Theres little incentive
ahahah “little incentive”, lol.
That skill is completely broken and OP.
Must be immediately fixed with a max 5 targets and -50% dmg
you surely had a nice evening… i was told rifle sux
lol
they could remove the possibility to crit, like thief’s skills… plain base damage.
Hello everybody,
here is my feedback after a couple of days of beta.
Almost everything is already said, but you know, repetita iuvant.
SKILLS
- Staff Strike should be instant. It’s the first strike of autoattack chain, there is no need for cast time.
- Weakening Charge should behave like Heartseeker. It should have its travelled distance and its radius increased to hit with all 3 strikes, or being converted to a single strike that hit at the end of the animation.
It is frustrating to perform it and don’t hit the target or hit it only with 1 strike just because the enemy did a step back.
Again, stops before and after the skill should be removed to make it fluid and not combat breaking.
- Dust Strike is a bit too slow and it should become faster or larger, it’s really enough 1 step to get out of it. If it’s ok in PvE it’s not in PvP/WvW where everyone is alwasy moving.
- Vault should let the thief do a Steal or Stealth or other instant abilities while in middle air. Aim -> Vault -> Steal -> hit your target
- Channeled Vigor is pretty good, maybe the first tick should be instant.
- Bandit’s Defense 1,5s of damage mitigation is not enough, especially since Karl already said its cooldown will be increased to 15s. Rangers have Counterattack, 15s cd but 3s absorb.
I think it will be great to add something like 5s of protection (or 3s to allies) if you won’t double the block window.
- Fist Flurry doesn’t seem to worth a slot. It’s too hard to land all hit and it does not enough damage. Moreover you have to hit with all attacks to gain access to Palm Strike, it means that you have to hit even with Palm Strike to apply Pulmonary Impact… I think there are too many “if” for a skill that is more or less like a normal skill.
- Distracting Daggers should travel faster, like pistol #4. An interrupt that is not instant loses half of its potential. It’s a projectile, so it can be dodged, blocked, reflected, obstructed, there is no need to be also slow.
- Impairing Daggers is ok
- Impact Strike is really awesome. Great Elite skill.
TRAITS
- Brawler’s Tenacity: endurance gain is almost irrilevant.
- Escapist’s Absolution should give priority to conditions when removing them, or better have its cooldown removed.
- Unhindered Combatant should not have the little stop before and after Dash. It should be more fluid and if possible it should have a sort of blur effect like normal dodge.
In addition, to really let thieves go in and out of combat, it should also remove immobilize.
This is more or less what I think about Daredevil.
Daredevil do NOT solve thieves problems. Karl, you asked if we feel we can manage 2 opponents, well the answer is no, we still have hard times with 1.
-Other professions have better and far more defensive skills.
-Our damage is not a super damage, it’s average.
-We can’t have sustained damage because we cannot stay in combat, even with an extra dodge.
-Thieves are now the first target when it comes to group fights, because we die really really fast.
-We have few access to boons (did you try revenant? almost perma fury/regen/5-8might and a lot of protection), 0 protection, 0 stability, 0 immunities, medium armor, low health.
-Our stealth is not so great, mesmers have longer stealth, and far better group stealth.
-We have no group support
I really cannot understand which is our place.
Moreover, why a thief should swap weapons?
Other professions have cooldown on their weapon skills, so if they have skills in cooldown, they can swap and have another set of skills. Thieves can’t. We have initiative, and we have skill that consumes a lot of it. Once ini is gone we can’t do anything but autottack. Basically thieves have a GLOBAL cooldown for all of their weapon skills, in both of their weapon sets, and this is really bad.
ANet’s purpose was to have a fast profession, that was not drawned down by cooldowns. Than ppl started to complain about single skill spam and we got nerf over nerf.
A high ini cost on some skills is needed to prevent the spam of powerful skills, but the fact that using a skill puts a cooldown on every other skill is not good, and hard to balance.
So basically we cannot stay in combat due to our low defense and we hardly can kill opponents with a single burst, due to nerf received and enemies’ defense (we can instagib only other thieves). If our burst fail, we have to wait and, doing that, we die. This is mitigated by a “0 support” for a group.
I’m not asking to be unique, special, OP, I’m just asking to be part of the game with the profession I like.
Thanks
p.s. sorry for my english.
Agree. We have an average burst but we have less defense than other professions and 0 support for allies.
We can be venom bots. stay out of combat and share venoms to ppl who can actually fight. It’s not really funny
Im very confused by some of these reply’s. It seems like many people on this forum specifically are so concerned with not becoming overpowered and policing our skills….are you not seeing what is happening with the current meta? in order for DD to be viable something small like heartseeker targeting on staff 2 would be a step in the right direction. all this “too easy to land” stuff makes me laugh. just a heads up, the other classes arent out there like, “oh maybe bruning needs to be cut down, and while youre at it, nerf our water traits a bit to make it fair”
oh and before you say it let me guess, I need to learn to play right. kittenin rediculous
I’m with you. Same range and autotarget as HS on staff 2.
Never seen a ranger saying “please, let us aim for rapid fire and do not auto track target, even in stealth.”
and you know how many ppl are working on animations? or if they are doing even something else? maybe there are other professions? maybe there is other stuff, so they (the animation team) have limited time (since there is a release date) and resources.
of course, but if Anet has limited time and recources it’b better to use it for mechanics than animations.
You do realise that in a game compagny there is people programming the mechanics and people working on the animations ?
so ? animations still are a secondary aspect of a game
of course, but if Anet has limited time and recources it’b better to use it for mechanics than animations.
i don’t believe how much ppl care about meaningless stuff like animations.
they reused animation from other weapon sets ? who cares?! what’s important are mechanics, gameplay, skills. If a skill is crap, it can have the best animation ever, still crap remains, no?
I don’t feel like #2 needs to be like Heartseeker, you just need to move your camera faster. Fail will happen but well, it would be too easy to land.
at least it has to have its stop moments removed. before and after the animation you are rooted, it’s not fluid = bad
no no no.. we do not NEED heartseeker targeting on staff 2..
why?
Ignoring damage, I think we need the following for staff:
First, most important, make staff #4 a knockdown so the staff has an interrupt.
If so, it should be single target, for balance. 3targets spammable kd will be OP.
Second, staff #2 needs to target like heartseeker, not be directional.
100% agree.
Third, the AA is clunky, please redo it. My suggestion is not to follow the standard 3-strike pattern, but just have it be a quick poke with a few different animations.
I think it should be faster, especially the 1st hit
I miss a gap closer on staff, but this may be because I’m used to dagger/pistol (shadow shot).
Currently I see no need to give up dagger/pistol for staff, black powder is a good defence and I just do not see which traitline I should give up for the new one.
Weakening Charge should work as Heartseeker, same range, go towads target, stop at target… it’s not reliable atm because you can’t predict where it will go.
Staff has no “auto aim” skills and thats really bad, because you cannot stay into the fight.
Staff Strike should be instant (no 1/4s cast time)
Dust Strike should be faster
Vault should allow instant skill to be done during animation, like steal or blinding powder… Having the possibility to perform Vault and in middle air steal to be sure you land on your target will be great, or maybe stealth while doing it for a 100% crit… that will add more fun to staff.
But the first and most important thing, to me, is to let staff have “auto aim” attacks and a gap closer
Even the sound of dash is pretty annoying to be heard a lot of time… the normal dodge has a sort of “woosh” that let you feel a dodge, dash sound seems like you are spilting salt over a glass table.
Moreover, having the character change his direction is confusing, the backward dodge is more understandable.
I think the whole idea is good, but it must be cleaned up to make it better
if it may work as intended for lotus training and bounding dodger (that are combat dodge and can leave you a moment stuck after the dodge) it is really really disappointing on Unhindered Combatant which should provide mobility but has a stopping moment first and after the animation.
Perma stealth condi thieves are so useless. No one would ever die from a perma stealth thief, maybe not even a guard
Uhh… You’d be VERY surprised at how much damage Ghost Thieves can do. They’re in NO way useless. You can zerg dive and totally screw over sieges of 20+ Players single handedly. If not, you delay them until your zerg can bomb them. You can even wipe entire small-scale groups from capping towers.
Now, if you bump the number of Ghosts to two or even three; It’s game over for anyone or group you come in contact with. If you’ve got Teamspeak or something, coordinating a condition bomb on someone almost insta-kills them, identify the commander or group leader and single him out. 15 Stacks of Confusion = RIP.
You can’t knock the build, unless you see it from everyone’s point of view, not just yours. Just because you can deal with it, doesn’t mean everyone else can. My favourite experience is when me and my roaming partner zerg-dived a blob stacking might before they clashed with our blob. Reaper of Grenth hits 10 targets with Chill and Poison. Caltrop field Cripples everyone. The Traps can hit 3 people, ect. The list goes on. It really kittened them over.
The build is fun to play, hilarious to watch. I can’t count the number of times I’ve being whispered with either a rage comment + an instant block or someone accusing me of Hacking.
Here’s a video of a ‘confident’ Shout Guardian getting killed by my Ghost Thief
no. that thief goes visible for a long period and that guardian was doing nothing.
if a ghost thief run into a zerg 2 things can happen:
1. zerg ignore him and goes on
2. aoe spam = thief dead.
the only purpose of perma stealth is trolling
Didn’t follow that, is it known how much time a raid run will require?
I don’t mean “now” but once encounter will be known… More or less.
Perma stealth condi thieves are so useless. No one would ever die from a perma stealth thief, maybe not even a guard
Tbh projectile would be nice… Thief Dash ad fast as a bullet
We will test. It seams that a thief chosing defense will get less
3 new dodges, 2 have a combo finisher, 1 doesn’t. Why?
Backstab still has a cast time. If you want to hit with HS then you have to wait BS cast time.
You can go on writing L2P if that makes you feel pro, but the fact still remains. That damage is too high. 10K, I can live with, add some vulnerability, or a blind, or change some other skills to make rifle more appealing, but to be 1shotted from 1500 range isn’t fair nor amusing.
Kill shot is a perfect example of high risk high reward. Unless traited it isn’t a for sure crit and u have to be very glassy to have get those high damage numbers. Yes it can be powerful but it’s not any worse than a backstab thief if u factor in that u at least have a chance to see the warrior
sorry, but where is the “high risk” part of being at 1500 range on a profession with heavy armor, high health pool and immunities?
a thief is medium armor, lowe health and have to come in melee range-be stealthed-hit from back to do more or less half damage than a killshot.
And to ppl that still wants to compare warriors and thief, I’d like to remember you that because of the almost “instant kill” thieves had their Assassin’s Signet+Basilisk Venom+Mug nerfed, since there were a ton of QQ on forums because “it’s not fair to be oneshotted”.
edit: are there better weapons ? maybe yes, as there were better builds for thieves when there was the “instakill”. the point is: is it fair to have the oneshot option? and if so, why is it fair for some professions and unfair for some others?
(edited by Daendur.2357)
Precast BS and then steal. 5+2+1+steal
So please teach me. How can I dodge something I cannot see?
No. Learn to dodge.
What an answer. Awesome
Don’t you think Killshot does too much damage?
I mean, ok, it has a recognizable anation and in 1vs1 it’s quite easy to counter it, but when numbers grow up a bit, it’s not so hard to not see that warrior at 1500 range…
1¼s cast time, with haste becomes 0.625s and that’s pretty fast.
Yesterday I took more than 18K by a single killshot (18183 dmg).
I think killshot shiuld do 50% less damage.
Remove alts. Just 1 character per account.
Fotm profession poblem: solved.
Elite spec must be stronger to make more ppl buy HoT.
Then, with balance patches, it will be nerfed to the ground like everything else.
The problem is that the wvw point system is broken.
It’s sad that kill a guard is better than kill a player
It’s a 3targets inline blind, spammable, that does damage with 600range. Put a field on it will be too much or the cost should be too high.
isn’t that the way asura hold greatswords ?
if conditions will require other 2 stats to be effective (let’s say, precision and ferocity), so even condi builds have to balance attack and defense, than maybe we can remove condi duration foods. remove even the +40% duration, obviously.
Until someone post a damage comparison and proves imperial evidence thay dire gear vastly out damaged soldiers gear, that is a pointless argument. I have seen evidence posted thay showed the fairly equivalent in most cases. So I do not know where this my the thay condition builds need less offensive stats.
which stat do you have to raise to increase condition damage?
if conditions will require other 2 stats to be effective (let’s say, precision and ferocity), so even condi builds have to balance attack and defense, than maybe we can remove condi duration foods. remove even the +40% duration, obviously.
thank you very much
https://www.guildwars2.com/en/news/meet-the-daredevil-thiefs-elite-specialization/
is that a new one ?
i think that a d/d – d/d condi build with energy sigil and dire equip will be really really OP as you can almost always death blossom, being tanky and sending out tons of aoe damage. bleed+torment+cripple is way to much for a dodge skill. I mean, 3conditions spamming+ everything else a condi thief can do is just crazy. there will be no chance to clean it up and conditions do way to much damage compared to power (which also needs precision and ferocity),
I think our new mechanic is the dodge change.
No other class can change the dodge ability.
And honestly it’s awesome.
Bounding Dodger: [&CP8HAAA=] / http://i.imgur.com/gyg3Hi5.png
3 base dodges
+ https://wiki.guildwars2.com/wiki/Signet_of_Agility
+ https://wiki.guildwars2.com/wiki/Hard_to_Catch= 8 dodges
= 9.12k base damage.I don’t want to die to dodge rolls.
I don’t want to die to pewpew rapid fire even if i use my class defense(stealth)… But so it is.
Unblockable and with a 8s unbreackable stun + all condi clear + AoE 12k 1200radius heal.
1.5s block is the most powerful difensive skill thieves have ever seen.
There’s nothing Thief about these line of traits — they should have just made a new profession and call it Whirling Dervish or Monk.
because a rifle is so much thiefy, right ?
If this is true, thief will become a kittening war machine.
Hope it will not be condition oriented…
1/4s isn’t fast. Instant is fast.
Also when fighting 2+ ppl having drawback for missing is insane.
With all this drawback elite skill should be kittene to hang ourselves.
why so much self-harm ? thieves already die in seconds …
(edited by Daendur.2357)