I am anti-censorship, for it doesn’t make sense to pander to a minority.
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Great, you talked to us… but you didn’t deliver much by way of meaningful information and it was done in a pointless format with under-trained hosts, it seems like you don’t really care about your audience if this is the best you could produce with your resources.
OMG you’re right : they should have invited Oprah to do a better show.
They are game developers – they are not TV. The livestream was good, they offered the players the opportunity to ask questions during lunch pause and chose relevant ones they could answer.
Coulnd’t the people on this forum for once be happy instead of raging about everything ?
There is a big difference between raging and delivering constructive criticism. However you are right, they should have also had a central host who hands the questions to the relevant developer rather than (partially reads question) “Uhh this question seems like it’s for (insert name)”
No they aren’t in TV, but I still expect a minimum level of professional standards and capabilities, especially when they have a large development team that almost certainly has people that could have advised them better in this project. What I got from this though is a jumbled mess that should have had a bunch of discussion and thought prior to implementation.
Lastly, if the only thing you have to complain about my post is the somewhat insulting tl;dr then I’ve done a pretty good job of covering some of the flaws with the stream.
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The technical format was horrible, using a single mic for three people only works when the mic is passed around, for some of the questions the mic was held by one person while another was speaking which made it difficult to hear what was being said, a directional mic like Blue Microphones Snowball or proper lapel mics would have fixed this.
The lack of media training your designers have made this live-stream horrible to listen to, it was filled with umms and ahhs which makes the speaker sound less informative, speakers often read half the question aloud before answering it, this is problematic as it doesn’t give full disclosure of WHAT is being talked about to the viewer (who may not have the questions in front of them,) essentially read the whole question, none of the question or paraphrase.
What is the point of having a Q&A when you can’t discuss or mention much of the information people are wanting to know? Sure it does count as developers talking to the community but we (the community) only got generic (sometimes already answered) information that is close to unusable by us.
What was the point of live-streaming this when there was no immediate interaction with the audience? This could have been done better as a standalone piece of media on youtube, which would have allowed for slightly more editing (to remove the umms and ahhs) and probably remove the need for mic sharing. It just looked like a PR stunt to say “look, we care about communicating with you guys, we can use technology too!”
Great, you talked to us… but you didn’t deliver much by way of meaningful information and it was done in a pointless format with under-trained hosts, it seems like you don’t really care about your audience if this is the best you could produce with your resources.
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Part of the condition problem is the caps and precedence of effects, one persons burn/poison can be active at a time and a low damage bleed can take a slow from a high damage bleed. The easiest fix to the bleed is to remove the cap, a decent fix to burn/poison is to turn it into the bleed style (adjusted accordingly) and remove it’s cap too.
But fixing the scaling of condition damage is difficult, one of the best long term solutions would be having conditions affected by % damage increases, as many builds have them but they do nothing for conditions at present. In the case of my thief, if I use a P/P build and focus on unload I can achieve +55% damage when my target is below 50% health, but if I had a bleed build, it would do 113 damage at 100% health or 10% health which means it has no scaling ability.
At present bringing more than one condition focused character to a dungeon/fractal/event farming run is more detrimental to the group than bringing no condition focused characters. Essentially 5 direct damage warriors will have an easier time than 5 condition warriors, simply because the damage from 4 of the warriors will be less than half of what it should be on the condition side, but all five direct damage warriors will be effective.
What’s OP is the fact that the dude in the video got an exotic drop, nothing more.
Also, montage typed videos don’t prove anything, nor do they show anything, for all we know the thief in the video could have had a KDR of 1-10, which is the nature of montage videos.
More information: 17 total kills, 8 of which were up-leveled characters.
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Sword or dagger in MH and pistol in OH, hit #5 then attack until blind has worn off, repeat for ever and ever and ever… use some initiative gaining utilities and traits if you feel the need.
It’s boring but so (Verb
(in Christian belief) (of God) condemn (a person) to suffer eternal punishment in hell) effective. (Censorship is bad)
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i like how the thief is designed , really when it comes to wvw , i can pop stealth and abuse the culling issue and kill everyone , we do high damage and stay invis just about 90 % of a fight i sure hope arena net does not fix the culling issue or else people would be able to see me because our health pool is so low . i do wonder though if arena net is going to nerf us like take away our ability to stealth in combat .. if they did that then id want to be able to stay in stealth for a longer time when we are not in combat like 30 seconds or something .
You are so OP, I think YOU should get hit with a nerf bat.
He was… he plays a necromancer.
But aside from that this thread is just a poor attempt at trolling.
No matter what your build focuses on you can make use of the short bow, in that sense it’s a jack of all trades while P/X has range it’s single target and doesn’t have as much utility or versatility as the SB.
In the end, because of it’s AoE and utility the SB is pretty much a required weapon outside of sPvP. (By required I mean there is little to no reason to NOT have a SB equipped, which is something ANet should probably fix)
The Sigil of Air proc deals 10% more damage than the Sigil of Fire proc (The Sigil of Air has a 1.1 ratio, while the Sigil of Fire has a 1.0 ratio). Whether that is worth giving up the 150 AoE for is up to you (of course, the cost savings may also be taken into account…)
It seems I must stand corrected on one of two fronts.
Either I was getting the wrong information after ANet nerfed air runes (which seemed to have nerfed air sigils)
OR
There wasn’t a nerf at all and I’m just akitten
Either way, at time of posting Sigil of Air seems to do 8.5% more damage (in berserker mists gear on a 25/30/0/0/15 build) than Sigil of Fire
In 1000 hours I’ve never received an exotic drop from a mob above level 68, the last one I got was 58 which was in my last 400 hours of game play, in the 600 hours prior to that I’ve received a couple but as stated, none above 68.
Also, Sigil of Fire does more damage than Air both in terms of AoE and single target so go for the fire.
Spent $80 on digital collectors, ~$400 on gems and have 984 hours of play time, is the game worth is in terms of entertainment per dollar… yes, but that’s an equation that differs for each of us.
I also use a similar cost/value equation in relation to the price of a movie ticket, at $13 for ~90 minutes of entertainment I’d have spent ~$8528 on movie tickets so it’s worth it, but my game cost breakdown is around 50c per hour (because of gem purchases).
After playing many MMO’s and games that have boss fights I’ve come to the realization that the bosses never actually feel like they deserve their position as a “boss”.
Most bosses (from a game play perspective) can be summarized as “a visual spreadsheet” where winning is a case of applying an algorithm that “solves” the spreadsheet, it just feels like a case of “we aren’t heroes because we defeated the big bad, we’re heroes because we know maths” which isn’t very heroic in a fantasy context.
In an ideal context bosses should have a dynamic AI system that is more complex than the “trash” that precedes it, and a big pool of abilities that the AI system can call upon to make the boss a threat rather than a spreadsheet. The only downside to this is that the boss actually becomes “hard” for most people if they are poor at reacting to an unknown circumstance or action, which creates a balance problem in addition to the “this is too hard, can you please nerf it” mentality that seems prevalent in games today.
PS. If I can make a simple AI that can defeat your “boss” then it isn’t a very good “boss” to begin with.
Yes, they recently increased the drop rate from “you won the lottery” to “you and one other person won the lottery” so for us common folk there wasn’t much change.
1 fractal every 3 days, done in 21 days
5 WvW kills every day, done in 10 days
5 events every day, done in 20 days
2 JPs every day done in 15 days
It’s not like you have to complete a MONTHLY in a day, it’s a monthly for a reason after all.
In relation to pistol MH; I’d love to see Sneak Attack have its physical damage raised to be halfway between the two sides of Backstab damage and the bleed lowered proportionally, take the bleed of Vital Shot and add it to Body Shot while taking the vulnerability of Body Shot and adding it to Vital Shot.
End result:
Vital Shot does extra direct damage + 1 stack of vulnerability
Sneak Attack does less bleeding damage and more physical damage
Body Shot becomes a bleed based initiative dump
P/D and P/P become viable for both burst and condition damageAlso… fix culling so that people have less to complain about for thieves in WvW, maybe then people will realize that thieves aren’t the “easy god-mode” they’re made out to be.
Vital shot just needs to be fixed but I rather have bleeding on it than 1 stack of vulnerability. Who even traits anything to do with vulnerability unless its like really good. Adding bleed to body shot is not going to make a P/D use it because of the init cost.
Not to seem trolling but do you even know how condi works in this game?
Bleed damage lowered on Sneak attack what? Your bleed damage is based on YOUR condi damage you know? If you have no condi damage on your gear at all you can make your bleeds do 56 damage just with only like 15 points in trickery. You want less bleeding damage don’t where condi gear o.O.
You might prefer having a bleed stack that does ~200-250 damage on vital shot, but anyone that uses a bleed build that isn’t you will be annoyed that you are taking up potential bleed stacks, you say you would prefer vital shot to be “fixed” but nothing besides after-cast delay is “broken” (and the after-cast delay affects many many skills from all classes), my suggestion makes a clear distinction between what is useful for condition builds and what is useful to non-condition builds. The vulnerability I suggested would essentially do BETTER than the current body shot and allowing body shot to become an initiative dump for condition builds would give them something to DO… besides passively waiting to stealth for a Sneak Attack.
It’s not so much “less” condition damage that I want, but rather a situation where the weapon combinations that DON’T use condition damage don’t require the use of some skills that do use condition damage, as to why, on my condition warrior it’s a real pain to have bleed stacks taken up by other people who are doing less than 50% of my damage per stack.
RE: Sneak attack, it’s presently more useful to condition builds because it does 5x the bleed damage of Vital Shot but only 3x the direct damage, essentially I’m saying make it do 4x each damage type which makes it more useful for burst builds and nerfs it slightly for condition builds, although my justification for a nerf is because Body Shot would become better than CnD+SA, so it’s a preemptive nerf for when people will complain about it in WvW.
Here’s a challenge for you OP, name one game with the holy trinity that a) Wished it were WoW by virtue of it’s mechanics and play style and b) Didn’t rely on a gear based revolving door to force people use the trinity.
Guild Wars 1
0 points.
GW1 doesn’t wish it were WoW as it’s mechanically dissimilar and it doesn’t have the holy trinity, there was a class capable of dedicated healing, but there wasn’t a class that was dedicated to keeping aggro off of everyone else.
Here’s a challenge for you OP, name one game with the holy trinity that a) Wished it were WoW by virtue of it’s mechanics and play style and b) Didn’t rely on a gear based revolving door to force people use the trinity.
Bonus question: If you could beat a dungeon or raid in wow with 5/10/25 dps, how many people would STILL play as a dedicated tank or healer?
The holy trinity is a tired old mechanic that doesn’t feel fluid in its execution, it creates an imbalance in player population that gives all the “power” to a tank or healer and nothing to anyone else, it’s also a breeding ground for “must have X or you can’t come” mentality that people have in games like WoW. From what you are saying OP you want GW2 to have the trinity because you think the boss mechanics in WoW are more interesting, but it seems like you failed to ask yourself the question: What would WoW have mechanic wise if it wasn’t constrained by the trinity? Hell, if you want a game with the trinity so badly then go play a game with the trinity… and be bored in a couple of months… it’s not like GW2 is making you pay a subscription fee to sit in a queue for 20 minutes as a DPS.
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While I agree that people should be punished for doing something wrong, I can understand the op’s frustration. Lately it seems that Tarnished Coast has been plagued by more people than normal attempting to disrupt roleplayers. The methods range from people jumping around in front of you, or in some cases ON your characters, to animals being placed in places to discourage roleplayers from gathering. The climate for roleplayers is getting hostile, and I really hope that something is done about it soon.
I understand that people have ‘fun’ in different ways, but when your idea of fun stomps all over someone else’s, something needs to be done. I’d love for their to be a report function for griefers, why there isn’t one I do not understand. It’s pretty obvious when you are sitting there roleplaying with someone and someone else is jumping all over your character, that they are trying to harrass you. I wish that TC had just been tagged as an rp server, but I guess it’s too late now.
That said, I do want to make it clear that I don’t agree with questionable rp being put out into the general public. I don’t care if people do it, hey, everyone plays the game differently, right? Just do it privately, or in an instanced area and no one should be getting banned for anything.
I occasionally jump all over RPers on TC, as to why… because I’m free to do so just like they are free to RP. However reporting RPers for “profane” content is just… wrong, it’s like people have no common sense and just wish to cause trouble for other people. Hell this is a game where you wander through a world slaughtering thousands of creatures and people and yet some fool has a problem with me saying kitten or kitten, it’s completely beyond me.
Also RE the ESRB rating of “T for Teen” it actually has no legal grounding or legal sway, it’s at best a recommendation and at worst completely useless, the only “legal” ratings are those that an individual country recognizes in their domain. In Australia it would be the OFLC (Office of Film and Literature Classification) however they have no rating for games with online content as it can change after the rating was given.
After 930 hours of playing the game I’m only 65g, 9 dungeon runs and a precursor off of my legendary. Is it expensive to buy everything? Sure but it’s also one of three gold sinks in the game, the other two being commander and racial armor (or other “rare” skinned exotics) so really, if a legendary became easier to farm (or cheaper to buy) then what would people do with their gold? Inflate the economy (just like WoW) which would be worse for new players than keeping the legendary weapons being quite expensive.
In relation to pistol MH; I’d love to see Sneak Attack have its physical damage raised to be halfway between the two sides of Backstab damage and the bleed lowered proportionally, take the bleed of Vital Shot and add it to Body Shot while taking the vulnerability of Body Shot and adding it to Vital Shot.
End result:
Vital Shot does extra direct damage + 1 stack of vulnerability
Sneak Attack does less bleeding damage and more physical damage
Body Shot becomes a bleed based initiative dump
P/D and P/P become viable for both burst and condition damage
Also… fix culling so that people have less to complain about for thieves in WvW, maybe then people will realize that thieves aren’t the “easy god-mode” they’re made out to be.
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I’d love to know how there is such a discrepancy in loot between us, as it goes well beyond anything RNG can explain away.
It has been discussed and proven time and time again that magic find gives you less loot, regardless of what people say it should do.
Aye, but I’ve been doing 4 hours with MF and 4 hours without and gotten consistently less loot which is strange and possibly relevant.
Traverse the Marsh fractal – farming the 9 yellow mobs and 3 spiders with 50% MF from pirate runes and 15% from sigil of luck
10:07am – 10:37am
2 meat, 17 T5 Venom, 3 T6 Venom, 1 white, 3 blue, 2 green, 0 yellow, 0 vials of mist.
Break (still logged in)
10:40am – 11:10am
4 meat, 16 T5 Venom, 2 T6 Venom, 7 white, 2 blue, 3 green, 0 yellow, 0 vials of mist.
Break (still logged in)
2:06pm – 2:36pm
7 meat, 13 T5 Venom, 2 T6 Venom, 4 white, 1 blue, 0 green, 0 yellow, 0 vials of mist.
At 8 hours of using this farming route on two different characters (one with 65% MF and the other with 0%) I’ve gotten; 2 yellows, 25 blues, 8 greens and 0 vials.
A friend doping the same route with 0% MF for 8 (intermittent) hours has; 6 yellows, 56 blues, 17 greens and 7 vials.
I’d love to know how there is such a discrepancy in loot between us, as it goes well beyond anything RNG can explain away.
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People call for nerfs to thieves because they don’t want to counter the thief, basically they don’t want to have to think about a fight while it’s going on. Case in point, the other day in WvW a ranger got the jump on my thief, he immediately used Long Bow #3 and followed into #2, the problem for him was my using Dagger Storm (projectile reflection) the moment he used LB #2 so he killed himself because he didn’t want to swap to a melee weapon.
However, people also want nerfs to thieves because they are what I’d describe as an Active defense, passive offense class; Their defense consists of stealth (has to be timed and used actively rather than re-actively) as well as high mobility skills (also active in use) but we don’t have much by way of condition removal or passive defense (protection, immunity etc.) all the while our offense usually consists of pushing 1 or 2 buttons over and over which is pretty passive and doesn’t require much thought or skill.
The end result is a class that’s hard to kill because its defense is highly individualistic and unpredictable, but is easier to defend against because its offense is limited and thoughtless, and people don’t like that at all.
Its not hard for kids to get legendaries when they use mom’s credit card to buy gems and transfer those gems to gold.
So clearly no working adult could EVER do this right?
That aside, the people with legendaries are those that have the means and desire to get them, in addition to the drive to play AFTER they get them however because of the population flux and differences in play time/play area of the game, you can expect ~0.5-2% of the population to have a legendary (within the next year). However, some legendaries are more legendary in rarity than others, the great swords are the most common by far, and in my opinion the “lesser” weapons (MH only) are the rarest like the scepter (best looking legendary IMO) and mace. Hell, I only saw the hammer today for the first time.
As Professor Sensei.2941 said, if you need any defensive gear to survive in Orr then full glass cannon isn’t for you, however, you seem to be treating this like a case of “If I don’t make the right choice I’m screwed” which isn’t even close to true, it’ll just take some time to get the other materials… especially given the improved drop rate of T6 materials and the fact that Orichalcum and Ancient Wood are so easy to find.
The thief was using a classic backstab build, by the looks of what hit you, it was double venom double signet build, that’s a minimum of 14 stacks of might and 15% extra damage for 5 attacks, he could also have might on dodge which would grant something along the lines of another 4 stacks of might.
Given that each stack of might is 35 power and he had a minimum of 14 stacks, that’s a bonus of 490 power, because you have a fair degree of toughness you only got hit for a “reasonable” amount of damage, with the same build I’ve done 7k mug followed by 7k CnD and 10k+ backstab although that was against a glass cannon… so it could have been worse for you..
lol since they can kill us in 1-2 seconds, then, yes, it will make a difference. so are you against fixing the culling bug now too?
No because it affects me too, it’s also the source of the complains about thieves in WvW, but I’m just saying, if most people had an extra 1-2 seconds where the thief could be seen and targeted it won’t make much difference.
The thieves that get the most use out of culling are P/D stealth+bleed builds, and because they are a bleed build they kill slower than the 45s cool-down Backstab build, hell the BS build can kill in the space of 1.5s while you are affected by basilisk venom so it doesn’t give any extra time to react.
Essentially; if culling is fixed most people won’t have an easier time with thieves, they’ll just have less to blame/complain about.
it doesn’t matter if they have a have second window. secondly, why can’t they change stealth just for wvwvw? they manage some skills for wvwvw/pvp vs pve.
No actually they didn’t, the game is split into PvE+WvW and PvP, as far as balance is concerned WvW falls into the PvE category, not the PvP category. Secondly, the devs said they aren’t going to balance class interactions in WvW unless there is a bug/exploit involved.
If the small window of opportunity to hit the thief were extended by 1-2 seconds (via fixing the culling bug) then it won’t help you much if you can’t take advantage of the current window.
What I’d like to know is; what makes you think thieves would be any easier to fight against if culling were fixed? Sure you could target them for an extra 1-2 seconds, but I highly doubt that 1-2 seconds will make THAT much of a difference as the damage of a thief won’t change, so they will kill you in the same time frame.
developers want thieves to be untargetable? Hmm. There are no counter to perma stealth thieves. sorry aoe only hits once in a blue moon. even if it hits, they remain stealthed due to culling.
I complain because if they cannot fix this soon, they should increase stealth cool downs to balance the game. I am not alone, but the thief apologist can continue to deny that there’s a problem. I can fight back against every other class, even if I die. I die plenty to other classes. I am not complaining about any of them. JUST this one because there is no fighting back vs. a perma stealthed thief.
Just because the damage doesn’t get displayed doesn’t mean that AoE only hits “once in a blue moon” and yes they remain stealthed until it runs out, the culling problem ISN’T stealth it’s a completely separate problem, people just treat it as if it’s part of stealth because they don’t fully understand the problem.
So you complain about thieves in WvW having an issue that affects you, your solution is to gimp thief defense in sPvP and PvE where the culling isn’t an issue (for the most part), you say you can fight against every class besides thieves yet it sounds like you don’t use AoE against thieves, nor conditions, nor just running away until stealth wears off. To me it just sounds like you want everything that makes a thief a thief removed from the game or nerfed so that you can (in your present state) deal with it easier than now.
PS: Perma-stealth thieves aren’t perma stealthed even with culling issues, they have a small period of time when they are targetable by the enemy, but they can still be HIT by your spells even when the culling is in effect, you just need to account for that.
PPS: Perma-stealth thieves require a specific build that maximises the number of stealths that can be used in a fight so they will be using a P/D combo for condition damage because that fits in with the whole “permanent” stealth feeling, and condition builds don’t nuke health.
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Wintersday:
Changed the “Toypocalypse Cancelled” achievement so that only one gift dolyak needs to survive the activity instead of all five.
Fixed an issue that prevented Pop Guns from playing the correct audio and visual effects.
Toymaker Tixx’s Chests have been removed. Instead, all players will receive an in-game mail containing the Wintersday finale one-time rewards upon logging in during the Wintersday event. Please note: only one reward will be given per account.
Fixed a bug in Winter Wonderland that would occasionally cause players to be teleported to Lion’s Arch on success.
WvW:
Fixed an exploit that allowed players to bypass walls in the East Keep in the borderlands to get into the keep lord room.
last update on the dec. 14th notes
Experienced players is subjective. I hear complaints across the board. Sorry, that’s yet another deflection.
If you choose to look at it that way then everything (except what you want) is “just another deflection” and while it’s true that “experienced players” is subjective, so is the notion of “complaints across the board”.
Looking at your previous arguments, you seem to have a problem with the culling issue, we all do, but continually complaining about it won’t make it go away any faster.
People dying with out being able to fight back can have the same problem with all burst builds that sacrifice everything for more damage… yet they complain more about thieves because thieves are the most prevalent version.
Aside from culling, you are complaining about the same area of the game that the developers WANT the thieves to be good at. It’s been stated that thieves are SUPPOSE to have the highest burst in the game, and our defense is entirely based around stealth and mobility, while our counters are conditions, AoE damage and bunker builds.
The problem comes from the fact that people DON’T want to use the mechanically made counters to thieves, instead preferring to play how they want and either live and let live or complain on the forums.
i guess experienced players magically see perma stealthed thieves?
No, but experienced players have experience (self evident) with which they can rely on when countering (or playing) thieves. Spend long enough on the forum and you will eventually find a post that says “The thief uses stealth and no one knows where they are” which is usually countered by “An experienced player will have a pretty good idea of where they are” which is true, if you are paying attention to your encounters you will (hopefully) see patterns that people follow.
Then it’s just a case of working out which pattern the opposition is using and countering it, lord knows how many times I’ve been fighting other thieves who use stealth to run away, yet I’ve been able to follow them… and then kill them because they use simple patterns.
Conclusion: Objective experience matters a hell of a lot when dealing with other people in PvP.
Cloak and Dagger; 6 initiative for 3 seconds of stealth – base stealth = 2
* Infiltrator’s Signer; +1 initiative every 6s = 1 extra CnD every minute
* Roll for Initiative; +6 initiative every 60s = 1 extra CnD every minute
Blinding Powder; Stealth for 3 seconds every 40s
Shadow Refuge; Stealth for 3 seconds per tick every 60s; ticks = 4
* Master of deception makes Blinding Power 32s and SR 48s cooldown
Smoke Screen; with a leap finisher (Heartseeker) = 3 seconds of stealth per leap
* Black Powder; same as Smoke Screen
Hidden Thief; Steal Grants stealth for 2 seconds
Last Refuge; Use blinding Powder (3s of stealth) at 25% health
The reason thieves are on of the most hated professions in the game is the same reason that rogues/assassins etc. in ALL games (and their FPS counterpart the sniper) are hated, it’s the element of surprise.
From my thread “Surprise and why you hate it.”
What I mean by this is in relation to how people deal with surprise versus lack of surprise, I can use two common builds from GW2 as an example, but it also works in other games that have a surprise element.
From GW2 there is the BS build vs the bull rush -> HB build (with quickness), the BR-BH build works by charging a player, stunning them and then killing them however it’s all completely visual in its execution, you can see the warrior, see the bull rush and see the HB and the only surprise felt by the victim is when they initially saw the warrior.
However this is different for the thief, as a BS build will optimally never let the victim see them until the damage has been done, but the greatest difference between BR-HB and BS is the time at which the player is surprised (which leads to a moment of indecision), BR-BH only has surprise when the player sees the warrior giving them plenty of time to react, but for the BS build the player only sees the thief when they are almost dead or in a downed state which causes a greater delay in the time the brain sends out a reaction than in the warriors case.
An example from another game is a sniper vs an assault guy (BF3), an assault guy can just run’n’gun like a warrior, with the same effect from the brains perspective, but a sniper produces the same result as the thief, one moment you are running between points and the next you are dead because someone shot you from 700 meters away.
The damage isn’t what’s killing most people so much as the indecision created when the brain gets surprised which leads to a greater period of inaction for the average human, and that period of inaction is what surprise builds/classes/weapons in games take advantage of… it’s also why they are the most hated/nerfed/changed/complained about items/builds in most games.
In summary, people are fine with 100b warriors killing them in 1.5 seconds for the same reason that they aren’t fine with BS thieves killing them in 1.5 seconds, it all has to do with how the human brain processes a surprising event and kicks into action.
I’m pretty sure this thread was started because of the build I posted up. I want to just say that the way your looking at sneak attack on this build is wrong, you don’t depend on just sneak attack for damage, its a combination of auto’s cnd and sneak attack. Looking at just sneak attacks damage alone is like me saying the auto attacks on the regular condition P/Ds alone is really weak.
Negative, I posted it because there’s a discrepancy between the abilities that means a condition build makes a hell of a lot more use out of P/D than an burst build.
But what I’ve learned from this thread, no one wants to change anything (even though it’s free damage for everyone) because… I never could work out their reasoning for this.
Let’s be honest, arguing about a thief using signets rather than something “group oriented” is just terrible.
The only group utility skills thieves offer are Smoke Screen, Shadow Refuge, Blinding Powder and Signet of Agility… and that’s pretty much it, but they aren’t necessarily the BEST utility skills to use given the way the devs made thieves.
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Until you realize that Trick Shot (SB #1) can get off 7-8 shots in the same time as unload at 900 range…
Except it doesn’t. Go try it.
Yeah, just did and the after-cast delay makes it not possible… unless you have +1 or 2 extra targets.
But it does bring up two valid points;
1) if there is an after-cast attached to every skill, why isn’t this reflected in the cast time of the skills?
2) If there was no after-cast, why would our initiative using burst skills be less effective than the #1 skill?
People are saying that unload should do less damage than sword #1 chain, I disagree as the only defense of this argument is that unload is a ranged skill while sword #1 isn’t.
The problem is unload has an effective cast time of 2s (display time of 1.75s) and fires 8 shots at 900 range, sounds good right? Until you realize that Trick Shot (SB #1) can get off 7-8 shots in the same time as unload at 900 range… and does close to 2x the damage of each unload shot with the added benefit of bouncing up to three hits.
Based on that, unload is worse than the SB “auto-attack” skill even though they are in the same category… not to mention that most thieves have a SB equipped already because… that utility is just that good.
The skill is pretty good… if you use condition damage, but the fat that it does 5x the bleed damage of Vital shot but only 3x the physical damage of Vital Shot makes it less useful in all than it should be for non-condition builds.
Given the cast time of the skill, it’s doing a single Vital shot worth of physical damage extra which is just… disappointing.
Title says it all. When most games only charge a purchase fee and nothing else and they start dropping the price like crazy; it usually indicates a game that is losing its popularity. This isn’t meant to be a “OH NO THE GAME’S DYING” thread, its just something that could be quite possibly true.
Data came out of Valve recently that indicated a massive surge in units sold (and incidentally profits) from having a sale, it essentially works along the lines of ‘the greater the reduction in price, the greater the number of people buy it’ as people who wouldn’t have paid $60 for the title on release may be comfortable paying $35-$40 later down the line.
lol, as I expected. Every other profession got buffed, except thieves.
What are you talking about? Very minor, unnoticeable nerfs if any and a huge buff to your speed.
Huge buff to speed… IF YOU TAKE THE TRAIT. The trait is outside of the common BS builds, but it IS within the parameters of a P/D stealth bleed build.
Wish people would stop wording it as if ALL thieves will have the 50% stealth speed increase because that isn’t the case.
-Update Content
I normally run with 100% MF on my farming character, yesterday I decided to use an MF booster to bring me up to 150% MF, over two 30 minute sessions (spaced 2h apart) I noticed a resounding… lack of change in my drop rate for T5/6 materials and blue/green drops, I’m pretty sure it didn’t decrease but there wasn’t a justifiable increase in the drops even though I have 1.5x as much MF as normal.
right now trading 20 gold will give me 950 gems… i traded probably 3 gold for 600 gems near the beginning of the game. That just makes me not want to play or ever pay for gems that i was considering to do just to get that extra bag space. But not i am totally handicapped because i don’t play 24/7
Then spend 10 dollar/euros and sell the leftover gems, problem solved.
Then i m buying into their whole bussiness plan that is totally unacceptable
For you to trade gold for gems someone else has to buy into their “totally unacceptable” business plan, part of the problem is this sentiment in which players think that paying “real” money for gems isn’t that great so they buy gems with gold and then complain because the price has gone up.
At the start of the game people were willing to spend money on gems and the realized that they can get some gold for those gems, and 2-3g at the very beginning of the game was VERY significant, so the market was flooded with a surplus of gems and they were reasonably priced… until you consider the fact that the average player has something along the lines of 4-5x as much gold now as back when the game was “new” and incidentally the cost of gems has risen to meet the inflated economy, the economy inflated because bots were farming materials and keeping the prices cheap which means that more people has a surplus of gold they could spend on gems, thus the gem price has risen more than is “reasonable” for some.
But here’s why the price is continuing to rise even after many of the bots were taken care of, fewer people are willing to spend their “real” money on gems because they hold your mentality that it isn’t worth it, which means the gem supply is decreasing while the demand is increasing due to many recent (and future) events, the end result? Until the demand meets the supply then the market won’t stabilize, and untill supply is greater than demand the prices won’t reduce so it’s in your best interest to spend real money on the game because the players that do control the gem<>gold economy.
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All that really matters is personal preference and justification, on my thief I’ll be getting The Dreamer because it’s the weapon I use the most in dungeons and WvW, however most thieves have a SB equipped which means that SB has enough merit for most players.
Another thing to consider, if you got Incinerator (or Bolt/Quip) then you are effectively forced to use that weapon just to justify the cost, but the fact that 95% (magic number) of thieves use a SB regardless of the other weapon set just means that in the long run it will affect your build potential less than having one of the other three.
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Probably because it’s a popular form of PvP in WoW and for some reason people think that most if not all MMORPGs after WoW need to have some form of death-match that specifically requires 3 people per team.
Personally, I’d be cool with the idea of a 3v3… so long as people wouldn’t complain about the horrible imbalances that would come with the mode, it would be a worse meta-game than 8s or 5s in that it would be bunker or burst teams and if a bunker vs bunker match happened it would be boring as kitten, while a burst vs burst game would be over in a minute or two.
It’d just be an ultra-rage inducing environment where skill isn’t much of a factor.
Just go to the wiki and look at what it does, based on that then yes it is worth it but as bluewanders.5297 said, you really need to go to different zones (~ every hour) and be in a group for maximum benefit. The big question about MF is whether there is a “magic number” or if flat out maximizing it is the best option.
So their early warning was taken from ~10 seconds to 2 minutes? Well it’s an improvement sure, but 30 minutes would be nice… or at least 10.
I have some alts. My main is 74. I have been playing since head start. This is not a console game. It is an MMO.
My min time on an MMO I liked—- 1 year.
My max time on an MMO I liked —- 6 years.If you play a game in 1 month and have 3 80s. You ARE playing it wrong
Saying that someone is playing a game wrong implies that there is a RIGHT way to play.
Just because the OP isn’t playing the way you do doesn’t mean he is playing wrong so much as playing fast.
As for the OP, in my opinion I think you are looking at this the wrong way, if you got a different $60 title (say dishonored for arguments sake) then you may get 20-30 hours out of it over 2 play-throughs, given that GW2 is also a $60 title and you got a hell of a lot more than 30 hours out of it, why does it matter if you think it’s dying?
For its price it’s one of the most cost effective games released in years, the lack of a subscription fee means that when they release their monthly content you can come back and play for 10-20 hours and be done… you get the same playtime worth of new content every month for free, other games charge you $60 for that privilege.
So it’s not so much a case of the game dying, as it is a case of people having their $60 worth of game play and are moving on to other things, at least until new content is released.
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Why do people play some classes over others, that can be attributed to an individuals personality.
People who play thieves generally like to remain in the shadows and deal with threats using cunning/have a plan.
People who play warriors generally like to face problems head on and have little to hide, they also generally like the physical power to deal with threats.
People who use magic (broadly speaking) usually prefer the “intelligent” character types, they use non-physical power and intelligence to deal with threats.
When I play fantasy RPGs I prefer to play the stealthy thief/assassin/rogue type as I don’t like to be in the spotlight and I don’t tackle problems in the most direct manner, I also enjoy being able to hide from people and plan elaborate means to accomplish my goals.
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