https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
I wish we could get an ETA…
https://twitter.com/TalathionEQ2
You said the skill trait had an internal CD, not the skill itself.
https://twitter.com/TalathionEQ2
Lets see, “Leg Specialist” (minor trait.) 10 trait vitality. (tactics tree.)
Immobilize Target when your Cripple.Sword’s 3 combo has a cripple.
I play a 80 warrior and an 80 thief.
You’re thinking of thief here. Warrior’s sword combo has bleed on the first two, and raw damage on the last. Thief’s, however, has a cripple on the last hit. Sword mainhand warrior does, however, have a cripple on the 3 ability.
Thats exactly it.
Constantly Bleeding/Crippling/Weakening/Immobilizing, this is devastating.
The only Cripple a Sword+Warhorn Warrior has access to is the Sword skill #3 which has a 15 seconds cooldown. 1 second of Immobilized every 15 seconds now counts as “constantly”?
Cloak and Dagger itself is .5 seconds. Backstab is .25. Nice try, though.
You can activate Cloak and Dagger and then use Steal to shadowstep next to your target; if timed correctly all three hits happen in nearly just the animation time of Backstab. And because “hit from behind” is an 180° arc it isn’t that unusual that you’re in the perfect position for a backstab right after Steal.
Sword skill ‘3’ does NOT have a internal Cooldown, it cripples every time.
http://wiki.guildwars2.com/wiki/Leg_Specialist
It does not have an internal cooldown, it works every cripple.
https://twitter.com/TalathionEQ2
A video of a necromancer killing someone from ranged in 1.0 seconds with nearly 0 telegraph.
http://www.youtube.com/watch?v=-pK6M5rf_8I&feature=BFa&list=HL1352314833The target is also completely dazed. (cannot do anything.)
Berserker Warriors can bull’s rush/frenzy/100b, killing someone in 1.0 seconds.
I think someone needs to learn to tell time. The Necro’s kills clearly took ~4-5 seconds, roflmfao.
The Thief troll brigade getting even sadder.
First they try to claim that HB kills as fast (at 3.5 seconds). Then they claim Kill Shot kills as fast (at 1.75s). Now it’s Necros at 4+ seconds.
Somewhere we’ll find a burst that does as much damage as a Thief in 0.3 seconds of damage (or 0.75 seconds of total action).
Are we going to try Mesmers next? MB-iB-F1 with MoP interleaved is still going to run you 3.0 seconds at the least.
Your over exaggerating a bit, CD/Backstab/Steal takes 4-5 seconds as well, unless the target is trying to run away the thief has to get behind him.
https://twitter.com/TalathionEQ2
A video of a necromancer killing someone from ranged in 1.0 seconds with nearly 0 telegraph.
http://www.youtube.com/watch?v=-pK6M5rf_8I&feature=BFa&list=HL1352314833
The target is also completely dazed. (cannot do anything.)
Berserker Warriors can bull’s rush/frenzy/100b, killing someone in 1.0 seconds.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
As a thief, my biggest fear is the sword/warhorn warriors or axe/warhorn warriors.
Comparing a First tier trait (10 points.) to a (30 points trait.) is pretty silly though, dazing for 1 second every steal is very terrible for what you have to sacrifice for it. (30 points into the condition tree for a direct damage move…)Warriors however can use Sword’s 1 to get a cripple every 3 autoattacks and immobilize every 3 autoattacks, then “http://wiki.guildwars2.com/wiki/Opportunist_” Gain fury from that and with boon duration, get pretty much perma fury.
With Warhorn you can get Perma Swiftness/Vigor and EXCELLENT condition removal.
I’m not seeing where they get immobilize from auto attacks
Lets see, “Leg Specialist” (minor trait.) 10 trait vitality. (tactics tree.)
Immobilize Target when your Cripple.Sword’s 3 combo has a cripple.
I play a 80 warrior and an 80 thief.
You’re thinking of thief here. Warrior’s sword combo has bleed on the first two, and raw damage on the last. Thief’s, however, has a cripple on the last hit. Sword mainhand warrior does, however, have a cripple on the 3 ability.
Thats exactly it.
Constantly Bleeding/Crippling/Weakening/Immobilizing, this is devastating.
Weaken (Warhorn) is -50% Endurance Regeneration, this COMPLETELY destroys a thief.
http://www.guildhead.com/skill-calc#mcRkVzm9bax0GaVcRszsV
Stacking Full Knights (Precision/Toughness/Power.) Jewelry and Rabid (Precision/Toughness/Condition Damage.) Armor.
Using 40% Condition Duration Food, you can get 100% Bleed Duration. (the cap.)
Your cripples/immobilizes last 50% longer (food+traits.)
And you constantly get Condition Removal.
Since Condition Damage has such a high diminishing returns, 300+your base is enough for your bleeds damage.
Stacking Several Bleeds/Weakness/Cripple/Immobilize/Plenty of Condition Removal = Dead Thief, this is basicly my warriors build for pvp, I almost never die to a thief.
Use 2 15% Monk/Healer Runes, 2 Rune of Rage.
30% Boon Duration/20% Fury Duration.
50%+20% Boon Duration in Vitality Tree = Every time you cripple (3 on autoattack.) you gain 5 seconds of fury, that can be maintained forever with the other traits and also switching to your axe/sword.
Boon Duration (30+20%) also makes you have perma vigor and swiftness from warhorn.
(P.S) if you really wanna hurt a thief, run Accuracy/Chill Sigil on Critical.
Warrior is amazing and has several builds and traits many people overlook, people overlook how devastating weakness/chill is to thief compared to other classes…
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
As a thief, my biggest fear is the sword/warhorn warriors or axe/warhorn warriors.
Comparing a First tier trait (10 points.) to a (30 points trait.) is pretty silly though, dazing for 1 second every steal is very terrible for what you have to sacrifice for it. (30 points into the condition tree for a direct damage move…)Warriors however can use Sword’s 1 to get a cripple every 3 autoattacks and immobilize every 3 autoattacks, then “http://wiki.guildwars2.com/wiki/Opportunist_” Gain fury from that and with boon duration, get pretty much perma fury.
With Warhorn you can get Perma Swiftness/Vigor and EXCELLENT condition removal.
I’m not seeing where they get immobilize from auto attacks
Lets see, “Leg Specialist” (minor trait.) 10 trait vitality. (tactics tree.)
Immobilize Target when your Cripple.
Sword’s 3 combo has a cripple.
I play a 80 warrior and an 80 thief.
https://twitter.com/TalathionEQ2
As a thief, my biggest fear is the sword/warhorn warriors or axe/warhorn warriors.
Comparing a First tier trait (10 points.) to a (30 points trait.) is pretty silly though, dazing for 1 second every steal is very terrible for what you have to sacrifice for it. (30 points into the condition tree for a direct damage move…)
Warriors however can use Sword’s 1 to get a cripple every 3 autoattacks and immobilize every 3 autoattacks, then “http://wiki.guildwars2.com/wiki/Opportunist_” Gain fury from that and with boon duration, get pretty much perma fury.
With Warhorn you can get Perma Swiftness/Vigor and EXCELLENT condition removal.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Withdraw is a heal skill, you have to sacrifice a bit of healing and survivability and stealth to get it.
Hide in Shadows does not cure immobilize alone.
Shadow Refuge does not cure immobilize, takes a utility slot, which means you have to contest it with SoS/Assassin’s Signet.
Smoke Screen does not cure immobilize.
Roll for Initiative takes a utility slot, which means you have to contest it with SoS/Assassin’s Signet.
Scorpion Wire does not cure immobilize.
Head Shot does not cure immobilize.
Daze must be behind for sword, very unlikely if your fighting a warrior who is always in front of you 99% of the time constantly attacking and swinging at you, unless he does not know how to play his class.
The 30 point “Steal also Dazes” is deep in trickery (condition.) and is almost a waste if you want to do any sort of burst damage, unless your talking about our mythical 30/30/30/30/30 build.
Also do not list Shadow’s Embrace “Cures a condition every 3 seconds in stealth” as a viable stun breaker, if your playing a proper warrior you will have stacks of bleeding and cripple almost at all times, especially if your using a greatsword or sword, if your using an axe you will have vulnerability and bleeding, if you have the 33% chance to cause vuln on crit, you will have Cripple/Vulnerability/Bleeding on the thief. So the thief is pretty much rolling the dice to see which one that trait cures.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Blade Trail actually does A lot of Damage, Steals daze is a 30 point trait, blade trail isn’t.
Nobody takes steals “daze” trait unless they are a condition thief.
https://twitter.com/TalathionEQ2
Actually, if you had bothered to read the thread the guy posted:
“Actually, this build will slaughter most players in 1v1 and 1v2/2v2.
I’ve said this elsewhere, but this is a sPvP backstab build which not only constantly enters stealth, but also spams blinds, condition removal and healing. That’s very resilient for a glass-cannon.
I’m not as bursty as pure precision + power Thieves however, so I can’t win against a full survival build. But such builds are easy to run away from.
So it’s not really all that meta."
“This build is actually a Backstab build. It deals excellent single-target damage, although it’s not a 1-hit-wonder and can still be out-healed by more sturdy opponents. It allows me to stalk enemy zergs and take out the glass cannons or perform ninja-stomps.
I can also say that I can confidently (EDIT: barring any 1-hit-wonders) win/draw any “duel” or “1v1” situation. Even if I can’t kill my opponent, I can flee with +25% movement speed, swiftness upon dodging, and Heartseekers for extra distance."
So there we go….perma stealth and can still hit hard…
Please post a video with this spec killing people 1v2, 1v1.
I really want to see how it fares against a “hammer warrior” especially.
https://twitter.com/TalathionEQ2
Its a survivability build, you won’t instantly kill anyone with it.
https://twitter.com/TalathionEQ2
Please think about what you say, this spec is only good for this one thing, it is almost useless on a 1v1 fight because you would either have no initiative, and as soon as your leap finisher hit a target you would get revealed, so you cannot backstab using it.
Please read the additional information on the Reddit thread. This spec is primarily for sPvP (1v1, 2v2); the leap finisher applies damage before stealth. So no, you don’t get revealed and yes, you can spam Blinds and Backstabs all day with this spec.
It’s initiative demanding yes, but it’s nothing that cannot be conquered with good initiative management.
Yeah, in the video hes going after people and attacking them. (sarcasm.)
No, because if he did, he would get revealed and die, you CANNOT kill and down anyone with a build like this, your sacrificing 25 points in power or 30 points in precision.
I would like to see what happend if he attacked people instea—-oh he did, and then he died.
Did you know that if someone hits you it forces you to target them, so if you use a leap finisher after that it would leap and hit them, REVEALING you (like it did in the video.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Necromancers kill people in 2 seconds, I’d rather get killed in 4 seconds by a thief then 2 seconds by a necromancer.
Look at all that with condition curing, a second health bar and all that awesome DPS, and double the health of a thief!
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
How does he do damage?
As soon as a leap finisher hit a target, he would get revealed, and if hes looking at anything (targeting something.) he would autoleap towards the target.
This concept cannot do damage, you sacrifice alot of DPS just to get this spec to work and you need the vitality trait (2 initative every 10 seconds.) and the (2 initiative.) when you stealth to do this and the utility slot 1 initiative every 10 seconds as well.
Thats 40 traits alone, how do you kill anyone without 25 power and 30 in critical?
As soon as his leap finisher hits a target, he would get revealed.
Also, this is in WvW, not SPVP.
https://twitter.com/TalathionEQ2
We should make it where Necromancers can’t death shroud in capture zones.
We should make it where Rangers can’t use pets in capture zones.
We should make it where Warriors can’t switch weapons in capture zones.
We should make it where Elementalists can’t switch attunements in capture zones.
We should make it where Mesmers can’t use mantras in capture zones.
We should make it where Guardians virtues don’t work and can’t be activated in capture zones.
We should make it where Engineers can’t use kits in capture zones.
Please think about what you say, this spec is only good for this one thing, it is almost useless on a 1v1 fight because you would either have no initiative, and as soon as your leap finisher hit a target you would get revealed, so you cannot backstab using it.
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P/P is not viable, wielding two nerf guns and shooting nerf darts at the target would do more damage then P/P currently does.
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They should make it fire or poison.
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Now that i’m back…
I agree, I wanted to re-edit that trait to be 50% Poison Duration, the extra healing wouldn’t make sense.
@ Lokheit: A lot of the traits are overpowered, but that is just it, look where they are, you would have to sacrifice a lot of dps (precision/critical damage.) to aquire them.
@Mrbig: Thief’s steal is way too burst oriented in nature, and all buffs associated with it help ONLY burst specs, there is not really any passive means to DPS.
@Pheonix the One: The trait is powerful, I wanted to nerf it to three seconds of stealth instead of 5 after thinking about it, but look which tree its in, you have to sacrifice a damage trait to aquire a survivability trait.
@Lokheit again: “30 seconds swiftness (ie: perma swiftness with a bit of acrobatics for boon duration increase or trickery to reduce steal recharge) would be an insanely OP trait” Warriors get -20% Signet Recharge as a first tier trait, which allows them to have 30(+30% boon duration if traited.) seconds of Fury/Swiftness/5 Stacks of Might, which can be up forever as well, and warrior is the most balanced class atm, they can spec for a lot more utility then that.
Having the thief sacrifice “A lot of damage” (Trust me I threw these traits around the trees pretty well.) to give the group almost perma swiftness would be a good idea, because currently we do not have any utility in pve dungeons or group pvp besides useless venoms.
The Vigor group buff however needs to be nerfed slightly to 25 seconds, so if you traited as a utility thief, you could give the group, 30 seconds of swiftness, 20 seconds of fury, 20 seconds of 5 stacks of might, and 25 seconds of vigor, this would make the thief excellent utility for the group, even though he has to sacrifice a lot of damage to do it, he could use alternatives like “traps” and conditions for damage.
And 1v1, swiftness is not that much seeing as we have signet of shadows (25% Movement speed increase.) movement speed increases do not stack.
The main idea is to put good traits all around so you see more types of thieves then the usually D/D, Shorbow combo. A lot of the non-damage traits are group oriented.
https://twitter.com/TalathionEQ2
Almost done… 200 pages!
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If I hit 5 people with a cluster bomb, it will show I did 2k damage to each of them.
On their combat log, it says I hit them for 10k damage.
https://twitter.com/TalathionEQ2
The combat log takes up every hit something does before it gives you the end number.
The dancing dagger hit all your clones and then hit you, and then at the end it gave you a total number.
If it gave you real numbers of how many times you were actually hit for, it would probably spam your combat log, the devs did it differently do it gives you a total number of all the hits combined.
it hit your clone for 1k, then another clone for 1k, then another clone for 1k then you for 1k. (total damage, 4k.)
This is why warriors “bladetrail” is showing up in the combat log as crazy damage, like 28k.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Well, -10% condition duration is nice and not really overpowered, and kind of matches the description.
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Badges of Honor- Is the system good where it is at, or does it need improvement?
in WvW
Posted by: Daecollo.9578
-% repair cost per orb is huge, if you don’t understand how good that is….well.. lol.
No, it is not. Saving 50 copper per orb per death is worthless.
Not really, its actually pretty nice.
https://twitter.com/TalathionEQ2
The out manned buff is worthless, it would be much easier to take back things and fight on par if the winning side (which usually has more numbers) doesn’t have an extra…
150 Toughness.
150 Condition Damage.
150 Healing.
150 Vitality.
150 Power.
150 Precision.
15% Health. (this plus 150 vitality is rediculous…)
Oh look, we have bigger numbers, are dancing on your corpse and have a huge statistic advantage!
259,000-6,000-5,000 are common these days.
https://twitter.com/TalathionEQ2
Switching orbs to something as useless as that would mean nobody serious would ever contest, defend, or focus on getting orbs.
Accumulated upgrades/demoralization are far bigger factors in lockout matches remaining that way.
The Orb Buff IS demoralizing, especially if you play a condition damage build.
Hey! Everyone you fight now has 33% damage reduction forever now due to having massively more hp!
https://twitter.com/TalathionEQ2
Badges of Honor- Is the system good where it is at, or does it need improvement?
in WvW
Posted by: Daecollo.9578
-% repair cost per orb is huge, if you don’t understand how good that is….well.. lol.
https://twitter.com/TalathionEQ2
When someone sees a side with 3 orbs of power, they instantly give up, making it un-fun for the rest of the week.
MY suggestion: make the 3 orbs of power give other benefits besides stats.
-20% Repair Cost Per Orb. (huge advantage, but not for combat.)
+20% Chance to get a Badge of Honor on a kill. (for players/npcs.)
This way, the winning side still wants the orbs, they will give your side a huge advantage, but it won’t make the losing side too disadvantaged in trying to retake there fortresses, and make pvp a lot funner for everyone.
Badges of Honor are currently VERY hard to get, the best way to get them is to camp a puzzle.. this is not right, IT should be by participating in pvp, NOT camping a stupid puzzle. I’ve been doing nothing but pvp for awile and I have only got about 270 badges, this is completely wrong.
Seriously, you really want this unfairness and un-fun to last forever? Most sides that have 3 orbs have a huge player-base advantage over the other side, so not only do they have more players, but they are all super-buffed by 3 orbs, its stupid.
https://twitter.com/TalathionEQ2
Badges of Honor- Is the system good where it is at, or does it need improvement?
in WvW
Posted by: Daecollo.9578
Well yeah, your still getting good stuff from orbs, your getting more badges and you don’t have to repair much, WHICH helps your side a lot, almost as much as 150 extra stats, but it doesn’t give you such an overwhelmingly STUPID advantage.
Stats are what balances the game, you give a guy in full berserker gear 150 extra vitality/150 extra toughness/15% more health it completely destroys balance. (the extra 5k health completely ruins people who use condition damage…)
https://twitter.com/TalathionEQ2
Badges of Honor- Is the system good where it is at, or does it need improvement?
in WvW
Posted by: Daecollo.9578
Nah.
Make the orbs of power give a +% to getting BoH from kills and -% repair bill instead of getting stats.
https://twitter.com/TalathionEQ2
List of broken things for thief atm:
- Venoms (Worthless, I made a thread about it.)
- Traps.
- D/D, Shortbow is the only weapons we have.
- Broken Traits, we don’t even have a critical bleeding trait.
- Trees don’t go together very well.
https://twitter.com/TalathionEQ2
My way is they have a long cast time and you may only have one or two venom’s up at a time, but they are quite powerful and passive, which leads to more chaotic random effects, not easily cured by enemy groups.
Since you are more group oriented and have to take the Venom Traits, you naturally do less damage then a normal thief and since your utility slots are filled, you cannot get away as easily as other thieves.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
All they need to do is make Cloak and Daggers animation 40% faster.
https://twitter.com/TalathionEQ2
Currently:
Gain Armor Buff if over 90% Health.
This is … just not very good.
Can we change it to something else?
Example:
-10% Condition Duration.
Thick Skin, makes since to me!
https://twitter.com/TalathionEQ2
Rabid:
Precision
Condition Damage
Toughness
Defiler:
Condition Damage
Toughness
Vitality
Juggernaut:
Vitality
Toughness
Precision
Lancer:
Vitality
Precision
Power
Druid:
Healing
Toughness
Precision
Templar:
Healing
Toughness
Vitality
https://twitter.com/TalathionEQ2
Makeover Kits, can the thousands of players waiting for this get an update please?
Posted by: Daecollo.9578
I am still wanting an awnser to this myself, heh…
https://twitter.com/TalathionEQ2
15 AOE limit, making strategy useless and making it so larger zergs always win against strategy.
Making everyone on a stack to move through a DANGEROUS choke point should be devastating if they are hit with AOEs.
Remove the 15 AOE limit and end this stupid tactic, its demolishing pvp and making it so numbers>all.
https://twitter.com/TalathionEQ2
Does it proc off my spells?
Does it proc the 66% chance to bleed on critical hit?
Is it based off my critical chance or is it a pet.
How does it work?
https://twitter.com/TalathionEQ2
That is wrong, I play a banner warrior and I can get all my banners, except my elite one, up forever.
I can get some of my shout buffs up forever as well if I get 30 points in vitality for boon duration. (even make them cure conditions too if I get the right set!)
I don’t know a thing about spirits since I don’t play ranger.
Also, your right, it can be a devastating effect if done properly… but it could also be a waste of time too, your forgetting that you could waste it all on a single target, or even apply it all on a single group and then it all be instantly cured by a SINGLE guardian or shout warrior.
If your fighting against a warhorn warrior, he could cure every condition and change it into a boon, making your venoms kitten.
And these are COMMON builds in zergs and battlefields, the RANDOM chance makes it WAY better because your not throwing your stuff all at once, your effects are happening randomly, causing chaos, even if he cures his own poison or chill, his friend may get the effect after that and he won’t even know.
CHAOS on the battlefield trumps any well timed attack or advantage.
Since most Conditions Cures are AOE …. it completely destroys the “orderly” way to apply these venom debuffs, if you ran into a warhorn warrior with the right traits, he completely negates the current purpose of venoms, he will turn all your effects into a long AOE protection/regeneration.
And some how I don’t view thieves as the most orderly of players….
Your also forgetting about how orderly raids and stuff are this generation, everyone and there mother uses a voice chat program to order people to do certain things, since venom’s apply there effects all at once, its easilly countered in a raid by commanding certain players to cure such effects before they can make an impact.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Your going to have to give thief something if you take something away.
If I was you, I would stick to the devil you know now, not make another devil you may be even more afraid of.
https://twitter.com/TalathionEQ2
“Critical Chance” is a random chance, and its not bad.
And seriously? are you thinking for yourself or your group here?
If your team-mates/group/raid/buddys all got the buff, it would be firing off a lot every time the internal CD wears off.
This isn’t a solo game, its a group game, the “chance” is so its not overpowered solo.
https://twitter.com/TalathionEQ2
Dude, they would be the same as banners/spirits/shouts.
Thieves rely too much on burst already, we don’t have enough passive effects anyways, Venom even if you apply to a group are useless because they don’t stack.
Even though the percent seems small, imagine giving these effects to other players within range of you like banners/spirits/shouts/buffs do.
With 5 people around you all with these venom buffs, it would be DANGEROUS, especially with the weakness and vulnerability, poison or even basilisk, since it would all be on separate CDs, even though it relies a bit on “chance” doesn’t critical chance?
We need to help our group, giving everyone a chance to hit a debuff would be amazing utility, if the traits affected them as well. (healing them when it triggers, ect ect, extra trigger chance.)
It would make a new breed of thieves, the venom thief. (we would give up a lot of damage and tank-ness for it, but its balanced around the fact we help people around us more then ourselves.)
Honestly, I would agree with you about the “effects I use when I need them” but giving 5 people the same venom is useless when they don’t stack, its not like you can turn someone into stone 5 times, you turn them into stone once and then afterwords they ignore it.
Venomous Aura either needs changed to only benefit yourself and make venoms alot stronger, or changed so its like my post, to percent based effects.
Think about it as a group:
Venom Thief:
Your group members (or people near you.) now have a 15% chance to heal themselves on an attack AND apply an additional effect.
Each group member has a 15% chance to apply weakness and vulnerability on hit, even though its random, it could get up to 8-15 stacks passively at all times atleast with all the fire going on. (not overpowered, its a debuff.)
Each group member has a 15% chance to some times chill the opponent. (he can’t do as much and does it slower, making it easier to see his attacks, especially the ones that one shot ya.)
An example of this would work like shouts is “shouts give group members” a 20% chance to critical and 3 stacks of might, that is still “chance” like venom’s would be, whats the difference?
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
15% HP and an extra 150 Vitality is horrible against people like me who stack condition damage, might as well say: 25% damage Reduction.
They need to redo the orbs to not add combat stats, but add things like:
-% Repair Cost.
+% Badge of Honor Find.
Badges of Honor are on a terrible drop rate, this will give the winning side an advantage in getting BoH and the advantage of not having to pay so much for a loss.
https://twitter.com/TalathionEQ2
I’m tired of “waiting for the next update” for something that should of been out in the beginning, it shouldn’t be part of a holiday patch, its just for looks….
It would be better if they released new hairstyles later and this now, that way we can sort all the bugs out of it by the time they release new content with hair….
I’ve been wanting to change 3 characters for months… :/
https://twitter.com/TalathionEQ2
Orbs should not be so powerful.
15% Health and an extra 150 to all stats is stupid, it should be something that raises chance to get badges and lowers repair costs, that alone would make them worth it but not be overblown to the point you can just get an extra 150 to all stats…
https://twitter.com/TalathionEQ2
Unfortunately, if you used a bomb on them, it would hit all of them, not just 5.
If they limit the number that AOEs can hit, they need to limit the number of what heals/buffs can hit as well.
https://twitter.com/TalathionEQ2
Maybe its tommarow….
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Oh, didn’t know WoW stuff was like that, never played WoW.
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if venoms are fine, how come nobody uses them?
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