Showing Posts For Daecollo.9578:

Rangers are a great class.

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Still wondering – why people creates pretty useless threads and where is moderators?

But yet another thread about how bad rangers are would be okay?

nor

just delete rangers forum ^^

Why delete such a great class?

They might be balanced for PvP.

But in most dungeons they’re bottom of the barrel for picks. This is especially true in AC, CM, TA, HotW, Arah.

I honestly feel the only thing they’ve got going for them is Horn/Red Moa fury spam, and healing spring in dungeons. Thats it.

Every other class does it better than what a ranger can. Sad truth. Would love to be proven wrong though. I have an 80 ranger and its lacking so much compared to my other classes in dungeons. Its not a l2p issue. Its a balance issue.

Rangers have a “Combo Field: Water.” which are great for curing poisons and fire and other harmful conditions off group members, and with proper guidance, can give the entire group 30 seconds of regeneration, without even spending traits into the ability, to get the same effect, other classes have to spend 30-55 points in skill trees.

Rangers have access to a lot of vigor and passive endurance regeneration, and even protection, and even condition cures, they are pretty hard to take down if they want to be.

Rangers arn’t the worst DPS, and they get a pet that can provide utility as well as good damage and conditions, they actually have quite high DPS though, even without a pet over a course of a long battle.

Rangers have access to cripple, a lot of it, which helps many groups kite bosses.

Rangers are a great class.

Compare this to thieves in PVE, which have almost nothing besides a long CD utility Stealth that is very situational, and if you use it on all your teammates, due to the new rules, the mob will just ignore you, reset and gain back all his HP.

The one big problem with ranger, is its a great, but hard to play class, and not many can see the true potential it has.

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(edited by Daecollo.9578)

Discipline Tree: Stats.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

I think the “Burst %” needs changed.

When I look at Warrior, I think of “Raw Power, a man who is stronger not by his magic, but by his power and might.” the ranger has extra stats to his pet, the warrior should have extra stats just for himself, although not as much.

Here is my idea.

4 to all stats per point.

If a warrior has 30 points in Discipline, he has 120 to all stats.

This would bring a good “balance.” a warrior has many playstyles, and our discipline tree has critical bonus, which is one of our biggest stats.

Although this would not give the same stats as other trees, it would give a little of all, and allow the Warrior to be unique among the other classes.

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Warrior Burst Skills Imbalance The Class

in PvP

Posted by: Daecollo.9578

Daecollo.9578

Honestly, Ranger has stats that increase the stats of there pet, warriors “special” should just be an increase in all stats.

4 stats per point, 120 if you have all 30 points.

This would give benefits to all builds of a Warrior.

The warrior’s strength is its balance and raw power, having more stats would just go with what the warrior is, raw power.

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(edited by Daecollo.9578)

Thieves and magical powers

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Or maybe thieves just work really, really hard and have developed natural agility and sneakiness(?) throughout the course of their lives? Shadow step only looks like a teleport since you are a normal person. You know like in DBZ where everyone would look like they are teleporting and moving at the speed of light to us normal humans, but the other Z-fighters who were trained could follow the fight clearly like it was a normal boxing match. And shadow refuge might be a thief saying to an area “Guys sit still. Thier vision is based on movement…”

:P

Nope, its magic, thats what the lore says, they use denial magic just like mesmers, Canthan Assassins were pretty much mage ninjas.

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Ranger Contributes Zilch to WvW

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Rangers are a great class and a big class to have in all WvWvW groups.

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Critical Damage, Precision, Toughness?

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Anything with stats like this?

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Three things that need changed.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

CM Manor mobs need a damage Nerf. (Half the mobs instantly kill anyone, even if they have 3000+ armor.)
HOTW Bosses need an HP Nerf. (They have too much HP.)
TA Bosses/Mobs need an HP and damage Nerf. (Or nerf the flowers, even though I love them, I don’t want the zone to be too easy though.)

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This is why your WARRIOR isn't good. Part 1.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Warrior is a great class.

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Rangers are a great class.

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Still wondering – why people creates pretty useless threads and where is moderators?

But yet another thread about how bad rangers are would be okay?

nor

just delete rangers forum ^^

Why delete such a great class?

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

IMHO, the biggest complaint people have against stealth is the that thieves appear to be able to go permanent invisibility and there <strong>appears</strong> to be no counter for it. Sya what you may about eles at least you can target them for CCs unlike thieves.

That being said, I think stealth needs to be calibrated and I have a few ideas. These are just my friendly opinions:

1) Increased reveal time to 4 or 5s. I think this could work but it should be tested before rolling out.
2) Revealed debuff refreshes when attacked by foe. I’m basing this off the assumption that thieves are skilled enough to run away. That being said I am guessing ranged weapons could undo this quite quickly.
3) Stealth breaks on bleed/burn. Not a very popular one I think but you have to admit it’s weird that I can’t see an invisible man on fire or leaving a trail of blood

Another thing I believe should be removed is execution while in stealth. I reserve a special hatred in my heart for this. Possibly because that means I cannot stop a thief from executing a team mate. Also, perhaps only thieves can do this and quite often too. Personally, I think executions should count as an attack.

Anyways, just my opinion.

The counter to it is he can’t do anything while perma-stealthed, and to perma-stealth you have to sacrifice almost all your damage.

As a necromancer player, I would Lul if thieves got taken out of stealth by damage, stealth would just become the most useless ability in the game and thieves would need massive buffs in survivable and damage to compensate.

I would laugh even more if it broke on bleed and burn, because then they couldn’t even stealth at all, or do anything to my necromancer, MARKS FTW!

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(edited by Daecollo.9578)

Changes the Ranger needs for WVW.

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

Rangers are a pet class and should do less damage then the other classes, they are also spiritualist, so they should avoid all technology if possible.

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(edited by Daecollo.9578)

Rangers are a great class.

in Ranger

Posted by: Daecollo.9578

Daecollo.9578

I love the ranger and its pets, thank you for making such a great class, I love the variety of pets and the cool attacks and the spirits as well.

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Sword/Pistol improvement suggestion

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Just make it two hits. Like every other mixed weapon dual, and let the player move.

1 hit stuns (1/2 second) if you hit them from behind, the other hit deals a hit slightly more powerful than sword1’s 3rd attack.

The hit ratio is why its good, it allows signet of malice to be good healing in pve.

No, the hit ratio is why signet of malice is good, IMO its different to what you said. The multi hits and placement lock makes pistol whip really dangerous to use outside of 1v1 enemies in PvE. Signet of Malice’s passive is decent but it becomes better with multi hit, which offsets why Pistol Whip is bad.

You would have to greatly buff signet of malice if you nerf Pistol Whips damage ratio, it would probably have to have its healing increased by 300%.

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Sword/Pistol improvement suggestion

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Just make it two hits. Like every other mixed weapon dual, and let the player move.

1 hit stuns (1/2 second) if you hit them from behind, the other hit deals a hit slightly more powerful than sword1’s 3rd attack.

The hit ratio is why its good, it allows signet of malice to be good healing in pve.

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Sword/Pistol improvement suggestion

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Remove the stun component, allow the attack to be used while moving, slight damage increase (10%.).

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Steal + Cloak & Dagger = 13k one shot?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Kill Shot = 13k One Shot.

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Thiefs cant be hit by warrior down hammer.

in Thief

Posted by: Daecollo.9578

Daecollo.9578

If you turn off “autotarget nearest enemy.” you can.

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Anything done to reduce player stacking?

in WvW

Posted by: Daecollo.9578

Daecollo.9578

Immortal Stacking groups are a huge problem in wvwvw, if you have lots of players stacking on one area, the AOEs only hit 5 of them.

I know AOE damage is a problem, but I believe that the cap shouldn’t be there, but AOE damage needs reduced to compensate.

Players should be punished for standing in artillery/AOEs, not rewarded.

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Nerf Burst or Buff Toughness

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Buff Toughness, Nerf Protection.

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Thieves and magical powers

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Thieves are basicly mages

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Thieves and magical powers

in Thief

Posted by: Daecollo.9578

Daecollo.9578

http://wiki.guildwars2.com/wiki/Bloodstone

They use denial magic, same magic as mesmers.

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Daily Kills - Take out white creatures

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

With the tracker of daily on screen now, I’m sure many have noticed white ‘one hit’ mobs progress the Daily Kills.

This shouldn’t happen.

I suggest changing that so white creatures don’t award points towards that (or kill variety for that matter).

Why shouldn’t it?

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Do Sigil of Rage, Critical Haste share a cd?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Yes they do.

………………

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Death Magic Traits: Move them.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

If you cannot see the inconsistency in the traits and how worthless they are, then speaking to you about it in a discussion is kind of pointless, the traits that benefit one thing should be removed, and this is one, if not the biggest complaint of the necromancer class itself.

If you cannot see how the traits are just as consistent as they are in other places, how they make sense, and their arrangement can be very valuable when making builds based on the actual options (rather than theory-crafting impossible builds because they don’t actually exist), then speaking to you about it in a discussion is kind of pointless.

The only reason I even bothered coming here to argue about it is to make sure ArenaNet doesn’t just see people whining about it, but rather they can read how some people (though noticeably less vocal) understand what is going on and have some picture of how the trait system works. In seeing this they might avoid making the bad decision of messing with these perfectly fine traits just because some people don’t understand that the Death Magic trait line is all about minions.

I guess that is why it has staffs/wells/death shroud condition removal skills in it.

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Sylvari (Heavy Armor.) Art Problems.

in Sylvari

Posted by: Daecollo.9578

Daecollo.9578

What body type is your sylvari? Near as I can tell your feet are just small in comparison with a humans. Also none of this armor was ever intended to be seen without heavy boots as well which would also account for the artists making the lower legs a bit narrower to ensure they would fit with any and all boot types. You can even see this effect on the human character you showed.

Of all the pics you posted the only one that looks a bit strange is the “hulk arms” as it appears there’s a lot of padding underneath that chainmail. Otherwise it all looks fine to me, it’s heavy armor with thick plates, that will change the way your figure looks a lot. Especially so with the Primeval armor (2nd screenshot), I had that armor on my warrior in GW1 and in some of the later beta weekends, those are very thick plates on the torso.

And what of the VERY skinny arms of the first picture, along with the weightless legs? (the skirt is SUPPOST to be pulled down, but its stretched out like it was meant to fit a norn.)

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Double Clicking Plague, Canceling it.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

My f1-f4 and 6-0 are set on my corsaid m90 mouse, but sometimes abilities dont activate on the first press, so you have to spam it in the heat of combat.

Its pretty easy to double click it this way, and its annoying as hell. I saw a thread about this exact issue that a Dev responded to. I think s/he said they were looking into the possibility of adding a .5s delay, or cooldown before you can press abilities like that twice so you don’t accidentally exit them. I can’t really link the thread, it was months ago and I can’t remember exactly where it was in the forums.

They could put the cancel button on the right side of it, like other transformations.

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Thrill of the Crime. (Acrobatics.)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Trickery is a very frontloaded, steal-focused line. Thrill of the Crime is honestly the trait that makes the most sense to have in Trickery.

Master Trapper works in either line, as does Merciful Ambush. They’re both tricks, and they’re both mobility focused. The one that would make the most sense to move is Uncatchable, which I presume they won’t to avoid stepping on popular builds.

I agree there’s a good argument for moving Master Trapper to Trickery, but I don’t see a good argument for moving Thrill of the Crime to Acrobatics.

Thrill
A sudden feeling of excitement and pleasure: “the thrill of jumping out of an airplane”.

Acrobatics is the performance of extraordinary feats of balance, agility, and motor coordination.

Thrill and Acrobatics go well together.

Now lets see, Thrill of the Crime grants Swiftness, Fury, Might.

Might = Strength or ability to do something, this can also go well with acrobats, because they have the ability to be acrobatic.

Fury = Does not fit well with trickery, or acrobatics.

Swiftness = Self Explanatory, you need to be swift to be an acrobat.

Might, Fury, Swiftness to not go well with trickery at all, trickery is basicly tricking someone, like planting a trap to catch them offguard. (which makes the -20% to traps make sense.)

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Double Clicking Plague, Canceling it.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Well, the problem is, its an emergency button, so I click it franticly most of the time.

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Knights of Death

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

You would have undoubtedly noticed we have 3 scholar professions, 3 skirmisher professions but only 2 soldier ones. Why, dear Anet, have you ran out of ideas? Or maybe you are leaving the third soldier class up for player debate and suggestion. Well, whichever one of those two it is I have come up with a class that to me at least would be fun to play.
The Wight (the naming still remains to be decided upon)
A class that has high power attacks, while making them at the cost of its health. Would have the highest health in the game, which could be balanced with the removal of health using attacks. Skills are based upon siphoning life. The F1 being the character goes into death mode, each hit siphoning life from the enemy (at a good rate, not necro rate) and a speed boost to all attacks is given. Basically a hard hitting melee class with health siphoning and life leeching attacks. High risk high fun!

Or we could just fix necromancer to do this.

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Thrill of the Crime. (Acrobatics.)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Disagree. Ruins the synergy of my build :P

How?

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: Daecollo.9578

Daecollo.9578

So basicly to get that fast (only half as fast as a warrior btw.), a thief has to waste a stealth, a condition removal, and a lifetap and basicly sacrifice your “6” healing ability.

And he has to sacrifice all his damage (Or just a lot of it.), and just try to kill people with autoattack?

I hope I run into this thief in pvp…

Oh yeah, Withdraw moves and dodges you BACKWARDS… (I think any thief player would know this… )

So all in all, I don’t think you play a thief OR a warrior at all and are just making things up based on the skills descriptions and not real play.

Meanwhile, a Warrior/Elementalist sacrifice very little to nothing to gain the same effect.

But then again, I don’t even know if you play an elementalist either.

How could the Warrior ever be faster? The movement skills on the Warriors weapons either have longer recharges or shorter distance, then the Thief has with Infiltrator’s Strike. And the Warrior only has 10 second swiftness on the warhorn, while the Thief can have swiftness up almost permanently with dodging. And that’s without touching any healing or utility skill, or counting Steal as a movement tool. Further more, the Thief has several ways to get more initiative, while the Warrior is stuck with a 20% faster recharge on the greatsword.

You do not sacrifice anything as a Thief, as long as you play into your recharges in a smart way. Learn to figure out the time it takes to get from one place to another, and then figure out the best combo, which allows you to have the initiative you need when you get there. E.g. your healing skills is the most valuable, so it’s a good idea to use that first. You can then ride on the 10 seconds vigor you get from that, to get constant swiftness. In between that you can use two Infiltrator’s Strike shots and then only use one shot after that, to save at least 3 initiative. Once you get to where you need to be, you then start by using Steal on your opponent, which will give you 3 initiative. So you end up having 7 initiative up when you get to where you need to be. However, if you use ‘Roll for Initiative’ after Steal, you will end up with full initiative instead.

Withdraw rolls you forward if you turn 180 degrees first. You can do it easily with a click of a button (there is a “turn 180” key), or manually with a bit of practice. Something all players should know…

As a Warrior, you will have ended up losing all your gap closers by the time you get there, which means you have next to zero options for getting close to your opponent with your greatsword and sword. As an Elementalist, Ride the Lightning is also best combo starter you have, so it’s a waste to use as a constant travel skill. Burning Speed only has a range of 600 and a long recharge time (so does Ride the Lightning), and Magnetic Grasp you need a target for. So all the Elementalist really has going for him, compared to the Thief, is permanent swiftness.

I’m not sure what it is you think I’m making up here. It is quite obvious that the Thief is the most mobile profession in the game, it just requires a little thinking.

I will just quote everything you said, its pretty much proof that you don’t play either of the classes.

This is why we have such a problem, people are just screaming OP when they have no idea how to deal with thieves.

Its more of a learn to play problem then anything.

I mean, everything you said in the post above is absolutely ridiculous, none of that is viable, why would you waste your heal/your dodges/and be forced to TURN 180 degrees to roll back, do you have ANY idea how clunky and stupid that alone sounds?

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The Norn Elite Skills... Seriously?

in Norn

Posted by: Daecollo.9578

Daecollo.9578

Norns get the best elite in the game.

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New Temple Karma items.

in Guild Wars 2 Discussion

Posted by: Daecollo.9578

Daecollo.9578

It only crafts jewelry not able to be gotten normally.

THANK YOU FOR THE RABID JEWELRY… 18 gold per piece was a bit rediculous…

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Why isn't vamp.skills affected by HealingPwr?

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

The funny thing is, all our healing traits are found in the +healing tree, but not even 3/4 of them are effected by healing power.

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What if Mug applied Bleeds?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Mugging someone is basicly punching them in the face and stealing from them, how would bleeds apply to this, most muggers don’t want to bleed people, that would leave evidence, and may have a lot more after them.

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Enormous backstab damage

in Thief

Posted by: Daecollo.9578

Daecollo.9578

8.4k criticals on a guy with 3000+ armor with quickness+berserk.

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Double Clicking Plague, Canceling it.

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

99% of the time, I actidently use plague, then immediately cancel it, because the transform button to move back is on the command.

Please move the button to the side, like other transformations.

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Align Shaders.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

Can we get an option that aligns the shader’s of armor to the chest plate?

This will allow armor to look the same as the chest plate.

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Thrill of the Crime. (Acrobatics.)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Imo all trap related traits belong in trickery and trick related traits belong in acrobatics. You only need to look at the skills to see where they belong. With the exception of caltrops and Scorpion wire, tricks are all acrobatic in nature.

  • Roll for Initiative: You tumble backward, slipping out of snares and regain initiative.
  • Haste: A quick burst of speed that leaves you exhausted
  • Scorpion Wire/Caltrops: Not necessarily acrobatic but still, neither are traps.

Well, Thrill of the Crime gives three boons, all of which deserve to be in the tree that gives boon duration, doesn’t it? lol

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Thrill of the Crime. (Acrobatics.)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Ahh Daecollo, I’m really beginning to appreciate these topics of yours lol. I think they should just rename it, if your reasoning holds true.

Exactly!

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Thrill of the Crime. (Acrobatics.)

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Can you please trade “Thrill of the Crime” and “Master Trapper”.

They are both minor traits, but thrill of the crime makes more sense as an acrobatic trait, and traps make more sense as a Trickster Trait.

Most Traps are condition based, so why would they be in the trickster tree?

Thrill of the Crime makes more sense in the acrobatics tree, it benefits from Boon Duration and it grants “swiftness.”.

They are also both “V” Traits as well.

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(edited by Daecollo.9578)

What if Mug applied Bleeds?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

See: Thrill of the Crime (Trickery V).

Thrill of the crime has might doesn’t it, why would Mug apply even more might?

based on the other ideas here, mine makes sense.

Thrill of the Crime can do damage instead.

….wouldn’t we just be switching mug and thrill of the crime then from their respective trees into each other’s?

Pretty much, but “2. To threaten or assault (a person) with the intent to rob: arrested the thief who mugged the tourists.”

Thats the description of the mug, which basicly means to punch them in the face as you rob them, making it anything else besides damage is pointless, if its bleeding, then it can be just simply cured off by the many condition removals the classes we have a hard time taking down would just be made harder to take down.

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Main hand dagger skill rework suggestion

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

I don’t really understand why everyone wants life siphon channel reduced, the longer it goes the stronger it hits and the more healing you get (overall, not meaning it increases heal with each hit, as it does not), not to mention if you use dark armor it’s that much longer you get to utilize that trait. If you’re standing in one spot using life siphon then yeah, I can see why you would want it to work quicker, learn to move around, strafe, make the target move after you. If any change needs to be made, it’s that the heal scales with the damage/siphon so that it gives you incentive to continue the channel to get more out of it. In it’s current state I have never felt it to be too underpowered nor needing a major rework, even with the current healing it isn’t too bad with vampiric traits.

um, it would still heal and do the same damage it does if its reduced, the reason is, is because of the damage it does, and the fact you can’t dodge during it.

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What if Mug applied Bleeds?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

See: Thrill of the Crime (Trickery V).

Thrill of the crime has might doesn’t it, why would Mug apply even more might?

based on the other ideas here, mine makes sense.

Thrill of the Crime can do damage instead.

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(edited by Daecollo.9578)

What if Mug applied Bleeds?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

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Main hand dagger skill rework suggestion

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

The cast time on Life Siphon needs lowered to 1 second.

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What do you think about this trait?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Nope, terrible idea. No master trait should be against another class, even if its its own class.

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Please make the trashmobs not skippeable.

in Suggestions

Posted by: Daecollo.9578

Daecollo.9578

If they lowered trash mob hp by 80% and added better loot to them like they do in other games, I would gladly kill trash.

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Main hand dagger skill rework suggestion

in Necromancer

Posted by: Daecollo.9578

Daecollo.9578

Siphon Life channal time decreased from 3½ to 1¾.

Imo adding free power is considered unbalanced so If you add something like that you will have to take away something in return. (example: Increase cooldown from 12s to 16s)

So we have to be careful what we edit, but I think the dagger kit is really underpar with other kits we have ><. We want to stay in melee range and be awarded for it, but at the same time the longer we stay we become more susceptible to other attacks (it’s like a trade off kind of thing).

Not really, its dumb for having such a long channel time, it should have less to be compared to other classes abilities.

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What if Mug applied Bleeds?

in Thief

Posted by: Daecollo.9578

Daecollo.9578

Mug should knock people down and deal damage.

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