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Rapid shot is not the problem nor are any other 2-5 skills, the problem is the fact that the auto attack damage is way to high for 1500 range and that AA puts out way to much sustained pressure.
LB puts out more damage with AA from range than any melee AA chain and that is where the problem lies.
Just undo the nerfs done to deathblosom, up the bleeding damage to the level of how it was when the game was shipped, up the evade to how it was when the game was shipped. We do not need a 2nd gap closer we got heartseeker and we desperately need more bleeds to deal with high armor professions.
And while the devs are on it how about they make it hit reliably instead of missing 30-60% of the hits…
If it comes to venoms basically everything is wrong, as whole the concept is badly done on a conceptual level.
1st the traits you need are in the wrong trait trees meaning you do not get the stats you need to use the venoms, power toughness healing power are useless and you get locked out of the condition damage tree by going into those trait lines.
So the condition aspect of venoms does not work.
2nd basically the same fundamental problem: The utility aspect of venoms does not work because if you trait venoms you get locked out of the utility trait trees (trickery and acrobatics).
3rd Thieves are about active defense without evades and stunbreakers they get blown to bits in seconds, traiting venoms and putting thenm on your utility bar locks you out of all utility stunbreakers and teleports.
4th the weapon sets that support the venoms’ condition nature lack escapes and evades which makes the 3rd problem even worse.
5th to youse venom share effectiffely you have to be rather close to you allies most efficacious would be a venom share thief runing with the melee train this is impossible however since the thieves can not get the armor and hp values and passive defences needed to do that. So you can not be where you should bcause you would die in the aoe spam.
and so on…
When the game came out having one venom on your utility bar was perfectly viable (especially ice drake venom) but then venoms were nerfed one by one the halfhearted buffs to the assorted traits that followed were no compensation whatsoever and just do not cut it.
Also the nerfs to other skills made venoms less desireable, for example the nerf to dancing dagger damage (i think of p/d hybrids here) did not help at all.
So devs stop wasting your time and focus on fixing bugs instead of tring to make a bad concept, that you already made worse since it’s introducion, work.
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Spam your 3k autoattacks with 1500 range harder and get another bear…
Stop shooting your arrows into your own knee….
And do not worry the balance team will nerf thieves again and again…
Anyone with teleports can get into sm castle by pathing glitches, reported it multiple times with detailed description how to do it. It is in the game since forever you may consider it a feature.
Hi there,
I have een fooling around in wvw with something like this last night.
Tomy suprise it worked way better than expected, it was hilarious actually, especially in small and medium engagements this is a great idea for a support thief.
I fought some 1v1 aswell and there is way more pressure and sustain with this than I expected, the super speed is hilarious.
It is pretty easy aswell, a nice and easygoing alternative to the die hard builds.
I was very entertained even though I had no optimized gear and have not played those weapon sets in wvw for a long time.
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If you dodge what needs to be dodged, you can reliably beat a Guardian with oy Shortbow equipped.
Which will take at least about 3min or so, which in a spvp situation means the guard can hold the point or neutralise it which you can not and from a team perspective this means the guardian wins.
On top of that guardian AoE boons and AoE burning only get better with more people around.
And do not get me started on aegis and aoe retaliation…
And if the guardian is not braindead and knows how to use LoS and “outranges” you in a duel situation you will never kill him.
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Hi
used those runes for a couple of days then dropped them again.
The #6 bonus is an aoe effect thet occurs at the end of he dodge roll if you are in combat and does some minor damage. This will reveal you if it hits something this includes critters, basically it makes dodging stealth very dangerous especially in wvw.
Also it is very hard to land the effect in a controlled manner on specific targets..
I came to the conclusion that playing against your runeset (which is supposed to help you) is not my thing.
It will only affect the #1 chain (and explicitly not backstab), and even there it will not affect the endurance gain on the last strike.
The only situation where this will be good is vs. mesmers with the clone on dodge trait and maybe against those 2 good rangers in this game…
If the Pale Tree is to have a heart, it’s got to be somewhere.
The ‘heart’ location didn’t exist when the Tablet was first scribed, so the Tablet being there seems to be because the Pale Tree chose to relocate it there. It’s not saying that the Tablet is the core of her being, more that she’s literally holding it close to her heart.
The whole thing holds an allusion to greek mythology, the “omphalos” is the centre of the world a mystical stone object that is the core of everything. (You also can interpret as the representation of a certain sure to be censored body part of Zeus)
The tablets represent ventari’s influence the thing at the core that made the pale tree what she is now, I like to see it as a methpor for how the legacy of good deeds has “grown”.
I think she’s still just a manifestation. Her gasping and getting hurt represents the tree itself getting damaged.
This is true. The avatar is a visible representation of the Pale Tree that allows her to interact with her visitors and children. When she was injured, it was represented visibly by her avatar. In many ways, the avatar is her “face”. It’s not her entire body or being.
When sylvari run to the avatar, it’s because that’s their point of contact with the vast creature that is their Mother Tree.
Good thinking too, Electro, about the chamber being almost like the “heart” of the Pale Tree.
I hope you get to read this.
Personally I think the whole storytelling you have been doing is really nicely done, I really enjoy picking up pieces of a story here and there and gathering them to a large picture all the way speculating on the implications of the pieces.
The way the information is spread in visuals, sound and text is really nicely done, the games strong side is the artwork in narrative, visuals, sound and how that interacts with the actual gameplay and mechanics.
I really enjoy the art in this game, keep it up.
Omphalos means “naval” though if you take it literally but “heart” as the “centre of things” is close enough I guess.
As I understand the description it will work like a supply trap you place it and once it is triggered it creates an area of 1200 radius where the siege is disabled, that area lasts for 20 sec.
One per person active like with traps, placement at your feet like with traps, supply cost like with traps.
I am with Phunt on this. I will certainly not leave the potentially most devastating weapon in the world (since that device works the other way around aswell and can lure the dragon and it’s minions to certain waypoints) in the hands of a emotionally challenged child who at the 1st sign of not getting what she wants carries that weapon out into enemy territorry for the inquest to pick up.
So much for her “genius”, she can not grasp the implications of her own designs and clearly has no military or strategic talent whatsoever. As much as I like her she clearly needs a lot of guidance.
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I am not going to spend my time “preparing to have fun” by organising dungeon runs, and I certainly will not spend time “preparing to not have fun” by organising dungeon runs that I do not enjoy.
As to fractals being “harder content”, what the heck is hard about corner pulls and FGS stacking?
Why do you think people run past 80% of the content in dungeons or use stuff like FGS stacking? Do you think they do it because they enjoy the gameplay?
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OH, YEAH!!!!
Give it to me, baby!!!
This has potential, I already love it!
Zone blobs without siege, MUAHAHA!!!
OH, YEAH!!!
I am probably going to stop with the scavanger hunt 80% done because of FoTM, I HATE all the dungeons with their “special” mechanics and exploit encouragment.
On top of that the people doing that kind of contend are by far the worst company to have in a game, by far worse that the spvp community.
I really liked the idea of a pet that eats my bloodstone dust, I can feed it for months.
To bad…
Or maybe Taimi used her waypoint- leyline manipulation device to create a spike in the grove’s waypoint to guide the mordrem there. Those asura can not be trusted anyway and have been known to experiment with he sylvari for quite some time now. They probably are behind the whole thing anyway….
Shhhh… just listen, do not draw undue attention. Want to know the truth behind the mordrem attacks? Are you sure you can handle the true truth? They are being manipulated by a certain renowned merchant using asuran waypoint technology by changing the frequency at which the waypoints resonate this merchant and his supporters draw the mordrem to to key economic and strategic locations to manipulate the economy.
Who that merchant is? Quiet! Their ears are everywhere they scan the aether for resonances of his name, I can not speak it aloud but he is one hairy person… got the idea… Good!
Could not help to notice that in centre of the centaur (who claim to follow ancient traditions predating Ventari) grows a tree carefully nutured by them and that the largest stone wood in the jungle grew in ventari’s refuge (obviously nurtured by him in accordance with ancient traditions). Centaurs seem to have been involved with growing “special” trees in the past, so much so it went down in their traditon as being so important that the tradition continues to this day.
I think they might have grown a “pale tree” last time the dragons were around maybe this is part of the eternal alchemy’s cicles.
On S/D: This was to be expected, there is no nerf to on demand burst, this is a nerf to a rng-gimmick that only works because of double sigil procs. Since nerfing the sigils would affect other professions aswell the #3 part of the gimmmick was nerfed, they always do it that way. S/D was designed to be a sustained pressure set they will change it with that in mind. Basically preloading Lac and porting it in hopes of a sigil proc as the main damage source is like reducing D/D to cnd and backstab stuff like that will get changed live with it.
On Black Powder: This made thieves the bane of guardians and warriors in down state, by now you should know what happens to thief abilities that are actually helpful against those two professions, the changes to SB #4 come from the same direction it allowed to keep poison and healing reduction (if traited also weakness) up while stealthed, which was the thing to counter their superior healing while you waited for ini to come back, to good vs the “hero” professions.
The general direction (my speculations): Thieves will move away from jumping in and swinging a team fight fast with raw damage towards a fast support by control and utility profession, this tendency can be observed allready, more and more over the last year the builds dropped damage traits for utility and control. For S/D this will mean focus on daze, for D/P this will mean focus on blinds and interrupts.
Our “role” will be to disrupt the flow of the enemy team instead of being “the nuke”.
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Nobody plays allout damage builds when fighting players as a thief. All decent builds incorporate a lot of either defense or control.
For example the “meta” S/D build takes only defensive or control traits and combines those with very agressive equipment. The “meta” D/P build takes very defensive utilities and splits traits between control and damage this works because of the control the offhand pistol offers. (Control is just active damage migitation)
So think more about avoiding damage than actually killing stuff, ’cause even if you down someone in a 2v2 it means nothing if you have to run and can not finish the guy because you are at 5% hp.
Thieves are all about “crisis mode” basically that is a thief’s natuaral state of existance. You will never ever and no matter how good or expirienced you are be able to take one of the hard hitting abilities of other proffessions to the face neither will you be able to take two or more consecutive hits from anyone without being close to down state.
Thieves are about not getting hit this is a succeed or die approach, even thieves with the most tanky condition wvw builds will simply evaporate in 3 sec if caught.
Also thieves are a “do more with less” profession, there are less buttons but those offer more subtle options. Compared to say elementalists this means an ele uses 4or 5 buttons to make a huge “red circle of doom” then uses 4 or 5 different buttons to make another “circle of doom” in a different colour all the while hoping that someone will stand in it. A thief will use 1 button because she is in desperate need of evading that eviscerate or use the same button to close a gap or to lay down aoe and so on. Most of the really cool thief tricks are very hard to spot very hard to time.
The fun part is you can get away with stuff as a thief (as in surviving) like no other profession can, thieves are about going in taking the shinies and getting out again.
There is a ritual I undergo every day, I enter wvw to have some fun. As soon as I enter I look at the map to find some fun, then I make my way to the place on the map where I think the fun is.
But…Then everyday the same dreadful thing happens… It is so horrible I consider quitting wvw alltogether… As I happily move towards the fun something goes squish under my heel I struggle to keep my footing and to not slip on some slippery, oily yet sticky substance and as I stop to scrape it of my boot I realise I have stepped on some diminuitive midget of a necromancer.
Everyday the same… It is horrible my boots are all messed up. A-net do something about it, remove asura from the game and just to be sure necromancers aswell.
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Oh, and since none have mentioned it pistol 5 will no longer “protect” your stomps from interrupts since it pules every other sec now using an attack and then interrupt the stomp will screw that trick.
I would give a large amount of money to see Hihey , who I know is good, beat Amonatory using only a sword. All the golds to see that.
I would up the ante and contribute to the pot on that…
The thing is, S/D thief right now has almost zero counterplay. I don’t mind that the skill cap is getting higher, as it really needed to not be so easy to play. Now that it has counterplay and you can actually play against it, s/d can maybe finally be balanced and fun to fight against.
First off S/D actually takes skill in general, second legit like everything the blocks/invulns will counter it how is that fair counterplay? Once again S/D is balanced Acro is not this is what I made the post for….. S/D does not need a nerf its kittening acrobatics.
S/D takes skill?
It took me a week to beat “veteran” S/D thieves using ONLY a Sword. Guess what could have happened if I equipped a Dagger, too!
Sword/anything is incredibly easy to play. You just cannot die.
I like all the changes. And I think I will see a lot of QQ from people saying “That guy is spamming LS forever permaevade noob lol”
<3 <3
my thoughts exactly…
though Sb gets nerfed hard in wvw
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I’ve only very briefly touched thief, so I’m an outsider to it. As an outsider “looking in” though, these changes don’t seem that great.
Thieves are really annoying and unenjoyable to fight against, largely as a result of how stealth works. I would have preferred they made a set of buffs and nerfs that moved thieves away from stealth while increasing their potency elsewhere. Thieves need buffs, but I feel the unquantifiable nature of the potency of stealth stands in their way.
I propose making the revealed buff stricter in PvP, while buffing thieves survivability/utility elsewhere.
Thieves are “the stealth class”. I don’t expect them to just get rid of stealth. Stealth does get in the way of balance though, and I think they should be stricter about it’s use.
I really want to answer to this, to me this perspective is exactly the opposite to what I want from the game.
Please bear with me and read what I have to say on this.
This is a RPG, it means role play game, the different professions or archetypes in an RPG cater to different “fantasies”. For example the warrior caters to an “empowerment” or “hero” fantasy, you play it to be the strong guy who is incredible tough and has such qualities as loyality and honesty, we are talking about Thor or Hercules, the stone monkey(though that is an example of a trickster becoming a hero) or even the Hulk here. The thief caters to the “trickster” fantasy a person who you can not be sure of who might actually be one of the bad guys at times, we are talking about Loki, Coyote, Anansi about “shady” and "slippery"charakters here.
The stealth mechanic perfectly caters to that fantasy that is why in next to all games and in a lot of myths the “trickster” uses the “unfair” advantage of invisibility.
People playing thieves in games take that profession specifically for those kinds of mechanics those are part of what they want from those games, they find it enjoyable like others find it enjoyable to be the “hero”.
Being the single most annoying thing to fight is the whole point in thieves as a profession, being hated for that is part of the profession.
The suggestions in the post I quoted are exactly what not to do with thieves, they are just a version of delete the thief and reroll warrior idea. Do not change one fantasy to make it similar to the other keep them distinct players want that in an RPG.
If you find fighting thieves to be not fun that cannot be a reason to destroy the fantasy of the trickster, I do hate fighting warriors but I would never ask to destroy the “hero” fantasy.
Balance must happen by carefully ajusting the numbers not by messing with the core of the professions in my opinion.
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Oh, and since none have mentioned it yet, that small hit on choking gas will make you eat a lot of retaliation damage if you shoot it into a group in wvw now, you will do like 300 damage to 5 players (if it has a target lmit) and take 600 retaliation damage from each of those players.
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I told you they would nerf SB again, still laughing at me?
Dagger cleave, more mindless aoe spam please, this will kitten up mesmer vs thief even more as the clones will no longer soak up the attacks, we needed a buff vs mesmers, haha, NOT.
Buffing venom share again, haha, to be expected but it will still suck, giving up all defensive options in both traits and utility slots is not an option at all, that will never change.
P/P will still suck because of AoE retaliation and reflects, you will kill yourself even faster.
Maybe d/p or d/d with 6 acro 6 trickery will become an option, I can already taste the tears, but that depends on the damage buffs to the other proffessions and if you will be able to use the reveald time to actually do damage or if you still die if you are not evading for more than 2 sec.
The pale tree and the sylvari “eat” dragons more or less, they consume the magic “spilling” from their corpses. It happened to zaithan. The pale tree and the dragons are part of the flow of magic in the eternal alchemy, magic gets consumed and “flavored” spilled and consumed again. as the differently flavored aspacts of magic interact with eachother.
(spoiler) if you are a sylvari the pale tree explains to you that her influence alone is responsible for the imunity her children show to dragon corruption and that only the strongest of will can keep their own mind once that influence falls away. But just because the influence is not there does not mean you will be corrupted, the dragon still has to find you somehow, being soundless does not corrupt you you still need a strong external influence for that to happen.
The pale tree as she is now is inherently influenced by Vetinari and his ideas, she would not be anything like what she is now without those ideas. She would show way less empathy to other creatures, the special thing about sylvari is ideas spread among them even among children of different trees, you learn that in the personal story.
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Yo, I took the liberty of sending you some gold for food check your mail, can not let a fellow thief starve, you know…
haha, awesome, AGAIN.
But Deso? Really? Did you miss the queue and the 24/7 superblobs?
Can not help myself must post…
Basically if a burst/rifle engi gets the you jump on you you will be dead, it is hard no manage now in the future it will be next to impossible to recover from the opener.
I guess the dev who plays engi is now in charge, the guy who played warrior probably has a new job now.
In the end this stuff was to be expected, what is going to happen is that people will go s/d high mobility with 3x stunbreaker (this will be the case for most thieves) and just run and come back later, or even more stealth hit and run with even more defensive gameplay probably thieves teaming up to make sure they will outdamage everyone on the opener.
The game is going towards whoever gets the opener wins, in the case of engi vs thief the 6sec revealed will make the supply crate an “I win button”.
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It is not a bug it is a feature it is called hardcore tribulation mode and it is a special feature of mesmers and thieves.
Basically 1/10 free win for proffessions with aoe stuns or knockbacks. And if you think you got it bad as a mesmer try thief it happens with evades on shortbow, withdraw and roll for inititive aswell.
S/D does more damage, the auto chain hits way harder it also has more uptime since you do not have to move behind the target and can reengage much faster after dodge.
You never ever in any conceivable situation in this game will match sword damage with daggers over a longer time frame.
And that kids is why ninjas do not glow in the dark…
^It is not because the sword hits and destroys clones it is because the sword cleaves through the clones and still hits the mesmer.
Honestly d/x is not better against mesmers (at least 1v1) since a good mesmer will let the clones soak the attacks, clones can even stop shadow shot on d/p by placing them between you and the thief the bullet wil get stopped and the blind and the gap closer go to waste.
Even against stealth and defence heavy mesmer builds the sword is a no brainer the cleave cone makes it way easier to hit invisible targets than the dagger attacks.
People do not even understand what kills them.
Got one on the bow, paid 50g for it, totally worth it, sending all the burning spam back where it came from is tremendously helpful.
You got it wrong, it has nothing to do with stealth or evades or lacerous strike, the reason why S/x is so hard to beat for mesmers is the fact hat the sword cleaves through your clones.
Mesmers depend a lot on the clones soaking up damage once a thief equips a sword he can destroy your clowns and still hit you, basically sword thieves win by spamming 1 you can perfectly deal with the teleports and the hard hits and you will still lose because of the cleave on the AA chain.
The sword AA chain also does to much damage for the fact that it is an AoE skill, but that is a general problem with all AoEskills in the game on all classes (especially with swords and greatswords).
Insert AoE spam rant here…
In my opinon mesmers waste time if they 1v1 in spvp anyway, sad but true your job is to stay with the pack.
Orrian truffle and meat stew, might on dodge and +40% endurance regeneration.
Master maintenace oil, cause precision is king.
Tested and confirmed, mug reveals hidden thief 100%, this did not happen before the patch.
Hidden thief was specifically changed to not be canceling stealth with mug in a earlier patch.
This is probably not intended, just another oversight by QA.
Now I need a new spvp build…
Ah screw spvp, it sucks anyway, bugs (oh wait I mean “special features”) and balance issues abound.
Returned to normal after the daily reset for me.
Fear works again, so does anything else as far as I can tell from 2 games on skyham.
Strange things happen, sometimes.
And since there are no bugs I consider it an intended feature…
Worked for me aswell, imunity to guardian knockback by me (thief), I did test it.
No stability…
Saw it happen to necros with fear aswell as rangers LB.
This guy seems to have seen something similar…
https://forum-en.gw2archive.eu/forum/pvp/pvp/Possible-pvp-hack
Players on the laser are now imune to cc like fear, since when and WHY THE HECH was this not announced?
Next to unplayable, 5 games played 3 had disconnecta either my team or opponent team, spikes of server lag all the time.
Abilities not working, worse than sm castle zerg battles.
For 2 days now.
Tell me again it is my system…
Post a “bump” if you have those issues.
Bonn conversion trap
Range 1500, unlimited number of targets, once triggerd the trap applies the “corrupt magic” effect for 20sec while under the effect of corrupt magic any boon applied will be converted to the respective condition.
Death magic trap
Range 1500, unlimited number of targets, once triggered the trap applies the “death magic” effect for 20 sec, while under the effect of death magic there is a 50% chance that any healing received is converted to damage received.
Camp the fire field on point, let burning and healing signet do their job spam bow 1 it outranges the ports, stack might up and wait don`t chase, slot fear and use it on the 2nd port then switch to hammer and go to town.
The next argument will involve the leaderboard…
And rank…