Showing Posts For BobbyT.7192:

a classic mesmer person

in Mesmer

Posted by: BobbyT.7192

BobbyT.7192

The QQ is real.

Considering Quiting after this Patch

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Sorry to here your dissatisfaction with the game, …… Can I have your gold ?

13k Backstabs are toxic, PERIOD.

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Threads like these are what I feel are toxic -_-

Dear Kasmeer... I am not your "friend"

in Living World

Posted by: BobbyT.7192

BobbyT.7192

The living story constantly refers to The B-iconics as “your friends”, and they refer to you as “my friend”.

I’m a Sylvari, whom Kasmeer has constantly belittled, and feel little to no kinship with her, and to a lesser extent Marjory. (I’m sure other players have similar issues with Rox and Braham, although they “work” for my character).

Caithe and Trahearne are my friends, Sieran was my friend , Arlon and Pellam are my friends, Shashoo is my friend (etc..), Kasmeer et al aren’t.

TLDR: Please stop using ‘friend’ to refer to the PC

wait wait wait…… you consider Trahearne a friend!?! O.o

April 15 2014 Thief update

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Add this to the nerfs:
“Cloaked in Shadow: Fixed a bug in which this trait would blind enemies while the thief was already stealthed.”

It WAS needed imho, because it was not working as inteded and was extremely annoying to fight against (even if it gives away the thief’s position, it was still annoying as hell to be constantly blinded).

i classified it as a bug fix, i don’t see a need to change it

April 15 2014 Thief update

in Thief

Posted by: BobbyT.7192

BobbyT.7192

New changes

Bug fixes
-Fixed an issue in which initiative would occasionally be removed during the resurrection process.
-Fixed an issue that caused the player to stop moving momentarily when using this skill on opponents behind the thief.

Smoke Screen: Fixed a bug that sometimes caused this skill to appear at the target’s position instead of the player’s position.
Steal: Fixed a bug in which this skill would be obstructed after shadowstepping to the target if there was an obstacle between the thief and the target upon activation.
Basilisk Venom: Fixed an issue that caused the target to interrupt themselves, instead of the thief being the source of the interrupt.
Cloaked in Shadow: Fixed a bug in which this trait would blind enemies while the thief was already stealthed.
Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly.

Skill facts update
Black Powder: Added a radius skill fact (120).
Signet of Agility: Updated the skill fact to display the correct amount of precision gained.
Signet of Malice: Added a might boon skill fact when the player has the Signets of Power trait.
Backstab: Updated the skill fact to display the correct damage amount with Dagger Training.
Shadow Refuge: Updated the skill fact to display the correct healing amount.
Venomous Knife: Updated the poison skill fact to scale with the Potent Poison trait.
Escape: Updated the poison skill fact to scale with the Potent Poison trait.
Exploding Venom Sack: Updated the poison skill fact to scale with the Potent Poison trait.
Rusty Scrap Strike: Updated the poison skill fact to scale with the Potent Poison trait.
Throw Scale: Updated the poison skill fact to scale with the Potent Poison trait.
Tripwire: Added strike, cripple, and knock down skill facts.
Twisting Fangs: Updated the skill facts to show damage from multiple hits.
Flanking Strike (Dual): Updated the skill facts to show the bonus damage from Combined Training.
Stab (Dual): Updated the skill facts to show the bonus damage from Combined Training.
Shadow Strike: Updated the damage skill fact for the second strike to display the correct damage amount.
Infiltrator’s Arrow: Added a skill fact for number of targets: 3.

New Traits

Deadly Arts
Revealed Training: Gain up to 200 extra power when striking an enemy from stealth, based on your level.

Critical Strikes
Invigorating Precision: You are healed for 5% of outgoing critical strike damage.

Shadow Arts
Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 50%.

Acrobatics
Assassin’s Equilibrium: Gain 1.25 seconds of stability when striking an enemy from stealth.

Trickery
Bewildering Ambush: Stealing also applies 5 stacks of confusion for 5.25 seconds.

Nerfs
Pistol Whip:
-This skill has been split between PvP and PvE.
- It will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE.
-Updated the skill facts to show the bonus damage from Combined Training.
-Added an evasion skill fact.

Disabling Shot (Shortbow):
-Reduced the length of this skill’s evasion component from 100% of the skill’s duration to 64% of the skill’s duration—an overall reduction of .3 seconds.
-Evasion is still applied immediately upon using the skill.

Choking Gas:
-Reduced the poison per pulse from 5 seconds to 3 seconds.
-Added a weakness skill fact when traited with Lotus Poison.

Buffs

(edited by BobbyT.7192)

[PvX] We Require More Anti-Stealth

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Rangers are the ones who should have a large set of anti-stealth mechanics.
Thiefs => Stealthed Assassins
Rangers => Tracker

But rock paper scissors balance isn’t any fun

It’s atleast some balance in this completely unbalanced game. I would rather take a rock paper scissors balance than what we have now.

I wouldn’t, 0/10 wouldn’t recommend.

The game is RPS already though. You bring Removal to beat Conditions. You bring Stability to counter Control. You bring Blocks/Blinds to counter Direct Damage. It’s all just a more complicated version of RPS. You can try to fill as many countermeasures into your build as you can and then use them correctly or you specialize in one thing.

Stealth is the one mechanic in the game that has hardly any direct counter. Sic ‘Em is the only skill that can directly apply Reveal on an enemy and it’s not even that good of a skill.

You remove my conditions, I will re apply them, you block one of my attacks I got another one coming, you break or prevent me from going stealth, we’ll I’m boned.

Thing is stealth already counters itself will reveal, so why want more?

[PvX] We Require More Anti-Stealth

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Rangers are the ones who should have a large set of anti-stealth mechanics.
Thiefs => Stealthed Assassins
Rangers => Tracker

But rock paper scissors balance isn’t any fun

It’s atleast some balance in this completely unbalanced game. I would rather take a rock paper scissors balance than what we have now.

I wouldn’t, 0/10 wouldn’t recommend.

Mace 3 on guard vs Downed

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Are you sure your ally is not getting hit some where else? It only blocks on attack altogether

Too much for the average player to handle?

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Or if you stealth to much, or if you do to much dmg, or if you reset and are a skillless 2/3 spamming n00b who cheeses his way to victory. Anything other than that and youre ok. So basically youre only allowed an offhand, and even then…

Actually your only allow the off-hand ( cause I’ve seen some one get kills while rocking only a mh dagger -_-), blind folded, hopping around with one leg, with someone gripping your testicles…. Still even then …..

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Any guardian can just use virtue of courage or any theif can just use blinding power or any block etc which will always counter it so then whats the point?
If everyone can counter it

Then you just succesfully baited a 90 second cd Virtue of Courage. How is this even an argument? Have you never played a class that has actual cooldowns before? :p

In the mean time the guardian can go to town on the defenceless thief, why would a thief ever bother with a guardian with such a hard counter like that, that’s doesn’t include all the other blocks and blinds a guardian has access too. It doesn’t matter if the CD is 200s, you are able to stop a thief dead in it’s tracks with one skill.

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

You really think offside would work in american football?

Like I know much about either ;p

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

So when they introduced the offside rule you think that wasn’t nescessary?

Maybe they should have just kept playing football without making any changes according to your sig…

American or European football?

[Video]New meta: no OffHand(for poor people)

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Like watching a one arm person swing a baseball bat,
You know this doesn’t help the cause of getting people to realize thieves are more then just HS and autoattacks lol

D/P good, the rest weak

in Thief

Posted by: BobbyT.7192

BobbyT.7192

http://youtu.be/MA_ELOqF-_4

Don’t know who this is, but he’s pretty good with d/d, and fought a few d/p and a greatsword/hammer war at the end

Inb4 “they all sucked”

Anyone else worried about Dire?

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Unless you’re relying on traits/sigils/runes that require crit to proc, the damage increase from precision on a build with less than 2400 attack is pretty minimal. Dire builds in general can hit very hard for the amount of survivability they’re given. Especially compared to how much survivability many crit builds have to give up to do the same damage a bit quicker. Let’s be honest, while it’s not instantaneous, there are plenty of condi build out there that can deal damage fast enough to be called “burst”.

With the reduction in crit damage, I definitely expect to see even more condi setups in small scale WvW.

I thought that too then I crit with pry bar on my engineer for 1.2-1.5k and non crit for 854. I don’t call that minimal damage increase of course it helps that the base damage is already high which it is for many engi attacks why they can hybrid decently.

If your a necro running scepter then that scales like crap with direct damage so it’s a no brainer. Thief doesn’t need precision for anything in a condi build why carrion was the popular choice before. Mesmers need the precision if they plan to kill anyone at all with a condi build that is already weak on condi spike ability.

That’s pretty minimal damage, maybe for a fully condition spec it,s a lot, but I know that skill can hit a lot more than that.

april balance patch being unbalanced

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Well according to anet, ranger are masters of poison ( should be thieves but oh well)
Which puts a dent in that sig healing, even more so after the nerf, plus a thief is going to be dead if you “sic em”at the right time, 200 power does nothing if the thief is trying run away. And you typical thief is not going 6 into power for this anyways

Decap Engi, HamBow Warrior, S/P Thief nerfed

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Because people like to complain, which is why we have this thread

To Be A Thief

in Thief

Posted by: BobbyT.7192

BobbyT.7192

To be a thief, you need to be able to take the nerf bat to the face and keep going, I say thief is more durable then a warrior in that respect.

Psychology Of A Thief

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I would think knowing the thief’s tempo would also help a bit, is he the type to attack as soon as he enters stealth. will he stay in the whole time to move into position, or to recover for a bit.

High armor and dodging

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

No… just because someone’s base toughness is higher doesn’t mean they’re necessarily going to have a higher toughness amount fully geared… It all depends on the player… Just no to this idea

Some one who has naturally high base health and armour is going to hit a lot harder then a person that needs to spec to get to that level.

Upcoming trait comment

in Thief

Posted by: BobbyT.7192

BobbyT.7192

hey,

Generally Speaking,

Shadow Arts: Resilience of Shadows – Stealth you apply reduces 50% incoming attack damage (does not work against condition damages)..

this is NEVER better than Shadow’s Rejuvenation .. it heals direct AND condition damage !

Trickery: Bewildering Ambush – Stealing applies 5 stacks of confusion for 5 seconds.

This should ALSO have CD on steal like Sleight of Hand .. else its very weak as grandmaster.

Resilience of Shadows isn’t supposed to be “better” than Shadow’s Rejuvenation. It has a completely different use, mostly team support (think downed cleave reduction – more so than what a guardian can give out via protection). Bewildering Ambush probably isn’t of much use if you’re in WvW and have Perplexity available to you. In PvP however (where we don’t get to have Perplexity runes, and for good reason), it’s a really strong trait, at least in theory.

Who know perplexity rune might be getting a kick from the nerf boot to warrant this trait.

is this dmg legit

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

WvW is not meant to be balance, not with all the buffs you can get ( guard leech, bloodlust, fruits and vegetables) it makes it extremely hard if not impossible to balance with out hurting any class elsewhere, and they have shown they don’t really like splitting between WvW from PvE.

Chill and thiefs

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Chilled C&D = 5 initiative
1 initiative per 3 seconds
C&D CD = 5s x 3 = 15 seconds.

This is actually good to point out. I think when people describe reducing initiative regeneration (myself included), they don’t consider the actual math behind it. I believe the intent is actually to reduce the amount of initiative regeneration such that it effectively works out to a 66% longer cooldown like other professions have. For instance, a 10 second cooldown should become a 16.6 second cooldown.

As such, the math that I believe should be used is that a chilled thief would regenerate 1 initiative every 1.66 seconds, rather than reducing the regeneration rate by 66% to 34%.

This effectively works out to approximately 0.6 initiative per second, and thus could be considered a 40% reduction in initiative regeneration rather than 66%.

Reworking your calculations, this creates the following:

Chilled C&D = 5 initiative
1 initiative per 1.66 seconds
C&D CD = 5s x 1.66 = 8.3 seconds.

Ding ding ding we have a winner. Someone that actually understands balance and doesn’t just suggest an end all I win button.

This isn’t really a winning suggestion. All other professions can swap to another weapon set to access another set of skills while they are impacted by chill. The thief doesn’t have that option if they’re initiative is impacted by chill.

Additionally the thief is designed to use it’s skill much more infrequently over time than other professions. For example a D/P | SB’s average weapon skill cost is about 4 initiative average between skills 2-5. Over 60 seconds they have 72 initiative to use naturally. That’s between 18 weapon skills they can use.

Compare this to a Hambow warrior. Who can use about 36 weapon skills over 60 seconds.

If you scale an encounter down to 30 seconds. A thief has about 10 skills they can over 30 seconds because they have 42 initiative to work with.

A warrior will be able to pull off about 18 weapon skills over 30 seconds.

What happens if a thief has chill for 5 seconds of that 30 seconds?

They regen 3 less initiative, out of the 12 they can have available at any time. That’s 25% of their global resources (20% if traited).

Compare this to 5 seconds of chill on another profession. 1) They lose 3 and 1/3 seconds off their recharge time. 2) only skills on recharge are affected, not skills that are off cooldown, so it’s not impacting other professions globally like it does the thief. 3) Every other profession has other weapon skills to swap to, because they don’t have a global resource pool.

Let’s say half of player weapon skills are on cooldown, and let’s continue to look at hambow. Hambow’s average recharge time is about 15 seconds a skill. That means chill impacts their skill resource of recharge by about 23% per skill. With only half of the weapon skills on recharge, that’s less than a 12% impact.

So with average numbers, a hambow warrior would be impacted less than half as much as the suggestion to thieves.

Just give up and let the thread die, these people are not going to be convince easily, you can rest a little easier knowing anet are not dumb enough listen to this

Will ranger pet benefit from ferocity

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

If the stat included crit damage, it will also get changed.

Chill and thiefs

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Remember chill is a condition, it can be removed, it has a duration and has to be applied, a lot of the arguments seem to revolve around i will never have initiative if im chilled and i cannot get rid of it ever. Thieves have access to some of the best tools for evasion, blinds, evades(fixed that for you, why mention it twice) , interrupts, stealth.

And conditions can be re-applied, multiple times, along with other conditions stacked on top of it, most time as random aoe. Thieves got alright condition condi removal, better with lyssa rune ( who knows what’s going to happen with that.).

@ haviz, very little are arguing how eles attumement swap should be affect. It might be because F skills get affect by chill on all class,( thieves steal included). Whether or not it’s design like that, who knows.

Evades while immobilize keep you in place, so it’s still doing its job, and thieves got to spend initiative to use those fancy weapon teleport and evades.

I though eles were part of the meta because they are nice and squishy?

I predict.... Thief QQ

in Thief

Posted by: BobbyT.7192

BobbyT.7192

My body is prepared ;D.

But honestly I think people are underestimating the level of QQ these new traits could get. If there isn’t a QQ thread on reveal training or RoS by the Friday after the patch I will un-install the game

…….then sit around for 3-5 hours re-installing the game because that was dumb. -_-

Chill and thiefs

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

So your saying ok to reduce ini gain by via chill, because other classes skills not on cool down “may” not be useful in a particular situation, even though a thief with out initiative would be useless in most instances?

Why is the argument without initiative and chill cannot be removed under any circumstances? You will still be regenerating initiative, just at a reduced rate, seems every argument focuses around i have no initiative and will never have any and i can never remove chill.

Thats comparable to a Mesmer, all my weapon skills are on cool down, chill is way OP as now my class is completely useless. We all know this argument is a fallacy.

Chill can be removed by a friendly Guardian, via entering stealth, via using a condi cleanse.

Where are the suggestions for an equitable solution?

It takes a lot for a class to go through all their skills (unless they are spamming) especially if there are “particular juncture in a fight only a select few skills are useful.” I don’t believe they are that affected to that extreme.
It doesn’t take much for a thief to quickly run out of initiative on a good day, if they wanted too, they could spend all their initiative before other class can use half the skills on their first set, and that is using cheap skills.

Inb4 I get people saying " you have lot of ways to can initiative!" Sure, through traiting or using utility skills

And one can only bring so much condi removal in this aoe spam meta, especially when most class that can apply chill have multiply ways….. along with other nasty condies.

Why should there be an equitable solution? Is there another reason for this to be a thing other then just to make it affect everyone equally? Do we need to homogenize the classes like this?

If this has to be a thing, I say just revert the nerfs to initiative gain thieves gotten last fall. (Keeping 1 ini gain per sec) so they have ways to regain what they need to at least defend them selfs.
Now I don’t know if that’s balance or not, because I haven’t tested that, and I highly doubt anyone on here tested their idea either, I usually leave that part to anet. Sure make these suggestion, but it’s not like they haven’t done testing of there own. Hard to imagine I know, but they have to do more in a day than just sit around playing with their asuras. At least I hope

(edited by BobbyT.7192)

Chill and thiefs

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

And the same applies to thieves, not all weapon skills have relevance to the fight. So still they would be at an underdog position.

But you have repeated access to the 1 or 2 key weapon skills you need until initiative is exhausted, whilst switching weapons gave other classes more skills to use, it does not take into consideration that at that particular juncture in a fight only a select few skills are useful.

So your saying it’s ok to reduce ini gain by via chill, because other classes skills not on cool down “may” not be useful in a particular situation, even though a thief with out initiative would be useless in most instances?

Im guessing the posters here are advocating what? They are not making any suggestions other than just disagreeing outright with any perceived ‘nerf’ to their class(im assuming they are all thieves). When really it’s more looking for parity and a fair and equitable way to apply some weapon skill reduction to the class via chill.

The thing is it’s not really that fair nor equitable, most people for this idea are only thinking " we get this so why don’t they"with out really thinking how it would effect the class. They don’t really care if it punishes the thief harder than they realize, they just want this because in their mind " it’s only fair". Other people for this want to just nerf the thief one point away from deletion.

Of course thieves defend this kitten,

(edited by BobbyT.7192)

Chill and thiefs

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

People should re-read the initiative page.

Initiative is the mechanic for thief weapon skill cool-downs. Chill affects weapon cool-downs. Ergo, it makes total sense that chill affects initiative regeneration.

all it said it that it replaces cooldown mechanic, nothing about it being it ;P

Chill and thiefs

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Chill impacting initiative isn’t as easy as applying a reduction to initiative gain. If it did the 66 percent reduction to recharge all thieves would instantly lose when they have chill applied to them for 4 seconds or more.

They would use their initiative and not regen enough to stealth or escape. Meaning the only option they have is to run away vs professions that chill.

In a team fight you chill the thief and they would be done.

The reason thieves would be so susceptible to chill is bcs the design is for initiative to support hit and run. Chill would reduce your resources by more than half meaning your only option is hit Or run, aka die or run.

You mean they would have to clear the chill away before doing anything which would stop them from bursting down alot of classes and play a bit more carefully?yeh that would be hard for them.

So it’s either cleanse or die/ be completely useless? pretty harsh for a simple control condi don’t you think?

Balance - nerf already nerfed

in Ranger

Posted by: BobbyT.7192

BobbyT.7192

Yeah knowing anything about math, ranger should lose the same % of damage as any other class.
If you compare the total damage lose to a class that hits harder, say the warrior. The warrior will lose more damage compared the to ranger overall, but the warrior will still hit ~ 30% harder then the ranger.

Overreaction to new GM traits

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

People just like to complain, they think it makes them look cool.

I remember people saying changes to healing sig and adding cleansing ire/dogged march was useless when it first came out, now look that it.

New GM Traits from Ready Up

in Thief

Posted by: BobbyT.7192

BobbyT.7192

Deadly Arts: Revealed Training – Gain up to 200 extra power when you are revealed, based on your level
So…i should invest 30 point to gain 200 power for 4 sec when i’m revealed….no one will do it! There are better ways to use that points!
Critical Strikes : Invigorating Precision – You are healed for a % of the strike damage dealt. The current rate is 5%. Does not work on ambient creatures.
Maybe should be useless for wvw, but not sure.
Shadow Arts: Resilience of Shadows – Stealth you apply reduces 50% incoming attack damage. Does not work against condition damage.
Seriously? half damage when i’m stealthed? Very useless for solo play and team play
Acrobatics: Assassin’s Equilibrium – Gain 1s of stability when you are revealed. This is a high skill cap trait as you need to use it when you see a stun/daze coming and attack first to reveal yourself and gain the stability.
This….this is THE BEST, so when i see an upcoming stun attack i have to use CnD and then hit the target, maybe while my enemy take a couple of tea.
1 second for GM trait, you are a genius! (maybe also a champion genius like someone!)
Trickery: Bewildering Ambush – Stealing applies 5 stacks of confusion for 5 seconds.
It should be okay…maybe….

Give it about 2 days after the update, and there will be complaint threads about these traits, because you know it thieves.

(edited by BobbyT.7192)

GM level scaling

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

[PvP] new mesmer GM trait

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Cute way of saying a Mesmer is going to interrupt 6 times in a row, but I think you need to be more direct in the future.... Think of the children.

Plus did we really need a 2nd thread on this, the trait is not that bad to be honest, interrupting skills 250 years ago put the skill on a full cd, and they did fine then.
Kids today have it easy

New Mesmer trait ...seriously?

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

You know in my day (gw1) interrupted skills went on it’s full cd
;p

the unkillable (i win) thief

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

1. PERMASTEALTH DOES NOT EXIST

Something useless in PvP but brokenly OP in www.

The low skill floor of the profession makes too many thief ignore the issue with their profession.. this is why they should never write L2P.

wvw was never meant to be balanced. If you want balanced and fair pvp go spvp thats where they balance the professions. Of course then can hide thats what they do.

Holy crap, I thought this idea was long forgotten, a little bit of faith in humanity as been restored.

Why hasn't S. Arts been nerfed yet?

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Thieves heal to much, haha, whenever you think you seen it all…

Playing warrior damages your brain, something like 10/30/30/0/0 will never hit 10k backstabs, and to get the healing numbers you describe you’d have to get SA and Acrobatics to 30 points if you do that your backstab will crit for less than 2k on 2.5k armor.

Your “infamous” 10/0/30/0/30 S/D build is a joke.

10/30/30 D/P haha, HAHA!!!

10/30/30 could maybe hit a naked glassy ele that high, but no one cares about them.
And a 10/0/30/0/30 sounds like a good p/d condi spec

Why hasn't S. Arts been nerfed yet?

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

A thief can consistently sit there, cnd soon as reveal is off is where I am at – making them obnoxious.

Also, they can snag “stealth gain regen” trait to tag along with it for extra stupidity!

Also, I gave the numbers in the early post for the regen given.

And do little dps at the same time, (note I haven’t said burst)

Why hasn't S. Arts been nerfed yet?

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Yay for another person complaining about thief. Let’s ignore all the other professions out there who can outheal thief WITHOUT need for stealth to do it. Let’s ignore that SR is one of only TWO skills thief has access to (steal with mug trait being the other) besides their main heal skill that can actually HEAL them…and let’s ignore that the only other access to healing they have is a completely WORTHLESS set of utility skills called venoms that nobody uses because thief simply needs every single utility skill to be a protective one in some way, or else they will have no chance to beat any slightly decent player of any other profession.

While you’re at it, you should probably complain about ranger’s various autoheals, guardian’s huge full-life heals (plus heavy armor), warrior’s excellent, completely PASSIVE heals via HS and traits, ele’s access to multiple healing and regen combos and skills, necro’s life leeching and double an already high life pool with instant access, engineer’s what, 5+ heal skills besides main heal, etc etc etc…

L2P?…please? Stop complaining because some semi-decent thief took you out because you are no good at this game.

You should go by your own advice.

A thief has many more ways than “2” that you listed. CND being the main obnoxious one tied in with the trait listed. healing 300hp/s or more in most cases if traited correctly every time reveal is down, is ridiculous.

I understand your half-witted remarks on trying to defend your class that is quite obnoxious, but please, this is meant for intellectual conversation.

Most experienced thieves run – 12-15k hp, huge crit chance tied in with fury, also with huge critical damage tied in behind that.

Now add that together with critting 5k or more on a consistent basis, you have a completely broken mechanic that needs to be addressed. With on top of that, healing 300(usually way more) hp a second while fighting.

Of course you can argue a warrior can heal as well, but they do not have the ability to reset the fight whenever they deem fit. They are stuck in the location they are fighting in.

That 300 hp/sec while stealth, they ain’t getting any of that while revealed, if a thief stealth at the very moment reveal is down, it more like a net of ~183/ sec varies depend in the type of stealth used of course , shadow refuge a bit more than that, but nothing to complain about honestly.

That all depends whether or not the thief decide to re-enter stealth/ attacks after entering.

(edited by BobbyT.7192)

Why hasn't S. Arts been nerfed yet?

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Now lets compare this healing with a warrior healing sig
Base hp regen is 392
30s of healing sig = 11760 hp. More healing than a thief
60s of healing = 23520 hp

if you need to complain about a class that can heal a lot its a warrior.

A warrior doesn’t burst for 7-9k with running healing signet to its max. Don’t kid yourself.

War’s regen is obnoxious, but it is getting nerfed as well on the upcoming patch, on the other hand this obnoxious trait is being ignored. A warrior cannot heal for 1000 hp/sec for example.

Woot 8%.

Chill and Immob are too strong.

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Nay.

Changes to immobilize

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

There are immobilize breakers on those classes, whether they bring those skills is another issue, but you can’t say there are no counters

When can we expect a payoff?

in Living World

Posted by: BobbyT.7192

BobbyT.7192

Wouldn’t this be the first dragon we get to see awake in game? Exciting no?

[sPvP]Thieves: gameplay, concerns, possible solutions [merged]

in Profession Balance

Posted by: BobbyT.7192

BobbyT.7192

Just leaving this here…

Yes I had a really fun and squishy build but seriously!? Why is the system allowing me to get one-shot into oblivion!? Whatever build one uses this shouldn’t happen..

Lowest base armor, lowest base health, running a “really fun and squishy build” (full zerker?). One shotted…

Shoo damage dealer, shooo

IF you have nothing decent to contribute to the thread except to insult other forum posters because they want to nerf the class you play, then don’t post. thief will eventually get a nerf and when it does all of the thieves that do play this game will either adapt, reroll, or quit. contributing nothing constructive in threads designed to bring problems with the class as a whole to attention to the devs (though unlikely they will pay attention as it isn’t about elementalists) is just proving that you are infact what you have been called, a toxic element within this games community.

I’m sorry… He’s playing some sort of a squishy build on an already squishy class and then wonders why he’s being one shotted by another squishy/glass cannon build (more than likely)… And he insists that he shouldn’t be one shotted. You can’t have your cake and eat it too.
I’m insulting him because of this, not because of the class I play… if you truly think its because of that, well… congrats, i don’t know what to say.

So… Shoo damage dealer, shooo

Point is that the matchup is horribly lopsided. It would be okay if the ele maybe had a 1/4 chance of winning vs thief but even if he spots him first and is surrounded by teammates he still dies 9/10 times.

Isn,t that a problem with the ele? I’m pretty sure lots of things can kill a glassy ele. Like the common cold for example.

Instead of asking for nerfs, ask for buffs, and leave the thief alone, the thief is already the most nerfed class in the game.

Should long bow be added to thief ?

in Thief

Posted by: BobbyT.7192

BobbyT.7192

I rather wait until they come out with a crossbow >_>

Collaborative Development: Ranger Profession

in CDI

Posted by: BobbyT.7192

BobbyT.7192

This is the biggest Charlie Foxtrot I’ve seen in a long long time

I see what you did there

Poison

in Thief

Posted by: BobbyT.7192

BobbyT.7192

This was suggested for the ranger in their CDI thingy, but wouldn’t improving poisons effects be more of a thief thing than a ranger.
Increasing the healing reduction rate, or the damage part.
Perfect trait for the deadly arts line IMO.

Collaborative Development: Ranger Profession

in CDI

Posted by: BobbyT.7192

BobbyT.7192

2. Rangers should be given some trait options to improve poison in various ways (extended duration, improved healing suppression, higher damage values, bonuses against poisoned foes, etc.).

Sounds like a Thief to me. Duration increase is in game already assuming this is poison condition still.

Agree, was kinda hoping to suggest this during the thief’s CDI :/,
If anything, wilderness survival should be about the rangers ability to reduce the effects of poisons or other toxins on himself or his pet