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If you run a bursty build that has a single interrupt you can murder a Druid with no issue, kitten I was picking them off mercilessly as a LB ranger, and thats hardly the only build that could do it.
Yeah…. only if they are noob and their pet is not nearby.
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Yes, the size of the points means that some AOE attacks cover most of the point (although there’s almost always somewhere you can stand along the periphery to avoid it). I think the idea is that this places reliable, consistent pressure on the bunker builds that are trying to hold the point. This makes life harder for the bunkers (which everyone complains is boring and passive), and means that teams need to rotate players in and out of the point.
This would make more sense if half the bunker classes weren’t also the prime culprits in the AOE spam battle.
See:
Scrapper fields
DH traps and symbols
Condi Warrior fire fieldsFormerly:
Ele fieldsThe point is that the aoe spam places pressure on the bruisers. That the bruisers themselves are also able to pressure each other just adds to this dynamic. (And of course a bruiser build would spec for cleave.)
As a result, for most team fights a larger point actually favors bruisers, not roamers. The ability to kite around and avoid AOE means the bruiser can space out his defensive CDs more and possibly buy time for his next round of defensive CDs to come off cooldown.
Duels are different, since a large point could allow the roamer to kite around indefinitely without conceding the point (depending on the matchup).
This doesn’t mean small points are good, or that large points are bad. But large points aren’t universally better, and they certainly aren’t the solution to the difficulties roamers face (in fact, they’re the opposite). I wouldn’t mind some maps that make use of larger capture points, but the map should be carefully designed so that they don’t tend to become an endless respawn fight like Graveyard.
Separately, I would agree that AOE/Cleave as a whole makes teamfights a little bit too hostile for roamers. But the root cause of this problem are the AOE skills, not the size of the capture points. Even when you’re not fighting on a capture point, roamers still can get wrecked by AOE spam because all the other players tend to be clustered up and cleaving each other.
All would be fine and dandy if same bruisers didn’t have decent mobility (e.g. druid has RTL on 15 sec which allows him to keep watch on 2 points at the same time).
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Any class that can be killed only when focused by multiple enemies is broken, period.
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Do necros have low skill floor? Yes (it is the class i grab usually when we have to many thieves and i have to reroll, it requires 0 practice to play ok with it). Are they OP? Not really, they go down pretty fast under focus and w/o team support.
The real noob class is DHs atm. Instants, passives, overloaded spells etc. Just stand on point and spam crap off-cd – something will die unless you are facing ESL- level of players.
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For which game mode?
If pvp then either d/p or s/d; both have high skill ceiling and multiple uses for each spell. SB for off-set. (Inb4 d/d players start to spit poison, d/d is more of pure dps set and doesn’t teach how to use interrupts and combos well).
If pve: d/d, s/p, staff.
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Most of the complaints on here are really just politics and pandering. It’s “I like this, make it better.” and " I hate that, make it worse." There’s little honest discussion on here about balance. There’s even less honest discussion about builds and play style. Far too much ego goes into that discussion.
DH is a well balanced bunker right now. It’s a Guardian, if any profession should be able to hold a point, it’s them. Not an Ele or a Mesmer, those we poorly balanced and out of character.
Bunker that does more dmg than pure dmg build. Where does it leave pure dmg classes/builds then?
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People have been complaining about full trapper since last year and anet has consistently nerfed traps since then. But traps haven’t been buffed so the reinvigorated hysteria over dh has been mostly reignited by their resurgent popularity due to the new viable builds.
wat?
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Fractals became easier for ranged, a bit more complex for melee and a lot more fun for ranged.
fix’d
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The system still places people of different skill together. This is partly because matchmaking is kittened up from previous seasons and giving bad players high MMR. So the actual good players end up playing with people they shouldn’t be forced to play with. If Anet would just reset MMR at least for season 5, we could start fresh with a better system that attempts to give quality matches. I mean matches won’t fun until balance is improved too, but reseting MMR is a good start.
If they reset mmr it would be a mess.
We would need like 5 more seasons for the mmr to stabilise.
Its hard enough as it is.
I suggest not putting players with 10 games vs players with 25k+ that would help a lot.
Also preventing class stacking, or rerroling after u get into the map.
Im sure anet will know better, i cant sugest sacrificing waiting ques , since my ques are already 1h long , but something needs to be done.
Its super rare where u get a game with 10 players of equal mmr.
Things that need to happen:
- MMR reset
- placement matches (10)
- placement in previous season should be considered for placement as well
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If you mean you shadowstepping the entire trap is causing you to take twice the damage, that’s not a bug because as I’ve explained, that means you’re just running through the barrier twice.
If you mean you’re inside of an activated ToF, then shadowstepping out of it is giving you double damage, please by all means submit a bug report since that’s obviously not intended.
And i am saying i did and nothing was done about it.
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When are you taking damage twice?
you take damage from ToF each time you cross the barrier, either by walking or by shadowstepping.
If you’re taking double damage from crossing the barrier once then you should submit a bug report
You think we didn’t? It has been there since HoT launch.
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Revs have huge weakness – which is condis. Revs are also not exactly easy to play to be effective nor can they deny point (force enemy off point) so easy as DH does. DH on other hand is turret engi vol. 2, just with more player input.
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If i ever win 1v2/1v1 on thief (besides obviously vs necro or thief) then enemy is just really bad and shouldn’t be facing me anyway.
You can stale 1v2 on certain classes but winning 1v2 shouldn’t be possible on equal level.
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“why shouldn’t they?” is not a “logic”
going by your “logic”, guardians should 1 shot necros because holy damage counters the undead in this other game I played.
I gave you the explanation behind the “why” of shadowstepping takes damage stepping across traps, because you’re literally just running through it very fast instead of teleporting around it.
Necros are not undead though, they just use undead powers. And no, you actually didn’t explain it. Because you take dmg from traps twice. Where is your explanation for it? I am guessing thieves run across the traps twice in a row for fun?
Also, lol lore: why don’t thieves steal entire gold from enemies?
Point is lore is bs and should never be used as balancing factor. So no, it doesn’t make sense that you activate traps (twice!!!!) when shs over them.
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what does WoW have to do with GW2 mechanic and lore?
thieves have never had trap disabling capabilities in GW2 lore
Why shouldn’t they though? They should be masters of traps actually lol. Oh and if we go with lore, why can’t thieves steal weapons… physically. Like literary disable weapon spells from enemy when they use steal.
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shadowstepping mechanic and lore wise isn’t the same as teleporting, its simply “running very fast” so any barrier you cross still affects you.
if we go by that logic then thieves should be able to see traps and disable them like rogues can do in wow for example
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It shoots your main hand weapon effect – i have incinerator so it does use incinerator effect for shadowshot. It looks pretty hilarious when fire daggers are flying out of HOPE xD
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I disagree that the solution to nerf. If the other sets all lacking then no amount of nerf on d/p will fix them.
When nerfing a weapon set the only valid question IMHO is it OP as compared to other professions. If no then you should not ask for a nerf just because other weapon sets in that profession not up to snuff.
The only way I could see a nerf to d/p as happening is if a whole pile of other specs and traits are nerfed across all professions. If that does not happen then a nerf to d/p short sighted and accomplishes nothing.
if d/p barely competitive now and it made less competitve and you bring all other sets up to the new D/P level than every set is not competitive.
Normally, and logically I would agree with you 1000%. However, anets balance pattern has rarely ever been sensible. If I learned anything from my days of playing ranger prior to thief; that you have to be basically gutted before anet even starts throwing your class a bone (unless your guardian, but that’s an exception)…
Hopefully, (and I’m not holding my breath) the balance changes oct 4th prove me wrong. As I remember somewhere in the ama for this patch that the changes are supposed to be wvw centralized. So they might stray from their usual pattern.
Except it never works for thief. Balancing team is literary using this class as scapegoat and nerfs it to please wvw masses for next month or so. This class never did and never will see love from dev team. 4 years were proof enough. S1 was all time low for thief class (i was literary getting reported for playing the class in matches on daily basis) and only conclusion dev team drew from it is to nerf the class even further – so no, being garbage doesn’t really help.
The very few buffs that ever happened to this class were either absolutely pointless, absolutely disconnected from the community or had only use in killing other thieves faster but not helping us vs other classes.
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They want elite specs to be really attractive.
TBH, players on this forum contribute a lot to make the new profession and elite spec to be very overpowered in the first place.
Do you guys still remember the first couple of revenant testing weekends? The profession was so weak back then. But afterwards, players started to give the devs a lot of suggestions to make the profession strong and lots of those ideas are taken. Players who give suggestions love the profession they are giving ideas on. So they simply want the profession to be strong and have new shiny stuff. When you combine all those ideas onto one profession, the profession ends up being overpowered.
Similar story for other new elite specs, players on forum give ideas to make every weapon skill, utility skill and traits strong and powerful. The elite spec is bound to be very strong being developed that way.
That is half truth. We also left a lot of feedback from beta saying what is overtuned or not. It was ignored and devs just went with overtuned version.
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Pugquest was so fun but then people started to play with smurfs and cheat the system
Yeah well special thanks go to Argi for this :/
I still miss the tourney, it was fun (not to mention the 3 months delayed rewards xD) and i met few players there that i also continued to play with after the tourney was done.
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You have to dodge whilst teleporting.
Cant’d do it while being disabled (which is the case usually due to CC spam coming from dh). It has been always a lose-lose situation: if you don’t port out – you die to aoe. If you port out – you die to multiple applications of the trap on your way.
In other seasons not everyone and their mother played DH so at least you could kind of just avoid them as thief or gank them together with other teammates but now there is like 6 DHs per match so you get no other choice but to fight them – and it is like fighting a war machine with multiple long and close range weapons, auto-detection, auto following missiles as a naked crippled man w/o any tools. Last patch Anet even took away the tiny wooden stick that naked man had – somehow they thought the crippled man is a threat with that stick to the war machine.
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Give me “Salt Lord” title, ty.
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Sales on first places, duhhh. Now that they collected money from majority of players who would be willing to pay for xpac they actually slowly tone down specs. The problem is pve. Raids are designed around specs so they will never be brought down to core levels.
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There’s also not a lot of reason to continue queuing at ranked in S4, most good players are done with their legendary wings and have the achievements completed and are most likely playing unranked in the eternal coliseum map
THIS. I barely touched ranked after i got to legend after first 2? weeks. Then i was just either farming pve/pvp achievements or played OW xD
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WTB pugquest back… for EU. I loved it :<
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OP speaks from power D/D. Everyone knows condi D/D is the easiest thief build to play and imho the easiest build in the entire game to play.
The fact D/P has superior engage, CC, and staying power to D/D and almost no loss in damage (in many cases especially now it has net gains in practice) is what the OP is saying: it makes no sense for D/D to be as bad as it is and D/P to go around playing with no sacrifices on pretty-much-optimal performance. On the subject of power builds, though, you’re so clueless it’s almost sad. Pretending D/P isn’t the easiest power thief set to play and pretending D/D is in good shape or even remotely on the same tier of effort in : performance out in sPvP is more laughable than basing the claims in WvW – since it’s more viable in WvW than in sPvP and always has been. Actually, a number of players (myself included) have had tremendous success in the past on D/D pretty much solely because it only works in WvW.
Clearly, you’ve never played D/D much aside from PvE or clinching bad players via 5->1 -> Shadowstep -> 5 -> 1. And if that’s the skill level you’re claiming to be playing on, please, the door to the thread is in the top corner of your browser.
I think I’m beginning to understand why HoT’s powercreep happened. People are so crazed over making sacrifices to see their overall class improve and more diversity get introduced into the game that they’d rather see themselves being out-performed by another class with the ability to call OP rather than looking at the design-level problems of their own and presenting alternatives to fix the core problems, even if it “nerfs” some design aspects of the dominant builds.
An overwhelming majority of thief players I’ve conversed with in-game, including D/P and staff players agree D/P needs toning down in order to bring the thief up to snuff across the board and fix problematic design.
Whatever, though. The thief population can keep shrinking and get increasingly more spammy and skill-less as a profession, and the developers can continue to never improve the profession or buff it.
I agree HoT specs are brainless. I don’t agree that d/p is broken. Yes, power d/d needs help but then again balance shouldn’t be based on whether or not d/d can fight d/p but whether thief generally can actually do ok in pvp and pve (sry, but wvw was never meant to be balanced around). You, just like Jaina, want actually not broken set to be nerfed and ruin experience for every thief in pvp for the sake of your hipster wvw d/d builds.
I don’t understand why do you have an illusion that Anet would ever buff d/d if d/p gets nerfed to the ground. 4 years of their balancing should have actually taught you something about them.
D/P has its own sacrifices. Just like any weapon set. Simply due to ini costs alone.
I actually did play power d/d in the past, frankly i found it very one dimensional, boring and just not useful enough for teams in pvp due to lack of utility. It is pretty much GS equivalent of warriors. I can see how it can be fun for some people but it is very very very selfish set and is basically middle finger for your team in pvp.
I am playing d/p right now w/o HoT in pvp and that is everything but “easy”, go try it out before screaming OMG dp OP and calling other clueless. I play in legend, do some research before you talk crap to other people. The fact that you have to resort to personal attacks just shows how much weight your opinion and arguments have.
Also, i would loveeeeee to see all those players that supposedly said d/p and staff are broken, or all those best players that left game because d/p > s/d and what not. I always see those arguments but never get the names.
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All those d/d bs:
- d/p is utility weapon set, you pick d/d which is pure dmg – ofc you will find d/p annoying, what did you expect? If i pick GS on war vs LB war, i would find LB annoying.
- d/p is barely keeping thief viable in pvp – lets QQ about it so thief is completely unplayable. You want to nerf spec because in some alternative universe, where HoT specs are not OP and DrD is, dp would be OP? What a moronic argument. And yes, if HoT specs were nerfed i am pretty sure DrD would be first one to get nerfed across the board – let’s not forget how MUCH devs LOVE to nerf thieves.
- wanna complain about d/p? Go try to play it w/o HoT spec and see how “broken” it is. Jokes are – you will uninstall the game
- also “easiest to play” – ahahahahahahahahaha, this is rich comming from D/D players HAHAHAHAHAHAHA. Shall i remind you, your whole gameplay evolves around 51111511111111511112222222222222222. Or even better – equip condi amy -> SPAM 3 TO VICTORY = this is definition of “easiest to play”
- also s/p offers just about as much as d/p, the only thing that is holding it in pvp is rooting on pw but the set is awesome in pve, especially fractals
- also, most thieves run dash in pvp. But nooo d/p is OP because WvW issues – who cares that pvp exists.
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Get HoT or go home basically. Devs overtuned all HoT specs so any casual can drool on keyboartd while game plays for them thus enforcing sales. If you want to play core you gotta be 10 times better than enemy. Same reason why everyone plays same build.
As far as symbol DHs goes – just don’t bother unless you got good on rev or druid. They are new turret engis.
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“Dear Anet – i still manage to die when i drool on my keyboard – please give me zealot. With love, guard”.
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I run zerker thief so i guess combo of traits, evades and effectively 6 dodges does help there but i can imagine it being major pita for other melee classes/builds. I think the combo of social and poison just punishes melee too much while ranged can spam their dps button w/o any issue. Then again, i am not really surprised – Anet has been punishing melee for many patches now in pve (LS, new maps, fractals).
Also, i didn’t really notice much change in toughness scaling – if anything mobs feel tougher than ever.
There is space around a small hitbox mob for 5 players to melee without getting hit by social.
Mobs take ~62% more power dmg, however hp scaling was updated to mitigate this somewhat.
Yeah but combined with all other instabilities you are forced to run around and kite a lot where ranged can just basically securely afk.
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When leaving out Foefire gate you can cast clusterbomb to the corner right before mid point, dodge in there, pout down black powder and blast it again. The first clusterbomb will reach the blackpowder point right when you get there basically giving you one extra blast for team stealth.
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Considering video is months old and that Anet did nerf thieves (across the board) last balance patch, the comment wasn’t so off. Just says a lot about devs.
This is coming from a guy that said :
‘’i dont play Stuff thief , but as long as you can pricesly time your cc between the evades , you can beat them’’ 3 months ago ?So if the personally skill needed to beat them is higher than the skills needed to use it , then it is ok….
This just says alot from a Tief players :PJust stop my dear WoW player about blaming the Devs for you lack of creativity , just ask Helseth for that spec (which havent been nerfed or discovered by Pro Tiefs since season 1) :P
-_-
- i am not a guy
- i indeed don’t play staff
- pretty sure i said it about condi d/d but yes same applies to staff thieves
- i never said vault spam was ok, if you are diligent enough, you could even find posts where i said it needs to be toned down because evade + high dmg + gap closer + relatively low ini costs is too much in one
- exactly what it says about thief players – let me know all about it
- i haven’t touched WoW in years and not planing on doing it any time soon, i think i played GW2 long enough to be considered GW2 player, thank you very much
- “blame devs for my lack of creativity” – wat? I blame devs for forcing us (at least someone that wants to win matches) into HoT specs, i blame devs for lying to us (MMR reset, elite specs being on same level as core etc.), i blame devs for many things that they they could have done better (and had resources for it)…. lack of creativity though? Please….
The thief nerfs from last patch affected literary every build (and were frankly uncalled for given current state of the classes), i don’t see how your comment is any relevant unless it is pathetic attempt at flaming. I stand by my previous comment.
I really hope for your own sake that you don’t truly believe in clueless garbage you posted.
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I feel like fractals got definitely tougher after patch. I don’t have much issue with instabilities itself but they are punishing enough to make fights slower imo (you spend more time running around due to instabs, e.g. flux, than actually dpsing).
I run zerker thief so i guess combo of traits, evades and effectively 6 dodges does help there but i can imagine it being major pita for other melee classes/builds. I think the combo of social and poison just punishes melee too much while ranged can spam their dps button w/o any issue. Then again, i am not really surprised – Anet has been punishing melee for many patches now in pve (LS, new maps, fractals).
Also, i didn’t really notice much change in toughness scaling – if anything mobs feel tougher than ever.
Ironically 90s are probably easiest now xD
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Didn’t have much issue with poison trail as thief (melee 100%), i wish visual was more… visible.
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Because legend x3, legend x6, legend x100000 = legend x1 for matchmaking.
Also, yes there is 15 pip range however, let’s assume there is a person from mid diamond in match. Anyone within their +-15 pip range will be in match so diamonds vs legend isn’t uncommon.
Sole reason why this is done is…. queue times xD
I am surprised you don’t know it given you are legend lol.
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People who think thief will be nerfed shouldn’t be commenting on balance at all. As it stands, Thief is still a B tier class with niche uses and only pulled off well by excellent players (which none of you are, unless you’ve been part of a sponsored team and have your name out there and others have commented on your superb mechanical skill) in organized team comps.
Engineer, Revenant, and Druid are top tier at the moment. I’m not saying everything shouldn’t be nerfed, but those three in particular are part of the problem.
Please, before you bring up Dragonhunter you should learn to counter them, or reroll Engineer, Ele, or Druid.
Considering video is months old and that Anet did nerf thieves (across the board) last balance patch, the comment wasn’t so off. Just says a lot about devs.
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I see Grouch :o
Next patch:
thief: nerf nerf nerf nerf nerf nerf nerf
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people complain about a well balanced pvp where you average at 50%, people complain when they play against better players and have a < 50% win rate – what do people want?
Yeah except you completely farm enemy team and next round you end up on that very team you just completely destroyed. Where does it fit in if not artificially forced 50% win rate?
Or my favorite: in higher divisions you have few good players and couple potatoes. The potatoes keep getting tossed around and whoever gets them, loses, no matter how good they are (i mean if pro players are not good enough then who is?)
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On the flip side, are we going to get a title for getting to legendary this season? Or no title at all?
If you looked through forums you would find plenty of answers to it. Yes, we will get title (indomitable legend) for current season in the mail after season ends.
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Play vs DH:
- either get pulled into air and die from fall dmg because logic
- or get pulled into walls and get forced to relog
Bugs been there since HoT launch – Anet? 0 kittens given. They would rather spend resources on finding new ways how to nerf thief than fix game breaking bugs.
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Hey everyone,
This has come up before and I thought I would give some insight as to why the capture points are the way they are.When we look at the data we have for capture points, we notice that fights on bigger capture points tend to run much longer than capture points that are smaller. It makes sense, when players are able to use skills to guarantee hits on players that are on point, instead of the missing players that are on point but running around the outskirts of the point. This means on smaller cap points players will need to weigh the risk of being on the point and know when you need to rotate out.
Question time:
How do we like smaller capture points knowing that they reinforce fights coming to an end?
Would you change the mid point to be larger?
Would you change the side points to be larger?
So you would rather heavily favor classes that can dump crap load of (instant low CD) AoE on point than actually have balanced game? Why am i not surprised. Do you even play this game, ever?
- smaller points? How about NO? See reason above. If anything AoEs (sup DH traps, scrapper hammer, necro staff etc.) need their radius reduced. YOU devs, yes YOU deemed black powder (the tiny blinding circle) as broken!!!!! and nerfed it, yet you allowed brainless crap like DH traps happen – WHAT DID GO THROUGH YOUR HEAD!!!?? FAVORITISM MUCH?
- i think mid point on every map should be as big as on Foefire. Mid is always where most team fights happen. Once again, favoring classes with massive aoe is just wrong from dev perspective- you shouldn’t be taking sides and favoring certain class, but your actions show otherwise.
- Either that or reduce size of AoE that classes can dump on point (see first point).
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I know I can still try to avoid the F1 spear throw in the first place. But if you ever get hit by the first part of F1 skill, you seem to be completely at DH’s mercy.
The second pull part is unblockable and unevadeable. During the whole time being attached to the spear, the only option is using an invulnerable skill. The DH can then use LB2 or some other hard hitting skill to bait out your dodge and then interrupt it by the pull and then chain together some other powerful attacks.
There are quite a few other pull skills in the game and they are all evadeable. I don’t understand why this skill has to be this extra strong.
-1) every profession has way to play around the pull
-teleport out from the traps
-stability
-invulnerability-2) everybody can save a dodge and use it the second they get pulled in
-3) everybody can LoS the DH trying to use the pull, he won’t be able to pull you over from a lower level or from behind an obstacle
Not everything must be A to B gameplay…..
1) teleporting out of traps makes you take dmg, sometimes even double due to… well how pathing works and traps being buggy; only few classes have high access to stab; same goes for invul; even if you teleport to gain range you still get yanked middle of the teleport even if you are already outside
2) um no, it actually interrupts dodge; i have done it many times, it does same as trap elite you actually get yanked mid of dodge
3) actually they can; i got pulled from behind the walls and obstacles plenty of times; worst part you often get launched into air and take fall dmg on top of it or get pulled into the walls if the walls are double layered so only option you have left is to relog; so no, LOS doesn’t really work so well. Worst part, the gamebreaking buggy pulls been there since HoT launch and Anet didn’t move a finger to fix them but heyyyyyyy they found plenty of time to slap few thief nerfs – dem priorities.
Love how people defend braindead broken buggy mechanics.
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So here’s a question:
If the meta is balanced except for Dragonhunters and yet Power Berserker, Druid, Scrapper, Power Revenant, P/P Thief and Tempest and Chronomancer (the good ones) can counter Dragonhunter, where does that leave the meta exactly?
People don’t like fighting against 3 or 4 DH trap builds, so they must be OP… Even though they have so many classes can counter them…
While i agree that it’s frustrating to get downed walking onto an empty point with 6 traps on it, it’s just as frustrating for your whole team to get nuked by a necro that is ranging into a team fight or insta-gibbed by a thief at some random spot on the map or stun locked to death by a warrior or watch mini-me engi negate the last bit of your burst passively.
There is counterplay, if the other team has 4 DH just assume that a freecap on mid will be stacked with traps. It’s not that hard to negate DH trap damage – Dodge, block, invuln… If you are rev, traps are a great way to get a full heal from Facet of Light.
You can make arguments that it’s the symbols or the blocks or blah, blah, blah not just the traps. But it’s just BS. Every profession has some skills that are frustrating to play against, just react properly and you’ll be fine.
Yeah except to play thief properly you need months/years of experience. To be as effective if not more on DH atm requires like 5 games.
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…
Sry, i don’t have Jana’s syndrome “If i can’t enjoy my build then whole class should be deleted and nobody else shall have fun” so it really bothers me when someone keeps bringing up d/p as some kind of source of evil.
Is kind of insulting because you obviously didn’t read any of what I wrote.
But instead did the very thing you accuse me of: don’t use any logic but just plainly defend your set.ETA: And if you report me for this again, I’ll report your previous post as it was completely unneccessary to call me out. I know how this works.
If you feel like you are being addressed here then you must be guilty of it. I did read what you wrote. There was post after post that can be summed into: “please nerf all viable thief sets (d/p especially) so thief is so crappy that Anet one day might buff my beloved d/d. I couldn’t care less that thieves had abyssal experience for seasons in pvp and that my request would doom them to even worse experience”.
Yes, i will defend the only set that keeps us barely viable in high tier pvp. It is not broken just because you hate it and just because your beloved d/d is suffering from devs poor choices.
Also how odd: my forum box got spammed with mod messages around that time. “Someone” went on rampage and reported about every post i made back then, how odd indeed, i wonder who it was~
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So here’s a question:
If the meta is balanced except for Dragonhunters and yet Power Berserker, Druid, Scrapper, Power Revenant, P/P Thief and Tempest and Chronomancer (the good ones) can counter Dragonhunter, where does that leave the meta exactly?
pp thief = lootbag, good try tho
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Fire circles that apply damage to character outside of visible indicators (very first mission) = why?
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Some people genuinely have a hard time against DHs but if you’re a good player, you can run through most of the DHs.
There are fewer DHs as you climb higher on the ladder from what I’ve seen so therefore, more build variety (For me at least. For everyone else though, I’m not so sure).
Yeah that is why there is like 6 DHs per match in legend lol.
@OP: Other classes got nerfed, guards got buffed -> the result? DHs = low risk, low skill floor/ceiling, high reward.
Wars are fine, they became borderline OP in s3 (would be OP if they had better team support and mobility).
Matchmaking is same as in s1 except now you get 1 pip per win and lose 1 pip per loss. If you win 2 matches in a row you get 2 pips instead for each following win. If you win after losing 2 matches you get 2 pips as come back. But basically it is same grind grind grind forced 50% win rate (if you solo) with lower pip gain rate.
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No offense to OP, but this is comic material right here. Thanks for good laugh at work
I think “close” is an EU thing – when i played on NA nobody used “close” term but “home” instead. Took me a while to get used to “close” when i moved to EU.
There are other things like that in game: big mob of players in wvw is called “zerg” usually (hello starcraft) but french players call it “le bus” xD
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Eu teams can scrim Na teams and viceversa cause they have free server migration, so not sure if this a decisive factor
Dat lag tho~
I have ~15mb download and 5 upload (pleb compared to fiber bois) and I can play without major problems in na servers, but maybe youre right, dunno
bandwidth <> latency….
even with best inet you can have 2k ms if you get routed via wooden node (hello t-com)
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