And no despite what dev said, weapons never drop from lvl 10….
because you know it.
tell them to people who bought 2 SOULBOUND harvesting tools.
put harvesting tools into the bank and then take them with another character every time you change toon is boring. having unlimited harvesting tools for any character is always better.
btw they bought them for just 800 gems instead of 1000 gems required now, they should be happy
Do you relly think is fair taking a hard skin and just making it easy to get and suddenly better than the old? (they are even SKINS while the old one will still be weapons with no stats…..so we have to waste trasmutation crystals).
They never said they will raise drop rate.
btw it is fair since you can get new skins too.
for the lvl 31-80 cut, what’s the problem with that ?
they won’t take back what you dropped.
double chest since level is reached again seems to be legit.
reward for a second character leveled doesn’t. you chose to do it for your reasons. gg.
account bound progression is something good and it doesn’t harm you in any way.
Living story is a temporary content with temporary rewards.
FoTM isn’t.
Let us salvage ascended rings with a new type of salvage kit only found in fractals and instead of awarding random weapons it would make more since to reward players with a weapon they actually want.
Ascended salvage kit.
Use this kit to salvage an ascended item to get ascended quality materials (not piles of bloodstine dust)
Not account bound.
@Anthony
Easy way to not ruin old player progression
Could you make a minor change to NEW fractal skins.
Since we wasted gems on trasmutations and months in acquisition….
Caould you change the colour and or the trail colour?
In this way with minimal effort you preserve OLD fractal players rewards….
Thank you.
So a player who didn’t get them will never be able to ?
No thanks.
Also, at higher Fractal levels the weapon skins become more common, and also start dropping in a container that lets you pick the one you want.
that’s a good news.
an unhappy thief with fractal longbow + fractal torch.
and what about salvage rings or other ascended items?
Or you could run in an organized group where you have guardians with multiple sources of stability.
Organization + skill should always win, end of story. GvG is about synergy; all the people asking for DR are just asking for devs to nerf the skill gap and need to stop.
GvG is not a problem.
Equal numbers fights are not a problem.
Problems begin when you are outnumbered and you have to face multiple bad mechanics that support zergs instead of small organized groups.
skill gap? like it actually needs skill to spam CCs on CD.
(edited by Daendur.2357)
words
you don’t deserve a reply since you are just making statements based on what you think “I” do and not on what the gameplay is/can be in different situations.
Devon had nicer words for it, something along the lines of “no mechanics that lower the returns if there are more players”
like condition capped to 25 ?
or AoE target capped to 5 ?
Have you ever seen a thief reset a fight when they were winning?
have you ever seen a [random profession] run from a fight when they are winning ?
your statement means nothing.
what a nice 3d
random numbers bring to wrong assertions.
I’m just gonna go out on a limb here and assume you’re referring to experiences on your Thief since they have garbage Stability.
No i don’t.
I’m referring to my experience in group fights. Where you actually have to face a melee train made of hammer warriors supported by backline necros that fear you, coupled with some staff eles with static field.
Everything put inside a messy explosion of colorful light effects.
Bountiful Thief, Vigorous Recovery, Feline Grace, Roll for Initiative, Signet of Agility, Withdraw, Sigil of Energy, Flanking Strike, Disability Shot, and lolDeath Blossom.
nice build … so 35 trait points are gone (20 in condition) where to put others? you may go for condition and you bring a sigil that gives you precision…
Roll for initiative has a 60s cooldown
Bountiful Theft + Vigorous recovery are going to be nerfed
And you are carrying 3 weapon sets … wow.
Earthshaker is one easy skill to dodge. If you can’t, then you merely suck.
Yeah, indeed everything is 1vs1, right ?
In a group fight skills aren’t so easy to read…
(edited by Daendur.2357)
I hear if you dodge or use stability CC diminishes in returns by an amazing factor of 100%.
http://wiki.guildwars2.com/wiki/Earthshaker
http://wiki.guildwars2.com/wiki/Lightning_Reflexes
http://wiki.guildwars2.com/wiki/%22Protect_Me%22
http://wiki.guildwars2.com/wiki/Quickening_Zephyr
http://wiki.guildwars2.com/wiki/Signet_of_Renewal
i hear 10s is less than 40 … and even than 60….
i picked up a random class.
CD on stunbreaker >> CD on CC
Dodges are limited and become useless if 1 CC hits you
Stability last few seconds.
That means you can avoid/break the first wave.Dealing with a train of 5 – 6 hammer warriors is so much fun… Oh wait, maybe they are skillful players with 2000+ hours played, since they can press F1.
I destroyed a BT necro that had no stability or any form of stunbreaks the other day. Maybe you should stop kittening and l2stunbreak.
and why should i know that BT necro ?
Maybe you should l2readsignatures …
CD on stunbreaker >> CD on CC
Dodges are limited and become useless if 1 CC hits you
Stability last few seconds.
That means you can avoid/break the first wave.
Dealing with a train of 5 – 6 hammer warriors is so much fun… Oh wait, maybe they are skillful players with 2000+ hours played, since they can press F1.
Who is this “we”?
he refers to trolls like him.
he is trolling like he did in every other topic, writing sentences without any kind of proof of what he says, and without saying his build nor playstyle.
Just something vague about how good he is at playing thief.
back IT: thieves surely have a worst defensive compartment compared to eles or guardians. we are getting a vigor nerf while we should receive access to proection or at least a better access to regeneration. Shadow Protector is one of the dumbest traits ever.
DR on CC is not needed so it isn’t in the game.
I think it is needed and should be in the game.
it is stupid to have the same form of cc applied over and over, since it doesn’t bring diversity but a brainless train of OP builds.
ooc resets hp not skills.
so a thief comes, burns all his initiative and makes the other class to use his cd to survive (endure pain, mist form, etc…) and goes low on hp since he is glass cannon … then ooc, reset hp, restore ini, redo burst. target down.
gg
Why in this game there is no DR on CCs?
1st stun = full duration
2nd stun = half duration
3rd stun = immune
Perma CC is not funny.
Personally I wouldn’t mix condition damage/duration in with a power/precision build. I don’t see a point at being decent at both but not particularly good at either.
That’s just my opinion, it could work amazingly.
That’s what i think too… this is why i’m asking if someone is doing it and if there are feedbacks.
Hats off to the silver veteran AG thief who managed to down me with 7 hits in less than 0.5 seconds including 10.6k backstab and ofc finished with a stealth finisher. I only wish I could hit buttons that fast without a macro:-) Maybe I need more armor, only 1.8k toughness atm…. I was really quite impressed, that’s quite impressive button mashing skill (if it’s a macro can you send it to me for my thief?). I’m obviously getting old and slow:-(
Seriously amazing co ordination! By far the most effective thief I have seen in a long while.
Some good fights against huge piles of the opposition today, match up has been quite good fun. Looking forward to the rest of the week.
3 keys for c&d-steal-bs … everything else can be precasted. not that hard tbh.
hi all, i’d like to try a hybrid d/d – sb build but i think i will not do enough damage with conditions nor with direct damage.
is anyone running a hybrid build now ?
I was thinking to something like this:
suggestions ?
wow. soooo much skillz in dat video!
it’s so hard to be effective using a war… lolllollolol
That’s not what your post history says.
Spamming the same point all across a single forum.
Not providing any evidence to claims you make.
Halting the progression of a discussion with non-substantiated opinions.It is fine that you want to be heard but spamming the same point will only make it harder for people (including anet) to care about it.
EDIT: You tend to contradict your words with your actions so that statement is basically a lie.
it’s enstablished that sanduskel is just a troll. you should stop feed him and move on.
since it’s a reward that will go to multiple servers i think we’ll have:
100 to 500 badges
3 blueprints
2 greens
1gold
there is no reason atm for having a thief in a medium/big group.
We are good for skirmish in a small, very mobile group. We can kill ppl fast and stealth ress or stealth stomp.
When numbers grow up a bit we become almost useless.
Warriors, guardians, necros do it better
ok good 2 know so basicly if ur in stealth you can backstab person for 2 time first time you remove ageis and second time dmg?
yes
i don’t know why gandara is so active in pvd now but it hurts me since i have to deal with hours of queue to join wvw.
pls keep your zerg only in EB.
tnx.
lol @ sandsuskel
and lol @ this video that proves how mindless is to play a warrior. such op right now.
Venom having duration might sound good but in practice with venom share, it would be too strong. Think about having 5 ppl all with basilisk venom or devourer venom and tab targeting or aoeing the other team
we are talking about a 30 points traits + 1 elite skill + some other utility burned…. it has to be strong. Not being strong is as it is now, indeed it is hardly used.
Following your rules:
Opportunist change:
- You expect this change to accomplish A —> release the profession from the mandatory 15points in CS trait line;
but I think it will actually accomplish B —> make deep critical builds less effective with a not needed nerf. - Make ICD reverse scaling with points spent will kill two birds with one stone.
General
I think thieves have little build diversity because of how some skills are designed.
Venoms:
- Venomous Aura should not be put with Shadow’s Rejuvenation and it should have a much larger radius (like shouts) to be actually usable in combat
- Venoms should last a given number of seconds – no charges.
Traps:
- Triwire should work as “Line of Warding” (guardian’s staff wall) – once triggered, for a given time (5 seconds ?) it should knockdown every enemy that crosses it.
- Needle Trap should affects up to 5 enemies in it’s radius.
- There should be this trait: “Trapped Ground – traps use ground targeting”
Thank you.
This is incorrect simply because Opportunist already had an ICD. Also a minor trait that gives even 1/2 of what you think it gave is not going to let us balance init regen for any non Opportunist specs.
I think he was considering the 1s ICD , indeed calculation are done per second.
Anyway, is the change definitive or you can maybe consider what I suggested some post before?
Thank you.
Also we are leaving it at 5% chance for now because this one is very hard to test!
I can figure how hard it is but, speaking about trait balance:
adept : +7% crit chance from back or side (unknown angles)
master: +5% on dual skill
the first one affects 10 skills of any build everytime you hit an enemy from behind or the side; the second one affects a maximum of 2 skills (1 if shortbow is equipped) end with a lower bonus.
Yeah once I saw that one was missing I went and checked them all. We are good to go there now!
And what about “Combo Critical Chance” ? does it work correctly ?
Is 5% enough for a Master trait that affects only 1 of 5 skills and doesn’t affect Shortbow (probably the most common weapon) at all ?
Are you considering to rework poisons / traps ? What is your opinion about ?
Eles are probably getting an immunity to conditions when they are over 75/80% hp
Will thieves get anything in the defensive compartment ?
I haven’t played my d/p thief for a few months but I have played it for 800 hours.
The Infusion change will drastically alter a d/p thieve’s survivability without any compensation.
So I think if you are going to nerf Black Powder + Heartseeker combo to stop chaining stealth then you really should be making Black Powder much cheaper in terms of initiative.
The ini regen buff won’t aid in survivability for d/p thieves (because we were already running max ini regen builds) but a cheaper projectile finisher+blind field would help.
if you based your entire playstyle on a camera glitch to perform 4hs in a bp you deserve to die.
d/p how do not abuse the combo will do well even after the patch.
I rewrite here my suggestion for this trait:
Opportunist
Increased trigger chance to 50%. Increase base cooldown from 1s to 10s. Cooldown is reduced by 0.3s for each point spend in Critical Strikes
at 15 points : 10s – (0.3*15) = 5.5s
at 20 points : 10s – (0.3*20) = 4s
at 25 points : 10s – (0.3*25) = 2.5s
at 30 points : 10s – (0.3*30) = 1s
You should also not change trigger chance, making the trait almost useless for a 15 points spender but letting it rewarding for deep critical builds.
This way no one will go for 15 points just to have this trait, but ppl who do like critical builds will not receive another nerf.
Thank you.
Dear Jon,
as someone else already pointed out thieves use initiative to activate all of their skills (on both their weaponsets); that means 1 skill puts a sort of cooldown on every other skill, so it’s not the same as “reducing cooldown by 33% on all skills”.
That been said, if you do not want to have a profession taken hostage by a 15points minor trait here’s what I suggest:
Opportunist
Increased trigger chance to 50%. Increase base cooldown from 1s to 10s. Cooldown is reduced by 0.3s for each point spend in Critical Strikes
at 15 points : 10s – (0.3*15) = 5.5s
at 20 points : 10s – (0.3*20) = 4s
at 25 points : 10s – (0.3*25) = 2.5s
at 30 points : 10s – (0.3*30) = 1s
You should also not change trigger chance, making the trait almost useless for a 15 points spender but letting it rewarding for deep critical builds.
This way no one will go for 15 points just to have this trait, but ppl who do like critical builds will not receive another nerf.
Thank you.
PS: @ all my fellow thieves: if you like my suggestion, please upvote the post using the +1 on the right. tnx
(edited by Daendur.2357)
No, I am saying that I don’t want the balance of the thief held hostage by a 15 point minor in critical strikes so we need to take that initiative away from there and put it into the base class mechanics, which is exactly what we are doing.
Jon
Ok, but we can go power/crit or condition (i think a little minority has an hybrid build)
If you give a boost to ini regen to any build but the critical one (lowering the cooldown by 25% on every skill except for thieves using a critical oriented build) why we should choose the “slightly less efective” build instead of the boosted one ?
TLDR; Thieves with 15+ in critical strikes and no other initiative traits will be slightly less efficient. All other thieves will be equally or more efficient.
Jon
So you are basically saying that you want us to go for conditions.
There is already a lot of condition spam out there and you want us to join the train of ridiculous (and still untouched) perplexity runes + dire equip.
btw: there is really someone that puts 15points in that line just for that trait without a power/critical build ?
(edited by Daendur.2357)
My feedback on thief.
disclaimer: WvW PoV
we need some key skills to become needed in groups.
A single target burst is not enough, not when you have warriors that can eviscerate/100b/HS for the same or more damage, while having double hp far more toughness and some other utilities.
A 5 ppl stealth for 4s (or a static one in the SR) is not enough when you can have a mesmer with veil and mass invisibility + null field + portal + good dmg and confusing clones.
Few 45 seconds cooldown condition to allies are not enough when you can have every other class with better aoe conditions.
Fury, might, swiftness, vigor are so easily accessible to other professions that they are not relevant.
There are professions that are easy to use / more effective in doing what a thief can do (damage) since they can take damage (thieves have to avoid it), and there are professions that are crucial.
We are neither fish nor fowl.
We are good solo roamer and good skirmisher, we can run away pretty well and kill some opponents, why can’t we play in a group (with a specific build) ?
ADD:
you gave to eles a wall (like guardians) why not giving something similar to thieves ?
maybe shortbow #5 could become a ranged “Ring of Warding” instead of a teleport.
(edited by Daendur.2357)
Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)
Since “2” is false we just have 1 situation where this is a truly impactful change.
So no big deal.
I feel you. Im having huge problems fighting with my Warrior too. Sometimes I mash all the buttons on my keyboard and my target still isnt dead and Im always helpless and dont know what to do next. Thieves are the worst. Sometimes I only kill 50% of their HP with Whirlwind Attack and then they use Cloak&Dagger on me and I only think HOW CAN HE SLAP? and then I have to wait for cooldowns again. Yesterday I even had to switch weapons to hit him from 50% to oblivion with stun and Final Thrust, its really too much.
I guess its good they nerf Thief Vigor.Sometimes I have to use my Heal skill too…
Yeah, the problem is that not everyone out there is so skilled.
ANet cannot balance a class on ultra-skilled players, they must also think about normal ppl with a normal finger extension. I mean, it is really really hard to reach 6 – 7 – 8 – 9 – 0 on a regular keyboard.
Warriors should have all skills bound to spacebar.
hammer is OP now.
Enjoy your Entropy on a more balanced level after 10/12.