or Elites). Upon the Champion’s death, the car and the mobs immediately retreat.
The Champion is now the end of the Fractal. The Legendary Ice Elemental/Dredge Mining Suit section is now a boss Fractal, possibly with updated mechanics to increase difficulty. One option is to buff the Champion to Legendary status as it is now the end boss.
Associated Risks
None as far as I can see.
Resident Thief
(edited by Auesis.7301)
As a Thief main, this would do absolutely nothing to stop me from rofl-stomping you 3 seconds later. You would be a sitting duck once in Fire.
This is absolute garbage and barely worthy of Adept, let alone Grandmaster.
Resident Thief
(edited by Auesis.7301)
This entire thread still amazes me.
Take a few steps away from the blind field if there is one, then just ONE CC (no Stability) or any amount of threatening damage (which isn’t difficult) to force them to dodge out of it. Heck, one Eviscerate will probably instantly kill him/her. What is so hard about this? After 2k hours on my WvW Warrior I have not ONCE died to this skill. It is a gigantic “LOOK AT ME I’M A TARGET” button.
WA is fine. It is absolutely, 100% perfectly fine. Absolutely zero excuses. Everyone who gives one needs to L2P. That is the end of it. Don’t even try and argue for the reflection, either. What Warrior on the planet uses a Rifle and LB range-only build? Well, if you do, I suggest you revise your entire playstyle because you might be the most useless Warrior on in all of Tyria.
Resident Thief
(edited by Auesis.7301)
Or, they’ll bump Steal back up to 45. I don’t think attaching a secondary cooldown to a skill that already uses a cooldown would be very intuitive. They were emphasising the new Rune/Sigil cooldown changes to feel much smoother (much less internal processes to mentally keep track of).
If they don’t do that, I can see them moving it to GM in a following patch and bringing down Residual Venoms (possibly combining it with Quick Venoms).
Resident Thief
(edited by Auesis.7301)
No way those notes can be real. Five-venom builds are going to far too powerful with a free reset on Steal.
These leaks occur far too often and turn out to be accurate for the most part. I think this is probably the real deal.
Remember the “big things” we were promised? This is probably it or at least one of them (something else not mentioned here). It is intensely strong. So many possibilities when considering all the utility types we have.
Generally, this all looks solid. Baby steps to solving some problems eg. P/P. Full thoughts here: http://www.reddit.com/r/Guildwars2/comments/1yjdsw/leaked_balance_patch_notes/cfl1hxo?context=3
Also Reikou, ignore Travlane. He whines in pretty much every thread ever, gets shut down and then persists with the same points that were already disproven in other threads. There is nothing you can do to change his views. I gave up hope a while back.
Resident Thief
(edited by Auesis.7301)
Done Arah p2 solo quite a few times recently and didn’t have this problem. I could actually take a couple of seconds to move around before Backstabbing and it was all fine. Maybe it was just his bad positioning (he resets instantly if he gets dug in to the gates on the sides).
Resident Thief
I would suggest Berserker or Valkyrie depending on what kind of builds you run outside of dungeons (where Berserker > everything). However, the big patch might shake some things up, so just save mats until then.
Resident Thief
Really? I dual-wield them and love them as they are.
Resident Thief
Less damage than a Backstab during a multi-second channel that can be interrupted at any time due to total lack of access to Stability or just retaliating with more damage to pressure him in to dodging away because Thieves melt if you breathe on them and this skill only does meaningful damage in glass.
Is this a serious thread?
Resident Thief
Really? It makes you blue and ethereal. You going to whine about Dr. Manhattan, too?
Resident Thief
No, don’t ask for more changes. Those changes will just be more nerfs. Make do with what we have now.
Resident Thief
In the case of the AC spider, the AI is just broken, depending to how you confront her she will use her ranged poison fields even if everyone is in melee range, exception made if everyone is packed very close together. Don’t you see a problem right there? Why would she not use her ability, wich works on melee targets, while i’m glued to my allies while she still does it when I just take a step on her flank while still staying in that same melee range? It meens her attack is supposed to target a secondary critter and something is causing an issue in her aggro table when everyone is glued together.
If that’s not broken in some way than I strongly disagree with both of you!
It is not broken. If a possible target is out of range of her melee attack, she will fire off poison fields. Just one is enough. That is all there is to it. I have run AC upwards of 1000 times and I can tell you this for a 100% fact.
Resident Thief
Re: every “Exploiting Spider Queen” post ever
If being melee, which restricts a foe from using ranged-only attacks, is exploiting, then staying at range to keep enemies from hitting you with melee-only attacks is exploiting. Nerf all longbow exploits!
This. For the love of God, don’t people understand anything about this game? People just find excuses to be anti-meta.
A simple difference between melee and ranged attacks from a boss is suddenly exploiting. What is this world coming to?
Resident Thief
I’m amazed how many people equate stacking to exploitation. There is nothing exploitative about grouping together for greater control of a fight. Running around like a headless chicken isn’t somehow “legit” because you die more often from having no idea how to control your fights. Deal with it.
These dungeons are designed to be repeatedly farmed for their rewards. The path of least resistance is to assume the greatest control of each encounter to land the most damage. There is absolutely NOTHING you can do about it. It has been a staple of the entire GW franchise since day 1 of Prophecies.
Resident Thief
(edited by Auesis.7301)
My only request is that you either remove the Dredge Fractal completely or annihilate a massive portion of respawning mobs in there, especially the clown car (there is no reason for this to exist, it is just a time gate).
This Fractal is the sole reason pretty much everyone I know cannot be bothered with daily runs anymore. It’s too mind-numbingly tedious.
Also, Dredge are annoying by design. Spamming powerful boons with impunity, immunity to blind, insanely strong projectile attacks, unnecessarily long CCs, but worst of all, ridiculous head count.
I will go in to more detail in the official thread if needs be.
Resident Thief
That’s really clutching at straws. There are giant, glowing arrows pointing to the obvious. It is Mordremoth, and it is an Elder Dragon. If I’m wrong, feel free to come back and point fingers. I am absolutely 100% certain of this and nobody will change my mind.
Just as an aside, I didn’t say Sylvari are dragon minions. I said Mordremoth has influence over them that has been shut away purposefully, most likely by the Pale Tree (and I also believe Caithe and Faolain have something to do with this. The “big secret”). That’s different to just being a minion.
Resident Thief
(edited by Auesis.7301)
The voice in her head was confirmed by the asura in the instance to be already in her psyche before entering the machine.
Mordremoth has her, and possibly all Sylvari who haven’t been in the machine and thus haven’t been exposed to it.
Resident Thief
I think you missed the point of that post.
I did not. Regardless of what you are trying to argue, it is unhealthy and incorrect to associate Stealth exclusively to Thieves as a profession mechanic.
Resident Thief
Title says it all. Stealth is a great mechanic in this game, but the fact that it is absolutely impossible to prevent or counter is ridiculous. Thieves rely on this skill a great lot which is fine, but in my opinion it’s a broken and cheesy mechanic. I think Thieves would be in a much better place if they didn’t rely so much on it and were compensated in other ways to make up for this.
Thoughts?
Each time I hit a necro, it prevent life force regeneration for X secs
Each time I hit a mesmer, a clone dies.
Each time I hit a warrior, it reduces adren
Each time I hit a ranger, a pet or spirit dies
Each time I hit an ele, it locks a random attunement for X secs
Each time I hit an engi, it prevents use of toolkit for X secs
and finally
Each time I hit a thief, it remove stealth
>Implying Stealth is a Thief-exclusive profession mechanic.
Remove Stealth on block or evade, sure. But just the slightest tint of stray damage in a game with AoE completely covering combat zones, and with the fairly limited ways to enter Stealth, not to mention that this would also heavily damage Mesmer survivability and Engi utility? This is absolutely ridiculous. I can’t take the majority of this thread seriously. Why argue about this at all in an sPvP context? Not a single competitive build even goes 5 in to Shadow Arts.
I hope you have an extensive series of EXTREMELY coherent and well thought-out buffs to compensate for such a drastic ruination of the mechanic.
Resident Thief
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1) Elementalist
2) Ranger
3) Necromancer
Resident Thief
I like the general approach you have going on. Provided it’s done right, this kind of diversification would be great. It’s just a shame that I doubt any of it would ever become reality.
Resident Thief
Really? People still struggle with Shadow Refuge?
I love when enemy Thieves use it. It’s a gigantic “attack here” sign. I am more than happy to oblige if I don’t just send them flying out of it, and even better if it’s an attempt to res someone – double kill! Haven’t been fooled by that utility in at least 5-6 months now.
Resident Thief
(edited by Auesis.7301)
In general, we’ve got quite a bit more stuff coming. As before, we can’t say what these things are just yet… But there’s a bit of stuff that will shake up the meta. We’re really looking forward to it!
-Karl
I often wonder why all the upcoming changes have to be so hush-hush. Certain things are announced and feedback is taken into consideration and changes are made or not made (mesmer clones). What exactly about these other sort of changes is so critical that it must not be divulged?
I know you guys think releasing information and changing your mind and incuring the wrath of the community is worse than release no information at all… but I would at least consider releasing more information than next to nothing.
Personally, I’m thinking that the major, feature-only patch will introduce new weapon skills for classes (more access to different weapons or, less likely, new weapon types), and perhaps a bunch of extra utility skills and maybe traits to go with the new weapons.
This would also explain the relatively small amount of balance changes they’re allowed to show us right now. They can’t disrupt the existing groundwork too much before throwing in a bunch of brand new stuff that is meant to exist alongside.
They can’t realistically give Thief one single line of balance changes for a feature update and be taken seriously. If they can’t reveal anything else behind the curtain, it is almost definitely not just an adjustment eg. Pistol Whip splitting. It is something new.
Resident Thief
(edited by Auesis.7301)
Warriors make the most sense to be a berserker DPS class.
What do you want Thief to be, then? A healer?!
This entire idea is awful. More chance of OHKO from less dodges means people will run even MORE Berserker. THE ENTIRE REASON THE BERSERKER META EXISTS IS BECAUSE OF HARD HITS MAKING TOUGHNESS WORTHLESS AND SUPPORT/CONTROL BEING POINTLESS. IT IS NOTHING TO DO WITH DODGES.
FYI, Warrior meta builds contain precisely zero Vigor.
Maybe you could think about all 8 classes instead of constantly in the context of just Warrior. This reeks of ignorance and/or an agenda to boost your main class against others.
Resident Thief
(edited by Auesis.7301)
I legitimately do not understand any logic here. Your proposal keeps Initiative as a thing, but most weapon skills now have cooldowns? What?! What’s the point of Initiative, then? You will ALWAYS have 6+ because you will have nothing to spend it on.
I just…I don’t…what?
All of this stuff is a HUGE sacrifice for an extra initial 5k HP that will melt away anyway because we still don’t have good access to defensive boons, so who cares?
Resident Thief
(edited by Auesis.7301)
I’ve been successful with a build similar to Yishis. I alternate between 10/30/30/0/0 and 0/30/30/10/0, D/D and SB + Valk armor/Traveler runes and zerk trinkets/weapons.
Resident Thief
Fotm offers:
1) Pathetic guaranteed rewards (I can make 5x the gold of a 49 run, Dredge included, just by running a casual AC)
2) Pathetic RNG on new reward systems (haven’t seen a single Fractal weapon since the Fractured patch. At least I got 12 Warhorns and 4 Torches before.)
3) Terrible scaling and dungeon design, biggest culprit being Dredge. Instead of fixing the actual dungeon and making it any measure of fun, they fix workarounds and extend the length even more, completely blind to the actual problems.
Thanks, I’ll stick to normal dungeons. I’ll have Frostfang and Bolt by the time I get a Fractal Axe and Sword. Just for the record, I’ve been trying for either of those, every single day on 30s and 40s, FOR OVER AN ENTIRE YEAR.
Resident Thief
(edited by Auesis.7301)
Congrats, you got hit by one of the most telegraphed skills in the entire game.
Resident Thief
There is absolutely nothing here that is new information from the Ready Up stream. Please tell me there is more? Do we really have to wait a few months for just this?
And what happened to all the “good things” for Thief?
Resident Thief
Any word on when the next one will be coming?
Resident Thief
Infiltrators strike/return needs the shadowstep removed from it. Still too strong/unfun.
Original thread:https://forum-en.gw2archive.eu/forum/professions/balance/PvP-Nerfs-needed-on-every-class/first#post3558359
I just want to ask…what does the skill become then? Do we ice-skate back to our original position? o_O
Resident Thief
http://i.imgur.com/9AqfEzD.jpg
Just saying
Resident Thief
I see your problem: no stunbreaker.
The issue is the damage here. Not the stun.
The damage was instant. Leaving no reaction time to even use a stun breaker.
Eviscerate isn’t instant, what you are talking about? Even if Shield Bash somehow lands I’m still able to Shadowstep away in time to avoid the obvious follow-up.
I don’t care if you’re Oceanic. If that’s the excuse, why should the game be re-balanced to purely accommodate people who are lagging way out of normal proportions when it’s perfectly fine to everyone else, thus changing the skills to uselessness for those normal circumstances?
Resident Thief
http://youtu.be/Jy7CcwnfUdU?t=36s
There’s your answer
Resident Thief