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That said, I don’t think necros are as weak as the OP is suggesting.
While at the same time being far far far weaker than all the people who can’t beat a power necro think.
mesmers got ports that are unaffected by changes so actually they got indirect buff a bit
necro is designed to be rather slow, surely they could use some moblity buff but they would have to lose some defensive and/or offensive power imo
The changes aren’t a buff or a nerf to leap skills, so mesmers didnt get a buff.
Necros have the weakest defence in the entire game, so definitely can’t take from there. Their offense is also not nearly as good as people think, the damage isn’t any better than any other classes zerker builds (actual dps), it just all comes at once with the COD proc. I would be ok with them nerfing chill of death (proc on interrupt, longer CD), maybe lower the damage and cast time of life blast, but the dps is actually pretty poor.
Also, my point was that these classes need buffs to mobility without any kind of nerfs to compensate. Their mobility just needs to be better just to keep up with other classes. Also note I’m not advocating for all of the buffs I listed, just 1 or 2 buffs would be fine.
- “weakest defense” – excuse me, wat?… have you tried to play ele/thief/mesmer/ranger?
- necros don’t have to run zerker build only….. they shine at condis, why not run them?……
necros are anything but squishy and they do considerable dmg, they just happen to have different kind of moblity via keeping target chilled/crippled/CCd instead of porting to them…. it is all fine and good but conquest is about holding points and moving fast between them
necros are ok in team fights but due to lack of team support and stab they just get outshined by other profs
and obviously they can’t move around the map as fast as mesmers/eles/thieves etc.
my point is, imagine thief would have above 20k HP, second health bar, fears and elite with 1 shot AA while keeping all their moblity moves… that is what necro would be if they buffed their moblity
there is reason why mobile classes in this game are squishy (besides wars, which deal most dmg from melee and kind of need it)
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Personally I’m gonna wait and see how it plays out before I jump to the OMFGUSUCKANET reaction because some things got changed.
Vulnerability will make you vulnerable to conditions too, awesome. Constantly I see people complaining about how condi builds are worthless. Alright they did some tweaking to conditions and suddenly it’s OMFGCONDISR2OP!!!
- that is why i said conerns and i did state that numbers are not out yet so it is all assumptions atm; i can leave my feedback however in hopes that Anet will tweak numbers with some common sense before patch goes live
- where did i say OMGUSUCKANET? OMFGCONDISR2OP?
- condi builds are not worthless, what do you think celestials are?Poison + Burning + Celestials = kills condition-type builds.
ArenaNet failure to nerf Sigil of Doom is amazing. It’s one of the most toxic sigils in PvP and why Celestials is significantly more powerful than it should be. Burning and poison can easily deal 1k damage a second and reduce recovery. Why take other conditions? They are just a waste.
that is my point, you don’t even need to run pure condi build for them to be effective
certanly, the 700 condi dmg change will have impact
BUT (correct me here, i am not so sure about numbers) current celestial gives 438 condi dmg, with 10% nerf it will be 394~ condi dmg; 300? will be baseline after trait patch so any character with cele amy will already sit at 700 condi dmg? throw some might stacks and certain runes/sigils in and you got same celestial cancer running around doing way too much condi dmg
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waterfall in foefire…. i died countless times due to shadowstep failing
the slopes between points in forefire, same issue
slopes in forest (beach and around mid point), same issue
skyhammer – entire map!!! it is easier to count spots where ports work there instead where they don’t.. :|
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(edited by Cynz.9437)
- Thieves HS not affected by Chill next patch (Distance)
- Thieves Initiative not affected by Chill
- Thieves Weapon Skills not affected by Chill
And you guys still be flopping?
#whatajoke
they are adding slow though which is more severe to fast attacking classes than chill in current state imo~
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i support this, i think DM should have been 3v3 and not 5v5
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I actually don’t think the suggestions are completely unreasonable.
Chill affecting initiative maybe not… Only cuz it would be such a major counter to thief.
But 3s reveal on block/invuln/doge would be fine. We are talking about a class that takes little to no set up to do very high amounts of damage with free escapes. I think that kind of counter play is fair.
- define little set up? backstab requires stealth, being behind target in MELEE range (while being one of the most squishies class in game) and actually crit on target
- what free escapes are we talking about here?
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(edited by Cynz.9437)
also, don’t forget, cripple is still there and new effect slow also is being added
Which, contrary to the name, has nothing to do with movement speed.
https://wiki.guildwars2.com/wiki/Slow
it also means that leaping skills will have slower animations thus making character move foward slower….
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- surely backstab hits hard (on) (omg forums cmon) squishies but frankly squishies can kill thief just as fast; most of the time it comes down to who gets the jump on whom…. i still think that main reason why thieves and mesmers are so popular is conquest and moblity of those classes
- why shouldn’t i bring celestial as argument in this discussion when majority of classes/builds in current pvp are clestial?
- once again, other squishy classes can “one shot” thief as well (see ele procs, mes that knows how to shatter/CC)…. the only class i see maybe having issues with stealth is necros but frankly i think class generally is lacking and it has nothing to do with stealth in particular
- how do you counter war in rampage with zerker stance?
- you don’t even need to dodge backstab…. walking+turning around already helps…
- my point still stays, the change would just discourage use of backstab even more (which is already in majority of time quite uneffective)
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snip
Well its the same thing for every other class, every medi guard is hammer now, every thief is d/p, every ele is d/d, every engi is cele rifle, every mesmer is shatter. Also, it has nothing to do with warriors not being in the meta. If my main was in the meta I would be advocating for buffs to classes that weren’t in the meta first, and builds that weren’t second (That’s the difference between you and me, I’m looking for balance not to be an overlord). Many warrior players seem to have this ego that every one of their builds should be meta, even though there are classes that have barely been represented in competitive pvp at all (aka necros for less than two months, and rangers for less than a year).
If I had to make a list of classes I think should be out of the meta first this would be it:
1) Thief (been meta since day 1)
2) Guard (^)
3,4,5) Ele, Warr and Engi (all had similar time in meta from what I remember)
6) Mes
7) Ranger
8) Necrowhy should be ANY class be out of meta….? if anything game should make any class have decent spot in meta…
Do you know why thats not gonna happen right? Thieves pushes out other zerker classes cept medi guard out of the meta.
How is that gonna happen when your class is so defensive about issues on counterplay?
- thieves don’t push other zerkers out of meta, conquest does… why? one word: moblity
- how are anet decisions and class balance are related to attitude of thief players? that is just pure flaming right hereno thieves do…it’s the sme in wvw roaming/duels thieves entirely outclass all other on zerker except medi guard maybe and even then only if the thief decides to stay instead of free disengage 24/7
- how? please explain
- wat? last time i checked thieves weren’t best 1v1 class actually and pvp wasn’t about 1v1
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Cripple won’t affect movement skills either.
As for chill – I doubt devs who made this change are the same ones that designed Reaper. I’ld like to think they were aware of Reaper’s existence… but who knows…
i can only guess that in beta chill together with slow and cripple was just to severe?
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mesmers got ports that are unaffected by changes so actually they got indirect buff a bit
necro is designed to be rather slow, surely they could use some moblity buff but they would have to lose some defensive and/or offensive power imo
also, don’t forget, cripple is still there and new effect slow also is being added
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Personally I’m gonna wait and see how it plays out before I jump to the OMFGUSUCKANET reaction because some things got changed.
Vulnerability will make you vulnerable to conditions too, awesome. Constantly I see people complaining about how condi builds are worthless. Alright they did some tweaking to conditions and suddenly it’s OMFGCONDISR2OP!!!
- that is why i said conerns and i did state that numbers are not out yet so it is all assumptions atm; i can leave my feedback however in hopes that Anet will tweak numbers with some common sense before patch goes live
- where did i say OMGUSUCKANET? OMFGCONDISR2OP?
- condi builds are not worthless, what do you think celestials are?
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tbh i was kind of surprised on chill nerf given the reaper spec
then again, slow was added to game and cripple seems still to affect movement spells if i understand it right
chill still affects your “walking” speed in combat and swiftness not affecting leaps anymore just means it targets will disengage slower from fights (besides ports obviously, which makes chill changes an indirect buff to classes with ports aka thieves/mes)
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- yes, but for 25 stacks vulerability to work with direct dmg those spells actually have to land where condis are applied by AA and consistent aoe… you do understand that it is huge buff to condi dmg (which is already not THAT low) when it is affected by vulnerability
i am not saying that vulerability change is bad, i am saying that spells applying condis need to be rebalanced to match direct dmg build costs
- once again, shatter mes can get 25 stacks on you really fast, add engi or necro into fight (and pvp is all about teamplay), you will drop really fast and no invuls/blocks in the world will help you there
- necros: see point above
- so let’s pretend engis and mesmers don’t exist in pvp?
- what does it have to do with thieves, o m g… if you have personal issue with me, feel free to msg me but don’t turn this thread into let’s use CynZ personal preferences as argument because we don’t have better
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snip
Well its the same thing for every other class, every medi guard is hammer now, every thief is d/p, every ele is d/d, every engi is cele rifle, every mesmer is shatter. Also, it has nothing to do with warriors not being in the meta. If my main was in the meta I would be advocating for buffs to classes that weren’t in the meta first, and builds that weren’t second (That’s the difference between you and me, I’m looking for balance not to be an overlord). Many warrior players seem to have this ego that every one of their builds should be meta, even though there are classes that have barely been represented in competitive pvp at all (aka necros for less than two months, and rangers for less than a year).
If I had to make a list of classes I think should be out of the meta first this would be it:
1) Thief (been meta since day 1)
2) Guard (^)
3,4,5) Ele, Warr and Engi (all had similar time in meta from what I remember)
6) Mes
7) Ranger
8) Necrowhy should be ANY class be out of meta….? if anything game should make any class have decent spot in meta…
Do you know why thats not gonna happen right? Thieves pushes out other zerker classes cept medi guard out of the meta.
How is that gonna happen when your class is so defensive about issues on counterplay?
- thieves don’t push other zerkers out of meta, conquest does… why? one word: moblity
- how are anet decisions and class balance are related to attitude of thief players? that is just pure flaming right here
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Confusion was nerfed waaay back, and now they tweak it, and guess what? the ever so defensive thieves take notice. lol
Confusion affects all classes, what does it have to do with thieves………..?
If anything, the part of the change makes it a tiny bit easier for thieves to deal with confusion due to dmg reduction on fast attacks…While true, confusion got a buff, yes weaker ticks on attack but atleast its not situational now.
you didn’t answer my question….
Uhmm because this will eventually a mesmer issue. Why? We are the major source of that condition.
And what does it have to do with thieves?
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Confusion was nerfed waaay back, and now they tweak it, and guess what? the ever so defensive thieves take notice. lol
Confusion affects all classes, what does it have to do with thieves………..?
If anything, the part of the change makes it a tiny bit easier for thieves to deal with confusion due to dmg reduction on fast attacks…While true, confusion got a buff, yes weaker ticks on attack but atleast its not situational now.
you didn’t answer my question….
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the only classes who benefit from it are those who have teleports and use dashes/leaps actively in combat (see thieves, mesmers)
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Confusion was nerfed waaay back, and now they tweak it, and guess what? the ever so defensive thieves take notice. lol
Confusion affects all classes, what does it have to do with thieves………..?
If anything, the part of the change makes it a tiny bit easier for thieves to deal with confusion due to dmg reduction on fast attacks…
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(edited by Cynz.9437)
i am more worried about weakness affecting condi dmg….
https://forum-en.gw2archive.eu/forum/game/pvp/Concerns-about-condis-suggestions/first#post5137078Cynz….you got it wrong. Weakness is remaining unchanged. It’s Vulnerability that was modified. Currently Vuln only increases incoming physical damage. With the change, Vuln will also increase incoming condition damage. This change will make Vuln more valuable and possibly even more deadly than it already is.
yeah ik, i switched vulnerability for weakness, too tired after work~
edited post
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snip
Well its the same thing for every other class, every medi guard is hammer now, every thief is d/p, every ele is d/d, every engi is cele rifle, every mesmer is shatter. Also, it has nothing to do with warriors not being in the meta. If my main was in the meta I would be advocating for buffs to classes that weren’t in the meta first, and builds that weren’t second (That’s the difference between you and me, I’m looking for balance not to be an overlord). Many warrior players seem to have this ego that every one of their builds should be meta, even though there are classes that have barely been represented in competitive pvp at all (aka necros for less than two months, and rangers for less than a year).
If I had to make a list of classes I think should be out of the meta first this would be it:
1) Thief (been meta since day 1)
2) Guard (^)
3,4,5) Ele, Warr and Engi (all had similar time in meta from what I remember)
6) Mes
7) Ranger
8) Necro
why should be ANY class be out of meta….? if anything game should make any class have decent spot in meta…
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snip
I define a “good thief” based on past performance on MMR-leaderboards, or how well they do in higher MMR matches, as well as their general knowledge of class mechanics.
Regarding your point about counterplay to other classes, I generally agree that there should be more counterplay, although most of your examples are flat out silly, and completely wrong.
You can see the Warrior F1 skill coming (unless he’s been stealthed), so you can set up your dodge/block/blind/etc. If you dodge/block/blind the Warrior’s F1 skill, he loses his endurance, and the f1 skill goes on cooldown. He also generally won’t get the cleansing ire proc (exception for longbow f1, which procs as long as the arrow hits the ground — this should be fixed). I’m not sure why you think there’s no counterplay here?
The same applies to the ele’s burning speed, firegrab, or phoenix + lightning flash whammo combo. You can see those coming, you can avoid the attack, and now the ele’s skills are on cooldown. In the case of the phoenix + LF combo, the ele’s also burned his only blink.
Also not sure why you think that having characters pop out of stealth (without revealed debuff) when their attack gets dodged/blinded/blocked would somehow delete thieves. How often do you whiff your backstabs? The other guy still has to time his dodge/block/blind, kind of like if he was trying to avoid an eviscerate or flurry, except vs stealthplay he has to do it based solely on timing and prediction.
MMR performance? You do realize LB were a joke for half year at least? I have been on top 100 NA before LB turned into farmboards (i guess i am bad eh?) and i think more counterplay to stealth at current state of classes would just delete thieves from pvp.
My examples were just to show how severe would “counterplay” suggested in this thread.
You can’t blind warrior in zerker stance; you can also block backstab as block usually lasts longer than stealth so i don’t see the point of this argument; you can also doge backstab, most of them are actually highly predictable. I didn’t say there is no counterplay to warrior, same as there is already counterplay (a lot of it actually) to thief stealth. My point is: adding more would be just devastating.
Actually, quite some of ele dmg is instant and often unpredictable (cough procs).
Because revealed debuff denies thieves their defensives(healing, condi removal, dmg mititagtion), thieves are one of very few classes/builds thats defense is also baked into offense. Just imagine that guardian would gain resistance to own healing if his attack got blocked/blinded etc.
To be fair, i actually don’t even bother backstabbing most of the time due to current meta. Backstab requires so much atm (stealth, being behind, actually crit and not die to aoe) and deals such little dmg to most meta classes (celery, engi, shoutbow) that sadly AA is more effective. That is why any more nerfs to stealth and backstab are just overboard, imo, or are you implying that Anet should discourage using backstab even more? I don’t think it would be great design decision.
Here is the joke: look up your death log every time you die. What is killing you most of the time. I bet you my gold that it is burning and bleeding with some sigil procs. Do you REALLY think that backstab and stealth generally is such an issue atm?
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Weakness remains untouched.
It’s Vulnerability that now affects conditions.
And it won’t be a problem in PvP for the most part, because out of condition damage dealers, only Engineers can stack a lot of vuln in short time frame.
And we’re not even sure how Engineer will look like after balance patch.
Yeah i ment vulnerability, had long day and my english isn’t best~
Switched it to right condi, ty
As far as stacking goes, actually it is not true, mesmer can put 25 stacks of vulnerability on target in extremely short time (talking about seconds here) and you can’t forget team play. Think about it: mes puts 25 stack of vulnerability, necro or engi spams AA/aoe -> RIP instantly.
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(edited by Cynz.9437)
Nope did not get owned by a thief, sorry conspiracy theory thieves. Only thief to own me in recent days was a really really good sword/dagger one and even then after 3rd encouter he had some major hard time with my ranger. On to the subject:
Ok, a-net, you got some explaning to do.
A while ago you said yourself you want to move away from hard counter gameplay into soft counter style, so player skill has bigger say in result of pvp encounters then their build.And for most part you’re keeping true to your word – quickness and berserker stance becoming boons which can be stripped or corrupted, elite specs filling gaps base professsions had etc.
….except thieves.
Shadowstepping. Stealth not removed when blocked or evaded, , phletora of instant casts including a heal skill that breaks movement inpairment and has massive evade, initiative unaffected by chilling or interrupt induced skill cooldown.
So where exactly is the room for “skilled counter gameplay” against a thief who knows his stuff in pvp? Cause so far all i see is the “hold the point and survive for as long as possible”.
You don’t get owned by thieves but they are OP and need to be fixed… wat?
What’s wrong with shadowstepping? it is a defensive/offensive skill like any other in game~
If stealth was getting removed by blocks/invuls then other classes would have their defensives nerfed~
Actually, thieves don’t have instant healing skill; you can’t use withdraw while being CCd, just saying; what’s wrong with withdraw breaking movement imparing effects? necro heal does the same O_o are necros OP now?
Define massive evade, it is not even full sec… guardian heal for example gives them block for longer duration at (it), are guardians OP now lol?
Ini was affected by chill before, it was devastating because thieves share same resource for both weapon sets unlike other classes…
Interrupts actually affect thieves, all cast spells can be still interrupted, dazed thief can’t use any casting spells either; only difference is that weapon skills don’t go on visible CD however since initiative is wasted and counts as CD effectively they do go on CD after all by denying resource to thief instead of putting number on spell bar.
Do i understand it right, thief that “knows his stuff” should get punished by being a free kill?
There is plenty of skillful gameplay vs even good thief. Name me a spell and i will give you list of things you could do to counter it.
I am not big fan of saying it but if only thing you see is “hold the point and survive for as long as possible”, then you really need to L2P.
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Why is this thread not locked? Nine pages of ignorant kitten kissing and ad Populum not enough for a lock? I knew this thread was going to be non-constructive the moment I read the title and whaddayaknow, it got really stupid on the first page.
The OP might want some discussion but the people who agree with him don’t. lol
There are a lot of good points made by people on both sides of the camp in this thread. And while lots of people (including good thieves) agree that stealth needs some more counterplay, they don’t all agree with the OP’s suggestions. There are a lot of middle-ground suggestions that have been offered here that are far more forgiving than a revealed-on-whiff.
Most of the posters who zealously oppose adding more counterplay to stealth show that they play thief at a pretty low level. Like the earlier post where someone talked about how much practice it takes to stack stealth with heartseeker, or the post where someone said aegis would be a total hardcounter to backstabs.
define good thief? the ones that agree with you? great definition~
Why is this thread not locked? Nine pages of ignorant kitten kissing and ad Populum not enough for a lock? I knew this thread was going to be non-constructive the moment I read the title and whaddayaknow, it got really stupid on the first page.
The OP might want some discussion but the people who agree with him don’t. lol
because trolls keep bumping it with random nonsense
back to topic: sure, add more counterplay to stealth if other classes will also see more counterplay to heals/invuls/block/aoe etc.
for example: if necro missed his DS attack, he loses entire life force bar
if warrior missed his f1 skill, his utilities go on CD
if ele missed (blind, block etc.) his high dmging spells, his attunements go on CD
sounds fair doesn’t (it)? it doesn’t…. so unless other classes (celestial cancer, i am looking at you) gets some massive nerfs i don’t see how adding even more counterplay to stealth would help besides deleting the class from pvp~
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(edited by Cynz.9437)
i am more worried about vulerability affecting condi dmg….
https://forum-en.gw2archive.eu/forum/game/pvp/Concerns-about-condis-suggestions/first#post5137078
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(edited by Cynz.9437)
Adding Dire would be unbalanced as you would have a tank who can also do damage
You mean like the current Celestial builds?
except celestial provides less pure defensive stats than dire and requires at least active healing for it to be effective~
+ it gets nerfedThe healing I get when I play D/D Ele and Shoutbow doesn’t feel very active. It’s more or less always there so it might as well be counted as passive.
it is a class problem, not amulet problem
+ as i said, that amy gets nerfed
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Adding Dire would be unbalanced as you would have a tank who can also do damage
You mean like the current Celestial builds?
except celestial provides less pure defensive stats than dire and requires at least active healing for it to be effective~
+ it gets nerfed
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I have mixed feelings about it: it is definitely nerf to chill however it is also big nerf to classes that rely on leap moblity outside to get across the map fast. Teleports will be so much better in comparison uhoh.
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While buffs to condis may be welcome in pve i have following concerns about dmging condis:
- no counterplay to confusion anymore by not using any spells as condi removal also counts as action and might get you killed before you even clear those confusion stacks
- the play between vulnerability and condis:
now condis do more dmg while vulnerability is on target… all fine and good, the issue is condis already do considerable dmg (in pvp at least) and certanly it may be too early talk about it due to lack of numbers
BUT there is still that old investment problem – condis require only 1 stat to work (where direct dmg requires 2-3 stats for same effectivness), with duration reduction and stacking it will be even more the case meaning condi builds only need to invest into condi dmg and choose defensive stats (i really hope dire wont be added to pvp, it would be brutal).
My point is, with vulnerability buff it would make condis do way too much dmg imo and by all means they are not that hard to land (many come from massive, often unavoidable aoe or endless AA where high hitting direct dmg spells usually have CDs or some high requirements).
Suggestions (brain storming):
- I think it wouldn’t be bad to force condi builds to rely on at least 2 stats (crits, for example: if you land spell it adds 1 condi stack; if you crit it lands 2 stacks)
- rebalance application of condis on weapons – move them to 2-5 weapon spells instead of stacking effects on AA (necros and mesmers come in mind) and aoe (sup combustive shot). So condi builds actually get punished if their spells missed/got dodged/blocked etc. just like for direct dmg builds.
(inb4 direct dmg can’tbe cleansed: direct dmg gets reduced by protection, can’t affect target with invul or block on; condis ignore protection and continue to tick while target is in invul/block)
- Possibly make condi removing spells count not as action that will kill you before you clear those 10 stacks of confusion?
Discuss, flame away~
edit: put wrong condi in post, switched weakness with vulnerability _
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(edited by Cynz.9437)
when my old wvw guild was crying we don’t have enough necros
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is it sandy or burnfall, i wonder~
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just was in match, it was 5v5 before people quit
yep, matchmaking works ~
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- allow first match per day ignore 50% win rate rule :/
There is no such rule. This is how a good match making works.
1.) You win vs your opponents? Your mmr-rating increases, and you will face stronger opponents.
2.) You lost? you will face weaker opponents the next time.If you win about 50% of your matches, the match making system is working perfectly fine to find you opponents about your own strength.
If you win more than 50% -> The match making can either not find suitable opponents (due to a small community); the match making process is not working or your own mmr-rating was still too low, and has therefore to increase further.Thank you! I find it odd that you don’t understand that, Cynz. Why would you want to have a ratio above 50%? If you improve gradually, you should in the long run have a win ratio a little over 50%, but certainly not over 60 or 70%. Every Glicko or Elo based MM system works like this, and that’s exactly what we want. I don’t want to win all the time. I want to play against equally skilled players.
The only possible reason to have an a win ratio well over 50% would be to queue in one of the best teams. In that case, the system couldn’t find you enough good teams to play against. This is a problem for the small minority we see in ESL, but for the rest of us, 50% is fine.
ideally, if you win, yes you should be fighting tougher opponents… but it would also make sense to have teammates of similar skill level
what happens in gw2:
→ you get abogve 50% win rate
→ game puts you against better opponents but actually worse teammates than you had before… this is my actual issue with system
i don’t mind facing tougher opponents, i just mind trying to fight esl teams while pugs on my team can’t get a single point whole game…
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So you want free daily…. I’m usually over 50% winrate…. round 60% usually and I don’t seem to notice that When I’m trying to do a daily, although I could give two kittens about quests I do pvp to pvp. Also they said class mmr is in effect… didn’t they?
it is not free, you still need to win match but at least you won’t have to try to carry (which is impossible) 4 people who can’t even gain a point whole game….
i did have teams in the past that were getting farmed at spawn and afk’d out obviously… by all means i can’t solo 5 people…
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(edited by Cynz.9437)
It is not secret that games stacks all odds against you if your win rate is above 50% forcing you to play against good players and having really new players on own team.
This becomes even more worse with the fact that solo players face premades pretty much every match.
I just want to be done with daily but i can’t even do this (unless i run premade myself) due to the way matchmaking is atm.
Trying to make people form more teams is fine and all but pvp shouldn’t be have a team or don’t play at all :/
Suggestion:
- allow first match per day ignore 50% win rate rule :/
- separate soloq and teamq
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(edited by Cynz.9437)
Thieves have nothing else for defense.
Well…
And if people aren’t complaining about thief stealth they are complaining about the amount of evades.
Aren’t all those evades also “defense”? Not complaining here, but stating that thieves don’t have any defense beside stealth is kinda wrong, don’t you think?
Can you play s/d build that depends on evades and d/p build that depends on stealth at the same time?
i’ve actually seen a lot of people run s/d d/p so yeah, it seems you can?
dp with acro? oh man that is very useful… as useful in teamplay as PU mesmer afking at spawn
[Teef] guild :>
Lets just make chill freeze people in place so they are eternally immobile and while were at it add some sick mortal combat sub zero finishers. All hail your new balance warlord <-
that’s called ice bow 5…<_<
[Teef] guild :>
Lots of nerf thief threads popping up lately.
After the last huge nerfs to S/D and D/P it was basically stated if you are complaining about thieves being OP its a sign you are bad.
Heck didn’t grouch even say that people complaining about thieves need to l2p in one of the last Ready Ups?
i think the guy who got banned for trolling thief forums got second accnt(s) thanks to sales thats is why all this threads~
and chill not affecting ini isn’t bug but intended, it did during beta and it was terrible so it was removed~
Still a problem, though.
There shouldn’t ever be a case when profession gains partial immunity to one effect just by design, without any choice or sacrafice and doesn’t get any other effect instead.
If Chill affecting Initiative system in regular way hits Thief way too much, compared to other professions, that’s indeed not right.
But instead of just nullying main aspect of one condition on Thief weapon skills, replace it with other, more fair effect for that specific profession.
And don’t even start with “Thieves are squishy”. If we want a balanced game, no profession should be immune to aspect of it just because.
chill does have effect on thieves though, pretty big at it….. read posts above or just make one and try to kill ele or necro while being perma chilled
[Teef] guild :>
sandy is that you o.o?
[Teef] guild :>
“stealth has no counter”
meanwhile stealth doesn’t make invulnerable to dmg nor CCs
comon skills that give stealth are interruptable and can’t be used while CCd (besides LR)
refuge is big bull eye for aoe spam
revealed debuff actually existsyeah sure, no counter….
how many counters are there to block, invuls passive traits? oh wait, none~
@ron: same things can be said about a lot of things in this game not just thieves….
What? Mesmer’s have a 1 hit block, we block one BS and then what? Eat all the remaining attacks?
oh wait~ where is our counterplay to that? oh wait, none~
mesmers don’t have invul? since when?
[Teef] guild :>
the sad thing is… some bad players actually still believe teef is op
the best part of it is when they roll thief thinking they gonna get carried and then spend whole match in downstate and cry to me how thief is unplayable :P
[Teef] guild :>
Darksyze, I have a seriously unhealthy obsession with hating every word you say. Can you pitch it towards my shrink?
this is so me
some players like DarkSyze should just move on to another game, would save me a lot of facepalms
you do realize they are doing it on purpose and don’t actually care about state of the class/game?
[Teef] guild :>
Lots of nerf thief threads popping up lately.
After the last huge nerfs to S/D and D/P it was basically stated if you are complaining about thieves being OP its a sign you are bad.
Heck didn’t grouch even say that people complaining about thieves need to l2p in one of the last Ready Ups?
i think the guy who got banned for trolling thief forums got second accnt(s) thanks to sales thats is why all this threads~
and chill not affecting ini isn’t bug but intended, it did during beta and it was terrible so it was removed~
[Teef] guild :>
“stealth has no counter”
meanwhile stealth doesn’t make invulnerable to dmg nor CCs
comon skills that give stealth are interruptable and can’t be used while CCd (besides LR)
refuge is big bull eye for aoe spam
revealed debuff actually exists
yeah sure, no counter….
how many counters are there to block, invuls passive traits? oh wait, none~
@ron: same things can be said about a lot of things in this game not just thieves….
[Teef] guild :>
For some reason, it never seem to occur to such players that the other team may actually by some miracle of planet alignment or something be better than your team.
“My team mates are noobs, the opposite team is a full premade running cheesy OP builds”.
- Every soloq hero ever.
try to queue 6 times in a row as solo vs top esl team and then tell me how it is fun
as far as topic goes:
if you killed someone and they talk crap to them, just ask them: if am that bad and i killed you, what does it make you?
[Teef] guild :>
yeah tanks sold qs for outrageous prices and healers had 1-2 min qs….. while dps sat in q for 1 hour….
do not want that in gw2
[Teef] guild :>
Haven’t seen one of those in a while, where are your all mighty nerf suggestions O.o?
stay tuned
brb getting popcorn… anyone want some?
[Teef] guild :>
also when stealthed and hit a blocking target…the stealther should be revealed…i mean the blocker doesn’t notice the blocked impact cause its stealth….so non stealth classes suddenly become kittened as well…nerf this stealth stuff hard….that or their damage…balance says it cant have both….basic math ikr
I’m okay for that, and you fix the bug that allow attack to track through stealth ok ? you will be cute :p
pets as well O.o
[Teef] guild :>