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I believe “Match Manipulation” is what you can report them for in this case.
But that doesn’t do anything.
I and everyone else on both teams have been reporting the same thief trying to buy wins in /yell in ranked for the last 2 weeks and I still get queued with him at least twice a day.
I joke around sometimes on bcast saying that i am looking to get carried to legend (while i am already in legend xD) or that i am buying carry to emerald/amber since i can’t reach it no matter what ( started in sapphire in s3/4 lol).
I also got accused and reported for losing on purpose so someone i know on enemy team would win (which is bs). I actually did my best that match, we just didn’t have a good team. Yes, i knew a person on enemy team, but really all we did is saying “Hi” to each other (which is pretty common in higher divisions, since only few people queue there and everyone knows each other). Ironically, if i see someone i know on enemy team, i try even harder to win the match than usual xD
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Class stacking issue exist because devs design classes around not having class stacking.
Best example: thieves are designed around decent team that is capable holding point while thief roams around. Thief should not be able to 1v1 anyone according to devs but just roam.
Now it works wonderful in theory, the problem starts, when you have multiple thieves on same team. You have multiple characters on team that are designed around not being able to combat other classes.
Same applies to other classes as well. A class is designed to have very powerful spell, as long as there is only 1 of those classes on team, it is manageable. Multiple of those classes? GG.
Such (imo, rather plain stupid) design philosophy doesn’t work with class stacking. I have made multiple threads about it – but it always falls on deaf ears.
Even ESL players agreed with it and pretty much forced organizers’ hand to add no class stacking rule by bringing teams of the same class last year.
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Do you have a source for that?
I remember on some stream a year or so ago they said they don’t know what to do with thief.
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BS doesn’t need dmg upgrade. Generally thief doesn’t need dmg buff, we need better ways to land our dmg and overcome passives and crap that were added with HoT and not going to be removed any time soon.
The whole reason why we hit like wet noodle most of the time is because of perma weakness/protection/absurd amount of blocks/invuls etc. If we had tools for those, our dmg wouldn’t be an issue. Yes, it would be powercreep all over again but i don’t see devs EVER nerfing other classes survival for the sake of thief class (more of opposite considering they been adding changes to please bad players for years now).
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Having played league of legends I would say it needs the 50% win rate. If that is removed than rank again wont matter. You have to beat the system aka win more than you lose to be a better player than your division. Right now it is random because amber level players can grind into legendary but with the suggested changes, if you are a good player you will carry yourself out of amber as long as all the amber level players are stuck there.
I say this because I stopped trying around ruby and played ranked like it is casuals. I have above a 50% win rate very slightly “Not trying” and ranked to diamond. I just wanted so see how strong the 50/50 win rate was and I confirmed I don’t have to do more than long tourny for cash currently as I will rank up eventually.
I am sorry but you actually defend the system that punishes players for winning matches and gives them potatoes for teammates and pro league players as enemy? Are you serious? LoL doesn’t work like that btw. In LoL you win game – you get better teammates and better enemies. In GW2 you win game – you get worse teammates and better enemies.
This system is main reason why we have bad/average player in divisions, where they don’t belong on first place. This is a team game, not carry-the-bads game.
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The truth is tough. Anet is avoiding it to satisfy the pvp rewards system and make everyone feel legendary. It is an effective short term form of marketing.
Pvp realistically needs to run the pip system like diamond and ruby for all divisions without two elements. No more comback pips. No more winstreak pips as extra pip gain.
The backpack piece should be gained after x amount of games or crossing x amount of divisions. This way it can be grinded or gained by experienced players.
The handing out of extra pips is what makes divisions meaningless. Everyone will climb as long as they play. I am not the only player who plays random builds treating ranked like causal play knowing i will have a forced 50/50 win rate and will gain extra pips somewhere along the line. Much of the community plays tournys like normal que
1. Remove extra pip gain
2. Make divisions like ruby or diamond.(Can lose pips can lose tiers)
3. Each new season cause players to fall one division or a few tiers depending on their mmr.
4. Make rewards tied to rank up or matches played so anyone who works can get their backpack piece.In anycase, this change will end mmr tanking for good and make a ruby really better than a sapphire unlike currently. Furthermore, anyone who gets into legendary would literally be amazing players at this point allowing them to get recognition with their gameplay and streams. This would expand the esports scene and everyone is getting rewards so everyone is happy.
This all only works if forced 50% win rate goes away.
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Traps are NOT the problem, apart from possibly the healing trap (which heals too reliably given that its supposed to be a TRAP and IMO heaks for too much). This is readily confirmed by the fact that the meta builds usually only take one offensive trap – test of faith. The problem is how out of balance healing, block and invuln are.
Let’s just count the heals for fun. The meditrapper build gets about
2k heal from smite condition every 16 seconds AND
2k every 20-30 seconds from triggering smite with the trait AND
2k every 36 seconds from judges intervention AND
4k from wings of resolve every 26 seconds (actually less because renewed focus)This is all with zero healing power and without even taking into account the actual healing skill (purification gives between 8 and 9k MORE on only a 24 (!) second cooldown). Add to this the fact that DH has some of the best access to blocks, ivnulnerabilities and condi removal and you should see the real problem here.
AND?
clases are designed whith a role in mind.
role of guardians are frontline damage absorvers. it can be doned whith an insane health pool and an insane toughness(pasive) or whit a frequent acces to healing and blocking (active), they prefered the second way . or¿you prefer guard designed whith a base health of 30k or more and a base toughness of 2k or more ?
Guards weren’t initially designed to do massive aoe dmg while being stupidly tanky. Right now guards do more dmg than a thief while not being heavily punished in survivability department.
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That’s debatable Cynz, considering the hours I put into these seasons. It’s also irrelevant.
I was simply sharing something that gave me a bit of boost to make the last push and finish the ascension.
It really is about the person themselves, not the critics and the mockers. What one sees in the mirror is vastly more important than the number of likes on fb.
Yeah, but ignoring people with experience that can possibly help you is ignorant. I wouldn’t be, where i am, if my character didn’t get farmed over and over again by better players, i wouldn’t be as good, if not for better players giving me advises/dueling me etc. The first step to improvement is to accept that you are not as good as you think you are and that you could always do better.
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i highly doubt most the people at legendary invested months or years to get it.
THIS is the point, leagues are nothing but glorified reward track. Legend has no real value.
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Y’all missed a basic point, well actually 2 points.
First, a system like the one you propose would not have attracted casuals to come try pvp. That was a major reason for the backpack or it was made a major reason.
Two, yes I just finished my Gift of the Competitor. No, I’ve never made “Legendary” rank. Still I put in insane hours, played classes I was uncomfortable with and won and improved my game from a 16% win rate at a low point in Season 2.
I earned the wings as much as or more than the people who rode stacked matches and win streaks to Legendary.
Really? Do you really think you “earned” them more than players that invested months and years in attempt to improve in pvp?
Yes, there were few that rode that lucky winstreak in s3 but there are also plenty of veterans and good players in generally (including pro league players), who were forced to carry bad players/casuals/pve’ers, that came for the carrot and who otherwise didn’t give a flying kitten about pvp and never bothered to actually improve or invest time into this mode.
The wings are ruined for pvp’ers. After years, we still have nothing to show off with (except for pro league players – you can see them in world tourneys) nor actual goal/motivation to improve. The closest thing we had was old skill-based leaderboards from years ago. Since then pvp just became more and more casual and there is no way to tell who is good or who is bad anymore, until you actually see them action.
I got my wings in s2 because i can, then there is average Joe that never pvp’d till HoT also with wings, that he slowly but securely got in s4 thanks to all safe nets. How lovely.
Here is example for fractals: to get legendary fractal wings you need to complete lv 100 mai trin (which can be major pita if you are unexperienced or have crappy group). You have those wings, it means you completed lv 100 fractal. There is no way around it (unless you pay for carry, but it is different story). PvP wings? – maybe this person is a pvp’er or maybe this person just spammed queues for 4 seasons.
I really hope that devs hold their word and leagues will be more skill based next season. Surely, i might possibly not reach legend (who knows, i am by all means not amazing) but at least it will have value. And it will be motivation for pvp’ers to improve instead of just mindlessly spamming matches.
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Except those critics (at least, if we are talking about pvp here) actually have been in “arena”, probably more often than you, OP, and know the struggle all too well :P
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Ithilwen struggle is over
Why are you doing this to me…… xD <tear>… oh my sides >_<
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What is actually funny, warrior is probably best class to survive moa on due to passives and high HP xD
But ok, let’s look at it from receiving side: a warrior went rampage. What are you gonna do? Can’t CC them due to perma stab, can’t blind them due to perma resistance. You can either port away (running away doesn’t work) or use all your dodges/invuls/blocks while warrior is literary rolling his face on keyboard. Rampage is down, you are w/o Cds while war can return to his rotation and finish you off if you actually managed to survive rampage.
I think it is ok that moa removes rampage and i don’t even play mes/engi. Whether it is ok for moa to be affected by continuum split/haste is different story.
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Not every class has dozens of stunbreaks ready all the time. Considering there is so much CC spam in the game there are so many things you need to stunbreak already.
I run 1 stunbreak (shs) and it is enough in most cases :P
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Well thieves can still one shot almost anything accept Warriors or DH’s. I agree the stealth nerf hurts especially D/D thief. and it is unnecessary, but i dont think more ways to kill is the problem. I think we need to stop having our ways to kill taken away from us. already DH makes thief pretty useless unless they are pistol/ pistol (and in that case everything else can wreck their face.
Not in pvp….. you literary can’t one shot anyone there.
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Yeah she is is still in Frostgorge for me and it has been days :/
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Could be worse. Want to get nerfed in 99% of the patches for 4 years straight? Roll a thief.
Well remember the times when stealth was overpowered as hell for 2 years (thieves also)?
you’re completely wrong. not even worth getting into how wrong you are about literally everything in this post.
As I said they need to remove class stacking (2 of each class max). But thieves are hardcountered by Dh/guardians like always. You just need to play right to win.
As for healing, DH/guard without heals and blocking is nothing. If you think DH/guard is OP, make one and join the club, if you can stay on it for a month…I complained much about heralds, scrappers, reapers and chronos0, so I made them, learned a lot and now I don’t complain bout them. I just need to learn Druid and will beat them too, but too lazy + lack of spare time to do so.
Stealth was never “OP” in conquest….
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An army of clones charging at you at 300% speed and ignoring dodges is not enough? Let’s give them invuls as well? Anything else? Maybe some bazookas while we are it?
You can’t base your suggestion on class XY (hello DHs) being stupidly overtuned. This is not how balance should work.
The less passive bs we have, the better.
AoE is soft counter to AI. Deal with it.
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as a person who plays multiple classes but mains a necro i highly disagree.EVEN GUARDIANS ARE COMPLAINING ABOUT THEM BEING OP.
I am not complaining, I can beat any symbol guardian/dh in like 30 sec with my normal traited DH (gs + lb). Guardian just cant complain of being op cause we got 1 buff in like 3 years and guardians are overwhelmed by it. Buffing is something strange to us.
Could be worse. Want to get nerfed in 99% of the patches for 4 years straight? Roll a thief.
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And you need a group for it too. Most of the groups have really idiotic requirements so,
I personally don’t agree with linking LI’s and whatnot, but I have understanding of why they do it though. A single bad player can cause the group to wipe for hours after all. So the paranoia is warranted.
This stuff really would be fixed if there just were proper DPS + healing and boon uptime meters so you could simply see if someone is slacking, alas.
if you play undesired class XY, you might never get into raid, ever.
There is no undesired class though. All classes have a good meta build for raids.
Tell it to every thief in s1. 0 chance to get into any group because of crappy balance. Even now finding group as a thief is close to impossible unless you are in a guild and BFFs with GM.
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so lets summarize….guardian haters:
(aegis haters)
-thieves which have 10k dmg in 1 attack (backstab) and 7k in other attacks (HS, Vault)
- warriors which have 10k in 1 attack (eviscerate, decapitate) and 7-9k in other attacks (arc divider, arcing slice)I dont see any complaints from Druids, Scrappers, Reapers, Chronos, Eles, Revenants cause they pretty much negate traps and blocks and outsustain our dmg….
wat? you mean signet thief that dies insatntly when someone looks at them? nobody plays that
average thief backstab is 3k and they have by FAR worse survival than DHs…
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Raids are a nice alternative to PvP.
It’s a shame there’s only one in the game and its over in 2h on average and then you have to wait a week until you can get rewards again.
And you need a group for it too. Most of the groups have really idiotic requirements so, if you play undesired class XY, you might never get into raid, ever. At least in soloq people can’t prevent you from pvp’ing.
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PvE gets very boring after a while. Especially if you try to make legendary and have to get 100% completion. Multiple times, if you want few legendaries.
PvE is also hardly challenging. The only time i get even slight sense of excitement there is when i am doing high lv fractal, my entire team is dead and i end up soloing the boss.
In PvP on other hand i get that thrill pretty much every match (also reason why i like playing thief so much – it is very risky).
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Pretty sure it is because enemy is not affected by spells when they go in downed state. It has nothing to do with mine field.
The dude wasn’t in downed state. He was just knocked down.
Are you talking about war or thief?
edit: nvm, you meant the thief. He did get hit once for 921 dmg.
Yea…. that still proves my point about the unreliability of mine field.
You think this is only spell in game that reliably doesn’t land in most cases, when it should lol?
….Sooo what does that have to do with anything? Are you trying to say that I shouldn’t complain about mine field because some other skill that I haven’t mentioned is also broken? Is this another “all the houses are burning so don’t complain” argument?
No, but judging by devs actions so far, the mine field is good enough, if it hits even once.
Prime example: scorpion wire, fails 90% of the time, but 10 % is good enough to leave it untouched for years.
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Pretty sure it is because enemy is not affected by spells when they go in downed state. It has nothing to do with mine field.
The dude wasn’t in downed state. He was just knocked down.
Are you talking about war or thief?
edit: nvm, you meant the thief. He did get hit once for 921 dmg.
Yea…. that still proves my point about the unreliability of mine field.
You think this is only spell in game that reliably doesn’t land in most cases, when it should lol?
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Pretty sure it is because enemy is not affected by spells when they go in downed state. It has nothing to do with mine field.
The dude wasn’t in downed state. He was just knocked down.
Are you talking about war or thief?
edit: nvm, you meant the thief. He did get hit once for 921 dmg.
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(edited by Cynz.9437)
Channeled and long animation skills in general always tracked target in stealth. Actually, mesmer pets summoned in downed state completely ignore stealth as well.
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per usual devs (hi Grouch) post on reddit instead of official forums: the title will be indomitable legend and legend players will receive it after season is over
they can’t add it now due to some “technical limitations”
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Sindrener has a twitch stream for sPvP. That’s about it.
Most thieves worth anything were forced to reroll by their teams long ago.
fix’d
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Pretty sure it is because enemy is not affected by spells when they go in downed state. It has nothing to do with mine field.
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I’d prefer that you get one shot at hitting a backstab once you stealth, and it rolls back to your normal auto if it misses; I just presume they don’t have the tech.
Because class wasn’t designed around having CD on stealth attacks on first place. They would have to remake part of class concept just because this change makes the use of class mechanics stupidly clunky and unrewarding. Imagine mesmers AA would go on CD every time he uses shatter or guard’s – when he uses virtrues.
This is what happens when original devs don’t work on game anymore.That doesn’t make any sense at all. Reverting your stealth attacks to regular AA isn’t putting a CD on your auto attacks, so how in the world is it comparable to putting a cooldown on an autoattack of a different class?
No, the point is, the whole change to 1 CD was stupid and against initial class design, the stealth attacks were designed around not having CD, just pre- and aftercast.
I am not talking about switching to AA when stealth attack is on CD. Even if they did it, it still proves that devs throw away base class concept for a change that makes no sense in current meta on first place.
It is simply very very very bad and clueless balance decision and there is nothing to argue about.
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Add to it protection and other dmg reducing spells/traits, not to mention close to perma weakness either applied by attacks or passives. The only class thief can crit for higher than 5k dmg nowdays is… other thieves and only of all the stars align.
Shall I start dumping screenshots of 8, 9, 10, 11, and 12k crits from thieves on my DH or warrior?
How about the 37k crit my necro suffered?
Or the uppercut while downed that crit me for 17k on my rev?
In a good team comp, a thief will have 15-20 stacks of might if he’s even remotely close to a team fight. So add 450-600 power to those calculations and they go up 125-250%, putting them all well over 3.5k.
The only way you would see anywhere near such numbers, if they had 25 stacks of might, you were running zerker amy and had 25 stacks of vulnerability.
Basically, for thief to actually decent dmg (and you confirm it too) they need a team buffing the thief and debuffing the enemy. Sry, to burst your bubble, but ANY class would do insane dmg under such circumstances. Frankly i think rev/dh/war would pull out higher numbers while being way more bunkery, given same conditions.
Numbers on downed body are hardly presentation of the actual dmg of the class. Honestly, why the hell even bring them up?
Also, 37k single hit backstab doesn’t exist in pvp. Period. But sure, post your screenshots, let’s see that miracle dmg from backstab from this season.
I also have great idea – how about you go play thief and fight half decent teams, don’t forget to record your adventures so we can see how you pull those amazing numbers consistently.
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@Cynz the issue you are talking about is not an issue with darres’ suggestion. It is an issue with how things are working right now…. You are discounting this idea because of long queue times for legendary player ATM…. But if what Grouch said about S5 is true, than they are going to fix a lot of those issues and this idea is great imo! How many threads have you posted that complaint on? a lot.
Or we could have better rewards attached to high divisions/tiers on first place? Besides, if it is just gold – why should i even bother when i can just farm pve.
PvP specific skins would be different story.
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Also, the quality of matches needs to be better. Why even continue to queue when you reached legend? Matches are usually very one sided and unfun. Rewards are very poor in comparison to say mindlessly farming fractals.
exactly my point
pip reward system would mean pvp is where you can actually NOT receive reward for your effort
only an idiot would think pvp can make more money than pve
some people play pvp for fun, reaching legend just happens along the way
it’s just a little extra for players who do play
yeah but issue with it – certainly few pvp anyway but most just stop after they reached legend which leads to horrendously long queue times
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You want to have potatoes with lot of money in legend? You want them on your team?
How about no?What they should do is to put better carrots for reaching/farming tiers in higher divisions.
Also, the quality of matches needs to be better. Why even continue to queue when you reached legend? Matches are usually very one sided and unfun. Rewards are very poor in comparison to say mindlessly farming fractals.
you lost me at potatoes and carrots…. More brownies and cookies plz
reddit this way —-→
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You want to have potatoes with lot of money in legend? You want them on your team?
How about no?
What they should do is to put better carrots for reaching/farming tiers in higher divisions.
Also, the quality of matches needs to be better. Why even continue to queue when you reached legend? Matches are usually very one sided and unfun. Rewards are very poor in comparison to say mindlessly farming fractals.
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(edited by Cynz.9437)
I’d prefer that you get one shot at hitting a backstab once you stealth, and it rolls back to your normal auto if it misses; I just presume they don’t have the tech.
Because class wasn’t designed around having CD on stealth attacks on first place. They would have to remake part of class concept just because this change makes the use of class mechanics stupidly clunky and unrewarding. Imagine mesmers AA would go on CD every time he uses shatter or guard’s – when he uses virtrues.
This is what happens when original devs don’t work on game anymore.
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(edited by Cynz.9437)
Add to it protection and other dmg reducing spells/traits, not to mention close to perma weakness either applied by attacks or passives. The only class thief can crit for higher than 5k dmg nowdays is… other thieves and only of all the stars align.
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We want desperate kids attention (so they can riot for us), not yours, cabbage – we just need you as a subscriber.
fix’d
On more serious note, i would actually love to hear their justification for the nerf. I personally see 0 logical reasoning behind it.
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everything non-HoT is viable as long as you enjoy getting slaughtered
Core Thief just as well if not better with all the Condi spam than Daredevil, Thief in general this season is at a huge disadvantage with the surplus of DHs in every ranked match, only build I found that can troll DHs effectively is a P/P build that melts DH while Kiting.
I haven’t tried any other non Hot Specs this season so I have no input with them.yep p/p is probably your best bet against DH spam but then again equally skilled DH will simply bury you under his defensive CDs while all he needs to bring u down is pull u through his test of faith then push you out with true shot using knockback trait
in other words DH only needs needs to land his pull to kill a thief which is extremely precise and fast, making it difficult to dodge other than on prediction
Or this happens if you actually attempt to use stunbreak mid of pull :<
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I’m actually undecided
whowhat I am. Thankfully there was a “male, female, undecided” when I signed up at youtube.But you guys have a point – we’d actually need some PvE players who complain. Problem is: PvE players want more powercreep.
I can bake some muffins and provide the pictures.
Jana wanna group up? You bake muffins and show wvw and i stream pvp/fractals? 2 females playing thief on stream? What can go wrong <_<
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If you don’t mind being at a high disadvantage to others run Thief The old Da/Tr/Sa D/P build still works pretty well.
this^^
used this build for 1.5 seasons, had to switch somewhere in diamond in s2 due to abundance of revs and scrappers (reveal on demand is dumb, period)
given the changes in s3-s4 it should be ok now actually
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Sorry – didn’t mean to crush your illusions
We need some more reddit pve’ers/RPers who start riots every time a nerf like this happens.
fix’d
only time when anet pays attention is when people on reddit post muffin pics
i think more effective way would be gathering all thief players and protest at any event anet tries to do on gamescon until they actually do something about this prof
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Wasn’t it something silly like technical 30 pips range? Say you have 1 guy in match in mid of sapphire, anyone in 15 pip range from him will be in same match (including poor emerald guy and ruby farmers).
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My question is why do thieves have this nerf to stealth attacks while other classes with stealth are unaffected. (Mesmers I’m looking at you.)
I think we should nerf mesmers stealth attack on greatsword. That should be good right? Greatswords been overpowered for 3 years now. Now whats the mesmers greatsword stealth attack? Should we invent one so we can nerf it? Cuz i definitely wouldnt mind having a stealth attack.
Actually by Anet’s logic they should put every class’ spell on additional extra CD, if it got dodged/avoided/blinded etc., e.g. if someone dodged through guard traps and didn’t get hit by them on first strike, then the trap should go on additional 20 sec on top of already existing one. Obviously, it is just plain stupid.
Just as stupid as stealth attacks nerfs given the current state of classes in this game – another indicator of how much devs know about thief class.
i havent played thief after the patch at all, how does it work now exactly? just 1 sec cd on every stealth attack if you miss or what? I mean its stupid no matter what cuz its a nerf to thief but im curious
1 sec on every stealth attack, if it misses, gets blocked, blinded, target moves millimeter away (which happens a lot given the current gliding body bug – if you daze/stun/down someone their graphical body glides away while physical ports tiny bit back and then ports back making landing any strike or reading animations impossible), gets interrupted etc. – basically as long as it doesn’t fill revealed condition. The problem with is:
- there is such abundance of blocks/invuls etc. that landing a hit like this is often virtually impossible
- stealth spells already have pre- and aftercast animations which results for example in almost 2 sec CD for backstab….
- if it goes on CD and you are still in stealth and say target went down and you need to cleave or target is just low or you need to break stealth to keep the point, you can’t use AA anymore, since you are locked out. You have to blow initiative for it to get out of stealth prematurely. And what, if you don’t have ini left? Well, hf watching enemy getting rezzed.
- ok, as dp i already had not many cases to use backstab on first place (too risky, too high requirements, too low dmg), just gonna spam my shadowshot and dagger AA but what about other sets. Power D/D is officially dead. S/D and SB got nerfed for no reason. P/P became stupidly clunky to use in PVE because in some fractal maps for example the shots don’t connect despite flat terrain so you are stuck in stealth unable to dps until you either have ini back or stealth wears off.
Given the backstab or any of those spells requirements (stealth, be in range = die to aoe, be behind target, apply reveal etc.), putting extra CD is just over the board, especially considering thief has been in the bottom tier and least desired class in pvp for 4 seasons now.
Sure sure, we adapt – what else you gonna do? But this total bias in class balancing design reached absurd levels. Even players that don’t play thieves do not understand wth Anet was thinking.
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My question is why do thieves have this nerf to stealth attacks while other classes with stealth are unaffected. (Mesmers I’m looking at you.)
I think we should nerf mesmers stealth attack on greatsword. That should be good right? Greatswords been overpowered for 3 years now. Now whats the mesmers greatsword stealth attack? Should we invent one so we can nerf it? Cuz i definitely wouldnt mind having a stealth attack.
Actually by Anet’s logic they should put every class’ spell on additional extra CD, if it got dodged/avoided/blinded etc., e.g. if someone dodged through guard traps and didn’t get hit by them on first strike, then the trap should go on additional 20 sec on top of already existing one. Obviously, it is just plain stupid.
Just as stupid as stealth attacks nerfs given the current state of classes in this game – another indicator of how much devs know about thief class.
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@Yasi.9065: yes, team of good players would/should win, even with 3 thieves. Problem is, assuming both teams have decent players of similar skill, the team with stacked thieves is at huge disadvantage.
Switching does make sense in games like OW or LoL because characters themself are not so complex and many of them have very similar gameplay, where in GW2 classes are very complex in comparison. Certainly, we always have that faceroll class per meta, but generally gw2 classes is not something you can simply jump into and do decent with.
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HOW kittenING HARD IS IT to at least attempt to not class-stack teams? Sure, when 6 guards are up for queue, there’s gonna be stacked classes. But would it really be that difficult to do 3 and 3 instead of 5 and 1?You could just as easily ask, how hard can it be for those thieves to log onto something else and play it passably well?
Its a trade-off. Either anet allows character swapping or they include a matchmaking rule to prevent profession stacking.
How would you like having to queue with the character you are gonna play during match?
And who says those dhs all run the same build? One could be a bunker, the others could be dps… Ive even seen a passably well roamer dh. Those thieves could be specced for roaming or for teamfighting.
Its not as easy as a lot of people seem to believe. Personally, I like being able to swap characters. I queue with whatever Id like to play, but if I see that the setup is gonna be very unfavorable, I have no trouble swapping to a different role.
If thief players are forced to reroll due little viability of stacked thief team (note: stacked dhs, wars, druids is no problem), then it is either due to crappy balancing or crappy matchmaking design (your pick). Both of those are poor dev choices. Why should player be punished for dev’s poor design decisions and play something they don’t enjoy?
Glad, you like to switch. Some don’t.
Imagine you had to regrind all your leagues progress every day because devs kept pulling the power cord and all data of your progress would be lost from the server on daily basis. THIS is how it feels being forced to reroll because of dev’s poor decisions.
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@Cynz.9437
To use the parlance of S2/S3… perhaps you are where you belong? (this isn’t an attack, I’m sincere.) That looks like the record of a fairly even series of matches.
Now you need to exceed expectations to move up.
If i was where i belong, then
- blowouts wouldn’t happen, but they do, a lot (doesn’t 505-37 strike you odd?). Let’s assume i did reach my personal max MMR, then, logically, my teammates and enemies should be around same MMR, which means the matches should be relative even (400-500 range, outside of dcs/afks etc) – THEY ARE NOT. Not trying to sound arrogant, but I consistently get players (not all of them ofc) that are worse than me as enemy and as teammates, regardless the division i am in (alone the fact that i could solo revs/mes/some DHs/druids in late diamond as thief speaks for itself, i am not even going to start on map awareness/rotations)
- that screenshot was taken mid of diamond, 1-2 days later i moved half division and got in legend, where you face pro league players almost every match. If i was, where i “belong”, it wouldn’t be possible.
- my team of pugs absolutely destroys 4 man premade+1 pug (500-100), next match i end up on the team of that 4 man premade and obviously can’t do much as they were just getting spawn camped all match. Where does it fit?
- ok, let’s assume people got carried in s3 and their MMR was inflated. Why am i still having those players in late diamond/legend now? Shouldn’t have they been punished with lot of losses due to inflated MMR and them underperforming?
Yes, it sucks if you can’t progress, but what really bother is me is that even in higher divisions i get absolute blowout matches (regardless in which team’s favor it is). It shouldn’t be happening in higher divisions, the only thing that is even higher is Pro League, i mean, when will it stop being like that? IT IS NOT FUN.
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(edited by Cynz.9437)