There are 2 sPvP condi builds for thief.
1) p/d condition – not used, because heavily reliant on stealth, and while in stealth you can’t cap nodes. You potentially could find some niche role for it, but it requires good team-play organization.
2) d/d death blossom ,,perma evade’’ with caltrops – effective against melee noobs while fighting on tight nodes, but bad for anything else. All about countering melee attackers. Can be actually very fun to play.
Please tell me how you can see 1/4 second cast time coming.
1/4 second cast times are here only to prevent combos. They aren’t meant to be ,,seen", unless you are a robot. You can still, however, predict them, but you can predict even instant casts.
Hello, I would like to query all ids of items at once for market prices, but there is a limit of 200 per query. I tried to use ‘ids=all’, but it doesn’t work. I can do it sequentially, but it takes too long for my taste. I am thinking about doing it with threads, where each thread would query pack of 200 ids.
What is the best way to do this?
PS: I use Python.
(edited by Dagins.5163)
Saying ,,venomshare to be meta" is like saying mug is meta today.
Venomshare is utterly underpowered; or to be precise – venoms are.
Even if somebody would run with it, that would be only because they don’t have anything else to slot for some reason.
Maybe devs could surprise us and make venoms actually any useful since HoT – that is their total redesign.
Cele isn’t braindead easy, it’s medicore. The problem is amount of power it possesses through versality and tricks, mainly clearly OP healing that can’t be interrupted. Pretty much like Lee Sin in League of Legends before nerfs… but that was long ago.
1) Spamming skills (i.e. rolling face over keyboard) not enough punishable.
2) Spamming evades not enough punishable. Wasting evades is even encouraged -> see on-evade traits, like clone on dodge. Evading should be an art in GW2, but it isn’t.
3) Interrupts and counter-attacks, that are alawys top1 stunts for audience, are almost impossible to successfully pull off, and even harder to notice (1 sec channeling for moa morph + no castbars = are you serious?).
4) No 2v2 and 3v3 arenas, that could ,,split the community’’.
Important notice:
- GW2 still has the best PvP on the entire MMO market, even tough it’s a PvE focused game.
No skills ever ignore Revealed status.
Mesmer’s decoy ignore revealed status, giving them stealth even when they are revealed.
In GW2, thief has much more shadowsteps and overall better mobility than a rogue in WoW, but that’s in exchange for ,,stealth on demand button’’. I used to play a lot of rogue in WoW and I remember how frustrating snares and roots were – this is no longer the case in GW2. Also, here you are much more fragile, your defenses are active, but that makes you feel like an actual -rogue- rather than a warrior in leather armor.
If you like to surprise people, then consider using shadow refuge or shadow trap. You can also shadowstep to somebody from behind a wall, pillar or floor. This is like appearing out of nowhere, pretty much stealth without actual invisibility.
You could also climb on rocks to get up there, but not sure if it is still viable. There was somewhere a quick film showing it.
Thieves don’t need dmg increase on poison, increased duration to block healing is what they need. If anything, bumping it to 50% like [deep cuts] would be sufficient.
When it pops you have 10 seconds to run toward the trap to decrease range. It works for me 9 out of 10 times when teleporting from mid to side node.
More fun to watch than to see zerker and fights that end in a few seconds
It is far more enjoyable to watch 2 zerkers fighting, where making mistakes actually matter and is harshly punishable.
Since the beginning.
When the game launched, whirling axe gave a long evade, but it was so absurdly overpowered that devs changed it to reflect.
Ignore toughness/vitality/condi damage/healing power, kill them as fast as possible (preferably while outnumbering them), stomp with stealth and blind, revive with shadow refuge, decap nodes, don’t 1vs1 unless forced to, have shortbow as secondary weapon and make use of it.
Keep the bleeds as it is, increase power damage so the damage doesn’t absolutely suck for power builds; let’s say, power damage of DB should deal 70% of pistol’s whip damage – right now it’s like 10-20%? Totally unacceptable.
And of course increase evade to at least 3/4 second to match animation. 1/4 second is nothing, you can’t really time anything with it now, such short evade is mostly about luck – not what we really aim for.
@edit
Could also make the evade 3/4 sec, and animation 1+1/4 second, so there is still gap of 1/2 second to hit the spammy thief, but also evade is long enough to actually time an incomming attack. This should be also applied to shortbow #3.
If there are too many evades, then increase ini cost back to 5, give 1 more bleed stack and shorten bleeds to 8 seconds for compensation. Power damage can stay the same, or slightly increase it.
(edited by Dagins.5163)
I would like to play GW2, but it is just impossible.
For the last 2 days, GW2 client has huge problems connecting to ,,login server’’ (barely loading friend list), abilities have big delay and the entire tragedy usually ends up with a kick. I was stupid enough to que for ranked sPvP match twice.
I was able to took ip of the sPvP server I was playing on: 206.127.159.137
Strangely, sending pings to it results in constant 30 ms, so the problem lies somewhere else. Delay problems are both in HoTM and in a match room. I wasn’t able to check anywhere else.
My location: Poland
ISP: Netia
Server: Piken Square
Date: 15.12.2014, ~19:00 (UTC+1)
I would rather put those resources into creating new game modes, maps and skills. Your idea is costly and might not even work the way you expect it. Besides, GW2 is cheap to play.
It should be a deathmatch ‘without’ respawns, let’s say 5 rounds, where each round won gives 100 points to the dominating team. Make it timeout after 5 rounds are played.
A player cannot respawn when there is at least 1 teammate alive. When one team is defeated, everybody are pushed back into respawns and defeated participants are revived.
Right now, it’s a big mess.
@SimpleKingly
What you said plus redesign body shot. Would also increase cripple from dancing dagger back to original 5 seconds (was ninja nerfed long time ago).
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Your suggested changes are still underpowered and won’t change anything.
So, now my 3 second chill will be on 40 sec cooldown instad of 45? I can hear new meta builds comming.
I would rather keep these venoms at 45 sec CD and not mention them until remake to save people from being irritated.
One thing is certain – acro begs for some on-evade traits.
I would change the newest one, which is totally useless:
Assassin’s equilibrium – if you evade an attack that would take over 15% of your total health pool or stun you, gain stability for 4 seconds. 15 second cooldown. (30% boon duration already counted it)
Assassin’s reward could be changed something like you wrote. It is so passive and boring now, needs changes. Still, needs a cooldown, 5 seconds would be fine. People would love to see these big green numbers popping out, good for skill movies on youtube.
PS: also nerf feline grace, reduce endurance return if failed to evade by 50%.
(edited by Dagins.5163)
There is a huge need for deathmach 2v2/3v3 arenas. Conquest should be 10vs10/15vs15 on bigger maps, preferably with 5 nodes. I would recommend redesigning existing maps to be bigger, instead of creating a brand new set. Also, add some achievements rewarded with titles which are not about flat exp accumulation.
Creating new game modes will split the community (what is avoided by devs like fire), but it is going to increase total sPvP population, what is essential for it to survive.
I used to play soloque in January and got around 50th place with dual pistol build. Then I played few months ago (before recent patch which buffed unload) and reached 5th place, with same build. Got bored with long ques and noobs wasting tPvP slots, so I stopped it and play only hotjoin from time to time.
So, yes, you can play it if you know how to use it. However, BP was overnerfed, stomps are very unreliable, so I’m not sure if it is still enjoyable.
If I understand the game’s lore correctly, life force is supposed be slowly harvested and stay with necromancer for some time, even prepared before fight – as opposed to warrior’s adrenaline. I doubt this will ever change, this is an RPG after all. Besides, the change is not even needed.
@Fay
I agree PB is an underpowered trait (like 90% of the new ones), but if you manage to interrupt that heal, it entirely shuts down your target.
Of course P/P uses BP, especially with warrior’s axe for combined (precious) defense and offense, not to mention stomping. With d/p, you can HS into stealth, securing your stomp, but with P/P (and also S/P) you lack this utility.
Just another wrong nerf; devs should make it pulse once per second for 1 sec blind, this would nerf BP spam while also leaving S/P and P/P in good shape. These unreliable stomps are irritating, added more unwanted randomization into the game.
Similar problem is with LDB and shortbow #3, where these evade frames are too short, and successful evading is more about RNG than actual skill.
(edited by Dagins.5163)
Thieves are affected by PB, interrupt their HiS heal and they are dead. PB is mostly for blocking heals anyway.
Stealth gained by this rune set is not affected by meld with shadows trait – stealth should last 4 seconds, not 3.
Obviously dual dagger thief with maxed deadly arts and critical strikes, berserker-scholar gear. You can jump out of kitten nowhere and one shot people, if timed correctly. For WvW you can use 15 stacks of might from signets, but in sPvP don’t bother with it.
Celestial stats should be the default, all other sets should be optional. If anything, classes like thieves, guardians or mesmers should benefit from it more.
I am for poison buffs, maybe some traits with cleanse resistance, because to me the almost uncounterable big sustain of some classes is very annoying.
@Zaxares
If I bought a pistol and started shooting people, would you say I paid my own money, therefore I can do anything I want with it?
Anyway, devs won’t do anything with these farms, because they are terrified of losing small sPvP community. For example, they did nothing with Skyhammer farmers.
The only way to get gold reasonably fast is to learn how to play on trade post. You just need some brains to do it, but it is way more profitable than mindless zerging and farming few hours a day.
Drunk or not, doesn’t change the fact these automatic, unpredictable (for both parties) CC or stunbreakers should be removed altogether, because they are very annoying.
@evilapprentice
It was easy to use IS under clock tower, down somebody upstairs, teleport downstairs with IF while casting stomp and come back with steal.
A thief that used IS/IR well was almost unkillable, unless jumped with huge burst. Dagger was really supbar, not to mention pistol, while dagger offhand beaten pistol offhand because of cheap #3 that had to be nerfed.
Anyway, I would revert the change, with IR being just unable to be cast under stun, without that horrible skill que that made it 1 sec cast time.
You can turn it off in options before they fix it.
I am all for conquest mode once its 10vs10 or 15vs15 with 5 nodes on bigger maps. Maybe not so competitive gameplay, but very fun to take part in, and many players would migrate from WvW to it.
There could be some utility skills that allow to bypass downed state under some restrictive conditions. It is completely fine as long as they can be double edged swords, meaning they can backfire and do more harm to the predator than to the prey. I think haste skills were supposed to be something like that, but they are underpowered and not worth using at the moment.
In general avoid healing power, toughness, boon duration and condition damage. Don’t stack too much precision, because it’s bad for your damage output. Focus on power and ferocity.
Play dagger/pistol thief with basilisk venom and tripwire trap. Shadostep to your target, stun with venom, second later knockdown with trap, and at the end immobilize with panic strike, that is deadly arts grandmaster trait.
You can also steal mace from guardians for like 4 second daze, or bone from pets/clones for 3 second stun (but that’s random and doesn’t always pop).
Leaving LDB so terribly underpowered is a riddle to me. It should deal like 300-350% more power damage, have 3/4 sec evade and deal 5 stacks of 5 sec bleeding. Then, somebody somewhere might consider it as an ability worth building around, despite having no other condi attacks on skillbar (aside of dagger auto-attack 3rd strike).
Assassin will deal the same or slightly lower DPS than berserker. Crits are lower. It just proc on-crit things more often, and that’s for having 3k hp less. It might be better for hit-and-run tactic with double sigil of flame and air, but otherwise – not worth it.
Yeah, solo arena should be just removed, leaving only ,,team" arena which can be also played solo. That would shorten wait times for matches, and if there are any good players left in solo que, they would at last move to team que.
@Olvendred
And how do you explain selling gold ingots for 2 silver??? Why there is no option to make gold coins out of these?
Gold ingots are being sold for ~2 silver coins each, while some hairdresser contract is worth more in gold than I weight… I mean, wtf?!
I think the worst thing you can do is engage in a negative form of communication in any way—especially blaming someone. Not only does it COMPLETELY destroy morale, but it throws everyone off their game and some players are going to be more hellbent on pvp’ing in the chat box than doing basic things to win.
It works two ways: you can trash talk and make your opponents rage quit. If you do it correctly and hit a soft spot, they won’t be able to continue match and make their team a huge disadvantage! It’s easy to make 4vs5 this way!
You can:
- t-bag corpses,
- laugh,
- blame (best to focus on a single player),
- taunt,
- boast,
- hunt a single player,
- etc.
Just avoid swearing, because it has low style and isn’t that effective anyway.
This map makes soloq unplayable.
The thing which makes soloque unplayable is horrible skill difference between players and overall low level gameplay, not any map. If somebody from your team keeps falling into pits over and over again (most likely to the same person every time), changing map still won’t help you. Even hotjoin is more enjoyable to play, because hotjoin is not supposed to be taken seriously, while noobs in your soloque team waste your time and make you annoyed.
I mean personally I believe that every class should be equal once downed. You want to give them a teleport, give them all one teleport. One self rezzing? All get self rezzing. Why should some classes be able to revive themselves better? Or some classes be able to stop stomping/survivng on the ground better?
Such equality is toxic. To be honest, in most cases forced equality is toxic.
Please, no more free stunbreaks and evades. This game needs less automatic, unpredictable stunbreakers, and less evade spam.
The idea of increasing evade roll distance is something, but it seems rather pointless. Dodge rolls are not supposed to be used for travelling.
There are no on-evade traits, maybe invent something that rewards well-timed evades? For example, if evaded a stun (not a ranged auto attack, necro’s mark or engineer’s mine…) or an attack that would deal damage for over 30% of your total HP pool, gain quickness for 3 seconds, 10 sec cooldown.
PS: also, no more “cleanse 1 condi” abilities. This is too random and shouldn’t be here aswell. Better would be to cleanse a specific condi like poison, not a random one.