Ankur
(edited by DarkSyze.8627)
Good advice thieves players for Op: TheDuck. I will hold my opinion to myself for now
(edited by DarkSyze.8627)
My suggestion:
Nerf all Instant Kill No Skill Requirement Profession: Thief, Elementalist, Engineer, Ranger
i have better suggestion: delete all classes and create 1 class with 1 melee attack…. very balanced
I agree
This is a very intresting thread subject. Also this is a very Important situation problem that never should be ignored but it it did. I do not know if Arena net purposely ignore it or did not do enough investigation before releasing Guild Wars 2 to the Asian market but they did already. It will destroy the game unless Arena net make serious change.
The consequences is already affecting the western market but affecting the Asian market in a very fast rate.
So what is the important situation problem?
Nothing Required- Easy Only Required>No Risk Required-No Hard Work Required-No Effort Required- No Challenges Required
As long this is the value for this game: there will never be Redemption.
But this raise very serious situation problem:
Asian values and cultures: Hard-Work, Effort and Risk and be Reward for it.
Did Arena net already destroy Guild Wars 2 for the Asian market by not making Guild Wars 2 with Holy Trinity System?
Guild Wars 2 with no Holy Trinity System > Requirement: -No hard work? -No effort? No Risk? No Challenging? No Team Play? No Innovation, No Fun? No Learning Curve? short contents, Reward than No/Risk? No Skills? Escape from consequences? Escape from punishments?
-Team Play=zerg? 1 profession do everything: tank-melee-range/heal/support= Team play?
-Stealth= only rewards? no counter, no risks? Escape from all risks? Remove all Punishments?
-High Damage= no cool-down, no long cool-down= skills? hard-work?
-Instant Death=challenging? fun?
-Skills= Spam?
HolyTrinity System > Requirement: Hard work, Great Effort, Risk, Challenges, Team Play, Team Effort, Risk-Reward, Hard Skills, Innovation, Fun: alot of Fun, Learning Curve, long contents, Consequence for actions, Punishment for consequences….
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My suggestion:
Remove all Auto-Attacks from Instant Kill No Skill Requirement Profession: Thief, Elementalist, Engineer, Ranger
GW2 is more a hack’n slay then a teamgame. Like in every hack’n slay: you need dmg to kill stuff. You’re not playing a fullhealer in a solo-hack’n slay.
If you look at – for example – champions of norrath: same gameplay as GW2 but more teamplay when running it with friends. It’s a good 2004 PS2 hack’n slay.
“No trinity” stuff was only marketing. It’s nothing new, basically an very old type of gameplay before roles were invented to add more complexity and diversity. No trinity is simplified gameplay with the goal to reduce player interactions, so no one is forced to join a team.Many players want to do a lot/everything solo. Funny for a MMO Player, but …if customers ask for solocontent you can sell it. Even in a “hardcore teamgame” like GW1 many players did most of the content solo whith heros instead of playing with other players. I was excited when I was playing for the first time with other players and I know there are players that still are even scared of others.
Even in this thread someone asked why he is not able to beat mobs solo in GW1.
(for those who don’t know GW1: you always fought in groups. Enemies were groups, often with healers, eles, warriors, rangers – mixed groups. So it was always a group vs group fight. Nothing to do solo. Except when running spezialised farmbuilds for one location/type of enemy and pulling like 40 mobs to kill them all at the same time.)GW2 is a very casual- and solofriendly game. You don’t need to interact with other players, you don’t need a guild or even a build or equip etc. If you’re going for dungeons this changes, but dungeons are a very small and nearly not supported aspect of GW2, most of its content is open world and has no requirements.
GW2s teamplay is weak.You’ll see many threads around these topics: “fullzerk”: no trinity, only dps is important so you want to max it. If you don’t like zerkmeta buy another game.
“trinity/support/healer”: no trinity, no trinity, only dps is important so you want to max it. If you want to play a healer buy another game.
In open world you can run every build and it will work. Even a fullnomand bearbow ranger. It’s a strength of GW2: everything works somehow. Maybe not good enough for dungeons, but thats only a small part of GW2 – for most stuff everything will work fine. In dungeons you got some soft roles (might stacking, stealth, defence like WoR, condiremoval, stabi).After the big failures of SWTOR and ESO, GW2 really can romp freely in the "non-WoW " market.
Maybe more players are playing MMOs in 2015 then 2006.
Afaik SWTOR has a big playerbase (I think I’ve read estimations which were around 1 Mio.), but it was a really expensive game. Maybe SWTOR has more players than GW2. So it might be a financial failure, but successfull MMOs like Eve got less players.
Absolutely correct!
That is also why i now realize why i play mmo games that have team play: Challenging and Fun-Risk-Reward.
Last:
That is also why team play mmo games are successful than no-team play mmo games.
Team Play= Challenging and Fun, Risk-Reward
Non-Team Play= No Challenging/ Less Challenging, Reward-Risk
You are a very experience knowledgeable game player
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This is what a warrior role is.
“Soldiers are also supposed to be “tough”. Often a Warrior prides himself on the hardships he can endure. He may even enjoy challenging himself to see how much punishment he can take. The Warrior is the most likely of the Roles to respond to the call to help someone in a situation which is full of danger and has the potential of death. Answering this challenge is his highest expression. Only a Warrior would willingly put himself through the rigors of war fought in jungle and desert. He finds fulfillment in overcoming severity and rigor. This sort of self-discipline is personally satisfying to him. Warriors are surprised that others cannot take the harsh treatment they thrive on. Consequently, they may not always be sympathetic to “wimps” and “weaklings” who cannot endure pain as they can".
vs
Guild Wars 2: Warrior role
Soldiers are also supposed to be “tough”. A Warrior do not pride himself on the hardships he can endure. He do not enjoy challenging himself to see how much punishment he can take. The Warrior is the most likely of the Roles to run away and escape from the call to help someone in a situation which is full of danger because of their access to their high mobility. They do not Answer this challenge because of it. It is suppose to be his highest expression but it is not. Only a true Warrior would willingly put himself through the rigors of war fought in jungle and desert. Only a true warrior finds fulfillment in overcoming severity and rigor. Only a true warrior sort of self-discipline is personally satisfying to him. Unfortunately, Warriors cannot take the harsh treatment they thrive on because of their no-risk escape mobility. Consequently, other look at them as “wimps” and “weaklings” who cannot endure pain and hardship because of that.
Warrior is a risk taking profession and a self-sacrifice profession. A risk taker takes risk: Not escape from risks, Not have reasons/excuse from risks, Not even have any level of high or low of running away from risks, Not have no lesser reason or escuse from anything.
Warrior profession should be the last man standing profession. They even have a skill called that, they should be brave: how can they be brave and have high instant access to be excuse from risk? How can they seek challenge and run away from it? How can they be called a soldier-a warrior- and run away? It do not make sense at all !!
Last Stand-
https://wiki.guildwars2.com/wiki/Last_Stand
Suggestion:
1. Reduce all mobility skills and mechanics by 50%- Increase all defense skills-defense mechanics by 20%
(This problem is not only with the warrior profession but with many professions: Arena net want these classes to be challenge but in the same time give them high instant unlimitted skills, traits and mechanics to easy escape from challenge-risk. That is the main problem- too many high no risk rewards to escape from challenge)
read this: “Exploring the sense of immersion of MMORPG game design”
http://www.diva-portal.org/smash/get/diva2:407054/FULLTEXT01.pdf
-“Balance between the perceive challenges of the task at hand and his or
her own perceived skills”-
" Challenge is the core element of the MMORPG game "
-“Analyzing phase”-
“If the data analysis shows that the current challenge of the game is too easy, the
next challenge presented in the game must be increased, otherwise the players
may quit the game because of boredom. Conversely, if the data analysis specifies
that the challenges in the game are too difficult, the game should reduces the
challenge in the game and represents more help information, otherwise the
increasing challenges will make the players lose confidence and they may quit the
game duo to anxiety”.
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I just saw the ready up video: all i can say is, I feel sorry for Guardian Profession. Their new Dragon Hunter look very boring and feel like total disconnection from the Guardian Profession in all ways. I see no relationship the Dragon Hunter have with them.
Like i always said before: it is not only the name Dragon Hunter is the problem: it is the role relationship it have with the guardian profession. The Role of the Dragon Hunter have with the guardian profession do not make sense at all. Burning! You serious!! Guardian already have access to Burning lol
This is my opinion only I feel Arena net did this intentionally to the Guardian Profession- giving them something worthless because they are afraid to un-balance the guardian profession. So they attach a attractive name to trick the guardian players to think that they innovated the Guardian profession and so far: many guardian players refuse to see that*
Even few guardian players include non-Guardian players and new Guardian Players already caught that and is not happy about it-angry. One Last Time: it is not the name is the problem- it is the role the Dragon Hunter/ Witch Hunter play with the guardian profession that is the problem.
Read Arena net: John Peter reply in this thread:
Ok
I am done repeating myself over and over. I play guardian profession and i am very disappointed with this change.
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Dragonhunter makes no sense as a specialization name and Chronomancer does. The Mesmer elite specialization name does make sense. Why? Because you specialize as a Chronomancer to manipulate time. Do you specialize as a Dragonhunter to hunt dragons? No. You will hunt and fight all types foes, not just “big game.”
Also, there is nothing innately Guardian about being a Dragonhunter. Why couldn’t a Warrior or Ranger hunt dragons? There’s not really any reason Dragonhunter fits the Guardian anymore than it could fit those professions. Why wouldn’t an armored master of combat or master of the nature want to hunt big game? They are arguably even more suited to the name than Guardians.
Personally I would prefer Sentinel as it fits the theme of defending from a range with longbow and setting traps.
Edit: Also, lol at the OPs argument. “These names are used elsewhere at some place and some time: therefore they are bad.” What?
Agreed. My Necro hunts dragons. Isn’t she a Dragonhunter already?
The two words mashed into one name doesn’t work – at all.
As I said in a nother post… My Engineer is a Warrior for my borderland in WvW but I don’t go complain that there is a Warrior class in this game.
Edit:
I am happy with the current name.
New Weapon: The bow – one of the greatest, most iconic hunting tools in the history of the human race
New Skill category: Traps – one of the most essential hunting tools in the history of the human race.
The Enemy: Elder Dragons – the ultimate peril of the world of Tyria. If we do not strive against them with our every breath, all will die.
New Profession: The Dragon Hunter – “I take the tools of the hunter and turn them against the foes that must be fought. For the good of all.”
The name wasn’t picked out of a hat… Its a graceful bit of shorthand both summing up and evoking many elements the profession encompasses.
+1
So well written and true.
Second Edit:
The problem is that the name Dragonhunter can be given to any of the profession and make skills around it.
Whereas Chronomancer… It can only be given to Mesmer, and Mesmer only, no other profession fits with the Chronomancer description at all, and it makes it unique to that profession.
But everyone can call themselves a Dragonhunter.
Again… My Engineer is a Warrior for my borderland in WvW but I don’t go complain that there is a Warrior class in this game. We are all fighting a War so we are all Warriors.
I Disagree-
We are all fighters: Fighters fight because they fight
Fighters Do Not Sacrifice Their Lives For Others
Warriors Sacrifice Their Lives For Others
Fighters Run From Death
Warriors Run Toward Death
That Is What Make A Warrior
That Is Why The Role Only Fit For The Warrior
That Is Why Not Everyone Can Be A Warrior
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It reminds me of a trap ranger.
I have a ranger. I play him when I want to play ranger.
A guardian should not be a ranger.
I do not see the point in dragon hunters getting traps. Traps should stay on ranger and theif, it makes no sense on guardian. What I think should happen is traps become symbols instead. This way the guardian won’t have clunky traps that don’t see use in any areas of the game but instead will have symbols.
Dragon hunters is supposed to have more condition damage so I would assume there would be some type of trap that inflicts burning. How this would work is for example this trap would be known as Symbol of Searing. This symbol would pulse burns on enemies within the radius.
More synergy comes with symbols. Right now not many people trait for symbols in any game types, with the traps becoming symbols we could see great synergy with pre-existing symbol traits such as bigger and longer symbols.
Yes we don’t know what the dragon hunter will bring in terms of traits but what we do know is that it will bring more bleeds into the guardian to get more condition damage. To accommodate for this we could have a new trait that makes symbols inflict bleed with every critical hit.
With these changes I could see the symbol guardian make an appearance and become a viable build to run.
If you want to suggest a better name: it need to fit the role and to make sense.
This is the thread for us crazy people who don’t think “Dragonhunter” is such a bad name. In fact, I personally like the name. I hear people call it “childish” as if a 12-year-old thought of it. And in the same breath those people suggest things like…
Guardian Angel
ArchangelAngels are associated with the christian and muslim god, and are supposed to be divine, immortal, and incredibly powerful beyond mortal means… Not exactly GW2 flavor.
Zealot
What is this, Starcraft? MY LIFE FOR HIRE
….no….Janissary
What is this, Age of Empires?
Sentinel
CelestialNaming things after gear now? Why…
Centurion
Cylons? Frakk that.
Vanguard
JusticiarWhat is this, Mass effect2?
Legionnaire
There are already legionnaires in GW2, and they are exclusively related to the Charr military structure.
Monk
There was already once a class with this name in GW1, and it was almost purely supportive and designed for healing. Anet clearly wanted to give the guardian an aggressive ranged option for combat. Monks were never about range or pure DPS.
Savior
Sanctifier
SaintToo religious… Christian in particular… Sorry but not all of us are Christian, and Anet has always been careful not to put any specific references to real world ideologies.
Diviner
Do you even know what divining is? What does that have to do with combat, particularly aggressive offense with a bow and mobility?
I just want to say that my personal take on the Dragonhunter name is that Anet took the established theme of the guardian as the “master of defense” and applied the adage “the best defense is a good offense.” In kungkittenis it said that the hand which strikes also blocks. Mordremoth presents a clear and present danger to the world, and Tyrians must adapt to the threat to survive. The Dragonhunter is a specialization which was born specifically to tackle the dragon threat. That’s the lore side of it anyway.
On to the practical side of the name. Anet clearly wanted to make a ranged attack spec for the guardian, should they want it. Something a little less defensive, and with the ability to tag mobs at range like everyone else. Guardian core spec has plenty of melee already. When coming up with a name for anything, that name must convey a sense of what that thing is supposed to be and do. You don’t name Game of Thrones “Fluffy Bunny Fuffles.” There is a purpose to a name beyond sounding cool on its own. It needs to convey the context of the item it describes.
Guradian Profession:
“It’s a pile of Elonian protection magic, mixed with a little monk training, wrapped up in some crazy ritualist hoo-ha from Cantha. A real grab bag of “you can’t hurt me”. They’re called guardians, and simply put, they mean trouble" .
vs
Dragon Hunter:
“It’s a specialization full of traps (including the healing abilities) and support abilities; check out the full reveal for more details on just how you can bring down the big dragons with your new tricks” .
Ritualists: http://wiki.guildwars.com/wiki/Ritualist
Monk: http://wiki.guildwars.com/wiki/Monk
What is Ritualist Profession and Monk Profession relationship with traps and bringing down big dragons?
I do not see description in Ritualist Profession or in Monk Profession about traps and bringing down big dragons?
But… is not Guardian Profession a monk, Ritualist, dragon hunter and using traps? so again, why is it not include in Ritualist profession and monk profession?
Please show me? Please show me similarity? Last: show me where Dragon Hunter= Guardian Profession with evidence?
The reason why some players laugh at this is because a Guardian Profession have no relationship with nature because Ranger Profession already fit that role.
Dragon Hunter make perfect sense for ranger profession: traps?
Let me ask you a question: how can a guardian profession be “supportive and protecting their team” while setting traps and shooting arrows?
Setting traps and shooting arrows need 100% focus and 100% mobility. It make perfect sense for thief profession and ranger profession because that is one of their important roles for the team.
So how can a Guardian Profession focus their attention in set traps and 100% in mobility: how can they still protect their team 100% in the same time?
Do you understand now why they find this a joke? Unless a Guardian Profession have eyes in their back head to focus 100% in the same time to protect the team/part?
I hope you understand
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Dragon Hunter is a combination of the aesthetics of Final Fantasy style Dragoons/Dragon Knights, and Monster Hunter Hunters. Dragoons specifically hunt Dragons, and they live by a code to do it. Monster Hunter Hunters use traps and various weapons (Like Hammers, Greatswords, Sword/Shield, Longbows) to hunt and kill/capture large creatures, many of which could be called (or all called) Dragons. Dragon Hunter fits perfectly in the gw2 lore of a class creating a Code to hunt down and destroy Dragons. The utilization of traps and bows makes this easier, but nowhere are you required to use any or either of those tools.
And I also want to mention, having a more true Dragoon style spec would’ve been amazing, but that would require terrestrial spears (which are more of the Paragon’s domain in gw lore) and probably require Jump skills, which would probably be a nightmare to implement and balance in gw2 combat/engine.
This is not about Dragon Hunter not fitting in Guild Wars 2 or about the name: this is about the profession specialization it is given to.
Like i already said: Guardian Profession is centered around mysticism and divination.
I also play Square Enix: Final Fantasy: Arena net: Guardian specialization would also make sense with Paladin class.
What i find interesting: Square Enix already have the specialization for some of the profession for Guild Wars 2: so the question is? why Arena net did not design a prototype of these classes from Square Enix Final Fantasy 7/14 for those profession specialization in Guild Wars 2?
See Examples here:
1. Archer:Bard/BeastMaster
2. Warrior:Lancer/Dragoon/Gladiator/Paladin
3. Rogue:Ninja
4. Elementalist:Summoner/Mage
Even Guild Wars already have the specialization for some of these profession for Guild Wars 2
See Examples here:
1. Assassin
2. Ritualist
3. Paragon
4. Dervish
5. Monk
Even this game: Yes! Guild Wars 2 already have the specialization for the Guardian Profession:
See Example here:
1. Revenant
But it will not be because Arena net make it to be a separate profession instead. Again: it would make sense to give Guardian Profession that but No! Do not improve Guardian Profession but give them something that do not make sense at all!
Do you see? would it make sense to add great ideas and improve them?
" Innovation is the calling card of the future "
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Guardians before announcement:
“Where is my condi, where is my long range weapon”
Guardians after the announcement:
“Wah, condi, wah ranged weapon”
[…]
but i do agree the name is kind of funny.It’s also cause the DH doesn’t seem to fit the guardian. Like, at all.
Guard getting ranged weapon == good.
Guard becoming pet-less ranger == silly.
DragonHunter name == silly.
Guardian Profession relationship with mysticism and divination make better sense: Revenant/Ritualist/Monk
But
A Guardian Hunting Dragons?
A Guardian Profession- Ranger Prototype?
This is the worse design idea i ever see in game history.
A very big joke I have to laugh: lol
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The only MMO out there with fun combat that cant get people interested in pvp. thats just sad. on a general note i do believe that this comes down to the fact of how badly you are getting rewarded in this game for doing pretty much anything especially PvP, gw2 has become nothing more than playing Dress up online.
If it was the only MMo out there with fun combat: why leave? It do not make sense. The important word is Fun. Fun is risk-reward: not Reward-Fun and you already said that.
Challenge is what make Fun. If you are only reward with Fun and not have risk or less risk: where is the challenge? Blu play thief profession: do you see why? Do it make sense now?
Thief Profession= No Effort-No Hard Work-No Challenge= Boring= No Fun.
Let me ask you something: do you think getting everything free with no hard work will make you happy?
In the beginning it might look like it but after: the happiness is gone.
It is same reasons for many thieves players who left this game and still leaving: they get everything and more everything and is happy about it in the beginning but after: they get bored and their happiness is gone.
Happiness and not about having but about taking risk, making effort and be reward for it.
This is what happen when you design a profession with reward only instead of challenge.
Challenge: Risk-Reward last a long time but reward only die fast.
Again, I am not Surprise that Blu is leaving.
But you are correct with the other thing you say.
Sad. But not surprised due to current status of pvp.
A lot of hackers roll Mesmer or thief to make it hard to tell if they just stealthed or portalled etc.
However this is not the case here. These two flip an entire border in 15 mins. They reappear seconds after you kill them. Yesterday they were even flying golems into a fully upgraded and defending SM. Yes, flying, not even hiding it.
Moraxxo, I believe there’s a person to contact in game called proheals, there may be a few more devs that are on and can help too. He can swap to that server and check or ours when it’s happening.
For these hackers..
This remind me of mesmers and thieves hiding in keeps after the keep is captured by opposite server. I suspect they abusing that same code. That is why alot of player suggested before; once a keep is captured, all the enemy server players who are hiding will be kick out- like thief and mesmer.
And the only way a keep can be captured is to break gates and wall. So why Arena net refuse these suggestions?
If Arena net write codes to enforce that, none of this would ever happen or would be very hard for hackers to do.
Suggestion:
Example: not a coder or programmer
code 1- Entrance to keep is restricted only by destruction of gate and walls.
code 2- All entrance to keep will automatically be ground targeted “weigh down” -no jumping.
code 3- all entrance to keeps will be ground level.
code 4- limit portal and stealth access inside all keeps
code 5- restrict all stealths and portals once inside lords keep
code 6- Enforce a strong security system in all keeps: example; like a security system in a car- any disturbance or force entrance will call immediate attention.
code 7-Alll keep lords and guards will have full permission to instant kill any threats and disturbance and ban them automatically temp. until Arena net investigate.
code 8- give all lords and guards “true sight” abilities and “true sound” abilities to spot hackers and any threats.True sight- Ability to see invisible like stealth
True sound-Ability to hear the smallest noiseExample: if no wall or gate is down and there is noise inside keep, security alarm will activate. If no wall or gate is down and there is invisibility inside keep, security alarm will activate.
code 9- once keep is captured, restrict all port and invisibility access include lords and inside keep.So your solution to the problem of people circumventing game restrictions is to put up game restrictions?
All this will do is kitten over mesmers who hide in the keep legitimately. The hackers who fly golems around are not going to give an almighty kitten.
“So your solution to the problem of people circumventing game restrictions is to put up game restrictions?”
Yes.
“All this will do is kitten over mesmers who hide in the keep legitimately” If keep is taken by a server: it is theirs. There should not be Exception legitimately or Excuse legitimately for the other server who lost to be inside keep.
“We stick together, We win together, We lose together "
“The hackers who fly golems around are not going to give an almighty kitten”. With Anti-Gravitiy: Weigh Down- there will no longer be flying golems.
Second: Code 7: adjustment- any threat that break security keep wall will be instant killed and be report to Arena net for investigation to decide if ban or not ban.
In the end: the hackers who fly golems will give an almighty kitten when their account will be not accessible until after Arena net investigation.
What is important is to show the hackers that Arena net is serious! and they will face serious consequence for their actions.
" Some people create their own storms, then get upset when it rains "
" You are free to make whatever choice you want, but you are not free from the consequences of the choice "
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What i mean is: this player hacker was hurting a whole server: and that should not be resolve in secret. Yes! i know this is not the only player hacker in all servers but this player hacker was not ashamed for making alot of damage.
So if the player hacker was not ashamed: why should Arena net resolve this player hacker action in secret?
I’m not saying there’s a problem with publicly stating that the hacker had been dealt with and banned. But the video was not appropriate. They absolutely should say that they’ve banned serious offenders like that, people should know. However, they shouldn’t post immature and unprofessional videos showing them needlessly toying with an account when they should have just banned it.
I understand what you are saying. I want you to understand me too
What difference if Arena net publicly stated that the hacker had been dealt with and banned and posting a video of that? You say the video was not appropriate: was the player hacker actions was appropriate? You say they should not post immature and unprofessional videos: was the player hacker actions was not immature and unprofessional?
You say they shouldn’t needlessly toying with an account? how many players did the player hacker needlessly toying with?
You need to understand that: hackers should not be Sympathize include this player hackers.
Arena net do not Sympathize hackers, so you should not too
(You know that hacking is a crime: so that mean if Arena net want to…. )
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I think it was absolutely the right way, because Anet has not been entirely transparent about the bans they’ve handed out in the past. Sometimes an example has to be made. Oh, and if you think this is wrong, did you not play GW1? In that game, GMs and security staff were able to execute a ban using a unique reaper-like avatar called Dhuum, which publicly shamed anyone who violated the rules — inside the actual confines of the game itself.
Your “cheating is not okay but this is going too far” defense falls flat when these individuals have spent all of their time ruining the game for hundreds of other people, for weeks and sometimes months on end. That’s going too far. What Chris did was an appropriate and tactical response to that behavior — if you cheat, prepare to have this happen to you. A good lesson.
I don’t have a problem with the Dhuum style ban animation. Its just adding an animation on to what the client itself was already doing. That is massively different to a developer posting a video in which they log into the account, strip the character down, jump them off a ledge, and then delete the characters. Why not just ban the account like normal and tell users that it had been done. It seem unnecessary and unprofessional to me. There’s a big difference between thinking ‘if I get banned there’s be a Dhumm animation killing me’ and ‘if I get banned a staff member might log into my account and do things to my character and then delete and ban me’. Big difference. Obviously the person deserved to have their account banned and deleted, but was the other stuff necessary? No.
Clearly our ideas of appropriate differ so any further discussion isn’t really going to be fruitful. I’ve stated my opinion on it and if people disagree with me then that is fine.
I understand your opinion: you are correct! everyone have their own opinion.
Here is my opinion: this person hacker did not only effect a small percentage but effect a large percentage : like a player already said, large percent of players were transfering to other servers, playing other game modes and even quitting wvw and the game.
What i mean is: this player hacker was hurting a whole server: and that should not be resolve in secret. Yes! i know this is not the only player hacker in all servers but this player hacker was not ashamed for making alot of damage.
So if the player hacker was not ashamed: why should Arena net resolve this player hacker action in secret?
Example: If there was a big bear causing damage: hurting people in a big neighborhood- you are a police officer: would you tell the people in the neighborhood that you resolve their big bear problem in secret?
The player hacker and the big bear example cause a crisis situation: It effect a lot of players and people- it should not be resolve in secret! It is not about “public shaming”, it is about accountability and responsibility for actions.
" One person’s embarrassment is another person’s accountability "
That is all
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A thief that is built for running away is a thief that has no chance in hell in killing you if you’re a competent player with a brain.
Just leave him be and move on.
But he keeps running away!!!!!
Guys, guys…
Perma-stealth was legit, we all lied to the QQ’ers. Though, they have fixed it once and for all this update:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-28-2015/first#post5036771
I hope this is serious.
What happened to Burnfall anyways? That guy always made me laugh.
A very good question, that. I still think DarkSyze is Burnfall on another account. But, this is merely my personal paranoia speaking …
I am DarkSyze and this is my only account i have: that is all
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…. man …
Now I have to add all that to the nerf wish list…
And some of them I don’t get it.He’s changes are basically making some of the traits blank or without any effect.Never mind, I clued in. Pay attention QQ’ers, DarkSyze get cuts straight to the point, he doesn’t sugar coat things in sweet tears – No, he gets straight down to business of reducing the thief to dust.
10/10, more QQ’ers need to make suggestions like these.
And congratulations on finally making it onto the Nerf Wish List, DarkSyze.
Your hard work and dedication over the past few weeks was outstanding. You even improved and began to provide bolded quotes of wisdom. Solid progress. I would suggest adding in poetry and metaphoric analogies to further improve your work. Overall though, well done!
Thank You! Zero Day
I only want good things for Guild Wars 2- Thief Profession: that is all.
(edited by DarkSyze.8627)
Downside of this is that there is a kind of witch hunt going down..I was roaming wvw for daily purposes, evaded with Shortbow skill 3 upon stumbling on an enemy but dc’ed after that. Upon returning (yay for ssd drive
) , I got this whisper from someone who’s name shall remain hidden (although my fingers are itching to place it here!!) that he has reported me for speedhacking ! I explained to the player this was not the case, but sure enough, player blocked me..
How is ANet dealing with false allegations ? Any of you encountered this ?This is the result of the general population’s perception that Anet doesn’t act on hackers (it’s irrelevant whether they do act or not). If you think lots of hackers are around, you’re going to “see” one every time you witness something unfamiliar (like the shortbow 3 example here). This means tons of false reports that make it even harder to deal with real hackers.
I’ve said this before, to solve this, Anet needs a “surge” of devs who, for a couple weeks, will act and purge the game of hackers/trolls. Reducing the perception that hackers are everywhere will reduce the number of false reports, and will make it easier for devs to check up on reports once the surge is over.
What you say make sense: I agree with you.
We don’t need to see it in-game, sometimes good video evidence is enough for me to track down who it was. In this case, the video was enough for me to find out who it was and take action. Thanks for the video, and to accompany your video, I give you this video of his account’s last moments:
Oh yah, he’s also banned
Awesome!
That was Epic demonstration: I love it
Thank You! Arena net: Chris Cleary
" You shouldn’t be afraid…You should be terrified!!! "
" It’s time to meet your maker "
(edited by DarkSyze.8627)
To Turk include Thief Players: Part 2
Redesign- Trickery-
Adept: Kleptomaniac- Stealing gives you initiative.
(no change)
Master: Preparedness- Increases maximum initiative by 3.
(no change)
Grandmaster: Lead Attacks Increases damage per initiative.
(no longer increases damage per initiative)
Adept: Merciful Ambush- Stealth yourself and your target when reviving an ally.
(no change)
Adept: Instinctual Response- If you take damage greater than the health threshold in a single strike, you release feathers to blind nearby enemies and gain stealth.
(Instinctual Response- If you take damage greater than the health threshold in a single strike, you no longer gain stealth)
Adept: Uncatchable- Leave behind Caltrops when you dodge.
(No change)
Adept: Flanking Strikes- Increases damage when attacking a foe from behind or the side.
(Flanking Strikes- no longer increase damage when attacking a foe from behind or the side.
Adept: Thrill of the Crime- When you steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
(Thrill of the Crime- When you steal, you and all nearby allies gain fury, might and swiftness for 5 seconds)
Adept: Long Reach- Increases the range on stealing.
(No change)
Master: Bountiful Theft- Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
(Bountiful Theft- You rip boons from your target and grant them to nearby allies every 60 seconds)
Master: Trickster- Reduces recharge on tricks.
(No change)
Master: Initial Strike- Attacks with the first weapon-skill slot have a chance to regain initiative.
(No change)
Master: Ricochet- Pistol shots have a chance to bounce to an additional target. Pistol range is increased.
(No change)
Grandmaster: Hastened Replenishment- You receive initiative when using a heal skill.
(No change)
Grandmaster: Sleight of Hand- Stealing also dazes the target. Reduces the recharge of Steal.
(Sleight of Hand- Reduce the recharge of Steal every 60 seconds)
Grandmaster: Bewildering Ambush - Stealing also applies confusion.
(Bewildering Ambush- Stealing applies confusion every 60 seconds)
End
(edited by DarkSyze.8627)
To Turk include Thief Players: Part 1
I will introduce thief profession 2 most problematic traits that are responsible for making this profession not challenging and fun: – Shadow Arts and Trickery.
Shadow Arts is too powerful: it is reason for stealth abuse and give thief profession too much reward for just stealthing instead of taking risk.
Trickery is too powerful: it is reason for the very high damage include stealing for instant kill. It give thief profession too much access to death/instant kill instead of hard work. Also not forget: Boon stripping is very powerful so i adjust it to every 60 seconds.
I will give my suggestion of change to those 2 most problematic traits in thief profession.
Last- I felt the ones that do not require change was challenging and important to make thief more support to their allies. The traits that are no longer- will be replaced with challenge skills that do not give thief too much advantage)
I hope you like it:)
Any suggestion and criticism is okay: as long respect forum rule and respect each other That is all i ask
——————————————————————————————————————————————————
Redesign -Shadow Arts-
Adept: Last Refuge- Use Blinding Powder when your health reaches a certain threshold.
(Last Refuge- Blinding Powder duration: 1 second)
Master: Meld with Shadows- Stealth skills last longer.
(Meld with Shadows- Stealth skills no longer last longer)
Grandmaster: Hidden Assassin- Gain might when you gain stealth.
(Hidden Assasin- This trait no longer grant might when you gain stealth)
Adept: Master of Deception- Reduces recharge on deception skills.
(No Change)
Adept: Slowed Pulse- Grant regeneration if you have two or more stacks of bleeding.
(Slowed Pulse- Grant no longer grant regeneration if you have two or more stacks of bleeding. It is now restrict to two stacks of bleeding)
Adept: Shadow Protector- When you grant stealth to an ally, they gain regeneration. This effect does not trigger if your ally already has regeneration.
(no change)
Adept: Shadow’s Embrace- Remove conditions periodically while in stealth.
(Shadow’s Embrace- no longer remove conditions periodically while in stealth)
Adept: Infusion of Shadow- Gain initiative when you enter stealth.
(Infusion of Shadow- No longer gain initiative when you enter stealth)
Adept: Cloaked in Shadow- Gaining stealth blinds nearby foes.
(no change)
Master: Power Shots- Short bow and harpoon gun damage is increased.
(no change)
Master: Hidden Thief- Stealing grants you stealth.
(Hidden Thief- Stealing no longer grants you stealth)
Master: Leeching Venoms- Siphon life from your foe when triggering a venom. This can only occur once per strike.
(no change)
Master: Patience- Regain initiative faster while in stealth.
(Patience- no longer regain initiative faster while in stealth)
Grandmaste: Shadow’s Rejuvenation- Regenerate health while in stealth.
(Shadow’s Rejuvenation- No longer regenerate health while in stealth
Grandmaster: Venomous Aura- When you use a venom skill, you apply the effects to all nearby allies as well.
(no change)
Grandmaster: Resilience of Shadows- Stealth effects that you apply reduce incoming attack damage.
(no change)
(edited by DarkSyze.8627)
@Darksyze: I completely disagree with what you said. Your arguments are non-existent and you theorize that thief is easy, and that thief can win and other can’t when in fact there are classes with way lower skill cap that win in specific game modes, like turret engi and bunker guardian.
I also don’t see why you complain about thieves but there is no mention to pu mesmers who do the exact same thing with one slight difference. An SA specced thief doesn’t have enough power to kill you as he can apply only minimum pressure to you and you need to screw up your rotation to die from him. PU mesmer will eventually kill you unless you withdraw and leave him alone, or you ll end up in a permanent stalemate with him.
You say thief is easy and other classes are working hard to achieve the same result, which is absolutely and totally mistaken. War (GS) and engi( speedy kits and toolkit) achieves the same mobility and higher survivalability with very little effort . You think thief is easy but you don’t give any specific facts about skills or traits that make thief easy and effortless to play and need changing.
I don’t play thief as main, I play mez which is supposed to be hard countered by thieves and I can tell you what you claim is exaggerated and wrong.
Edit: If you are talking about a specific game mode like wvw, you should make specific suggestions that don’t affect other game modes. Nerf thief is not the way to go.
This thread is not constructive in the least all you and are doing is faffing about.
Thank You! for correcting me: you are correct: i should say what game mode i am playing. I am talking about wvw. I did give constructive suggestion and i am not “faffing about”. You even say you do not play thief: i do not understand why you make me feel i am exaggerating and wrong.
I have many more experience against thief profession: that is why i post about thieves. I do know what i am talking about and even some thieves agree with me. I do not ask for thieves nerf: i ask Arena net to re-design thieves traits because that is where main problem is.
Also, i did not even use the word “nerf” in my post so i do not know why you think i did.
Last: I do make suggestion about other problematic threat professions not only thieves: elementalist and engineer. For mesmer: i agree with you about mesmer profession but i do not think they are threat compare to thieves, elementalist and engineer: > Ranger profession: Yes! you can be too <
I hope you understand.
(edited by DarkSyze.8627)
" Game Entry Point is a Perfect Fit Through Pre-assessment and Feedback "
“Good games give players opportunities for experiencing intrinsic reward at frequent intervals, when they apply the effort and practice the specific skills they need to get to the next level. The games do not require mastery of all tasks and the completion of the whole game before giving the brain the feedback for dopamine boosts of satisfaction. The dopamine release comes each time the game provides feedback that the player’s actions or responses are correct”.
“The player gains points or tokens for small incremental progress and ultimately the powerful feedback of the success of progressing to the next level. This is when players seek “harder work”. To keep the pleasure of intrinsic satisfaction going, the brain needs a higher level of challenge, because staying at a level once mastery is achieved doesn’t release the dopamine".
" Bringing Incremental Progress Recognition to the Classroom… and Beyond "
“One way to help each student sustain motivation and effort is to shift progress recognition to students themselves. This can be done by having students use a variety of methods of recording their own progress toward individualized goals. Through brief conferences, goals can be mutually agreed upon, such as number of pages read a week (with comprehension accountability), progression to the next level of the multiplication tables, or achievement of a higher level on a rubric for writing an essay”
" Immediate Gratification or Long-term Goal Pursuit? "
“Classroom instruction that provides opportunities for incremental progress feedback at students’ achievable challenge levels pays off with increased focus, resilience, and willingness to revise and persevere toward achievement of goals. The development of students’ awareness of their potentials to achieve success, through effort and response to feedback, extends far beyond the classroom walls”.
(Arena net: Please! do not delete It teach about effect of challenge, learning, participation and risk: and how it effect players and the brain etc..and why it is important.
I find this very interesting beautiful article and want to share it with us players: I hope you like it -I will edit article to make it short but you can read whole article in link.
http://www.edutopia.org/blog/neurologist-makes-case-video-game-model-learning-tool
—————————————————————————————————————
-“A Neurologist Makes the Case for the Video Game Model as a Learning Tool”-
“The popularity of video games is not the enemy of education, but rather a model for best teaching strategies. Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product. The fuel for this process is the pleasure experience related to the release of dopamine”.
" Dopamine Motivation "
“The human brain, much like that of most mammals, has hardwired physiological responses that had survival value at some point in evolutionary progression. The dopamine-reward system is fueled by the brain’s recognition of making a successful prediction, choice, or behavioral response”.
“Dopamine is a neurotransmitter that, when released in higher than usual amounts, goes beyond the synapse and flows to other regions of the brain producing a powerful pleasure response. This is a deep satisfaction, such as quenching a long thirst. After making a prediction, choice, or action, and receiving feedback that it was correct, the reward from the release of dopamine prompts the brain seek future opportunities to repeat the action”.
" No Pain, No Gain "
“The survival benefit of the dopamine-reward system is building skills and adaptive responses. The system is only activated and available to promote, sustain, or repeat some mental or physical effort when the outcome is not assured. If there is no risk, there is no reward. If there is no challenge, such as adding single digit numbers by a student who has achieved mastery in adding double-digit numbers, there is activation of the dopamine-reward network”.
“In humans, the dopamine reward response that promotes pleasure and motivation also requires that they are aware that they solved a problem, figured out a puzzle, correctly answered a challenging question, or achieved the sequence of movements needed to play a song on the piano or swing a baseball bat to hit a home run. This is why students need to use what they learn in authentic ways that allow them to recognize their progress as clearly as they see it when playing video games”.
" Awareness of Incremental Goal Progress "
“In a sequential, multilevel video game, feedback of progress is often ongoing, such as accumulating points, visual tokens, or celebratory sound effects, but the real jolt of dopamine reward is in response to the player achieving the challenge, solution, sequence, etc. needed to progress to the next and more challenging level of the game”.
“When the brain receives that feedback that this progress has been made, it reinforces the networks used to succeed. Through a feedback system, that neuronal circuit becomes stronger and more durable. In other words, memory of the mental or physical response used to achieve the dopamine reward is reinforced”.
" Individualized Achievable Challenge "
“Individualized achievable challenge level is one where a task, action, or choice is not so easy as to be essentially automatic or 100% successful. When that is the case the brain is not alert for feedback and there is no activation of the dopamine reward response system. The task must also not be perceived kitten difficult that there is no chance of success. It is only when the brain perceives a reasonable possibility of success for achieving a desirable goal that it invests the energy and activates the dopamine reward circuit”.
“When learners have opportunities to participate in learning challenges at their individualized achievable challenge level, their brains invest more effort to the task and are more responsive to feedback. Students working toward clear, desirable goals within their range of perceived achievable challenge, reach levels of engagement much like the focus and perseverance we see when they play their video games”.
(edited by DarkSyze.8627)
I don’t want to get into the topic of griefing, However I do want to point out that engi and war have much greater ability to cover ground and escape zergs. Maybe it is because people have always though stealth as a cheap trick in the MMO genre that they lash out at thieves. And keep tagging is a valid tactic in wvw.
What I do want to point out is that the OP solutions are as vague as saying plz nerf thief. He makes no specific suggestion of any change on any particular skill. Change stealth trap revealed duration to 1 min +: This will probably have 0 impact whatsoever or will end up being broken. Change cds and initiative for stealth skills: Ok but how much? Which skills do you find problematic? Bp Hs combo is already at 8 initiative and thief has 12 base initiative. Infusion of shadow doesn’t work with stealth stacking. CnD cant provide perma stealth and SR is 60 seconds long. Op’s third suggestion makes no sense to me so I can’t really comment.
Also the point of both wvw and spvp is not to kill the other player to win. I don’t understand why people are so fixated in killing the thief/bunker engi etc. The game is balanced in a way so you can win via other ways. The real problem here is not that the thief stops you from winning but that you want to kill him just to kill him and you can’t .
I Disagree with you.
“ Nothing worth having comes easy "- " Nothing in the world is worth having or worth doing unless it means effort, pain, difficulty "
We other profession besides… are the ones doing all the work with difficulty: making all the effort and going through pain except thief profession?
" I was taught that the way of progress was neither swift nor easy "
Why thief profession way of progress is swift and easy?
" All things are difficult before they are easy "
We other profession are still having difficult with thief profession: how did thief profession become easy without difficult? How did thief profession get reward without difficult? How did thief profession get reward without risk while we get risk than reward?
" Good things do not come easy. The road is lined with pitfalls "
How is it Good things come easy for thief profession? How is it thief profession immune to line in the road and pitfalls? We other profession have to try harder to get Good things and go to line road with pitfalls and not thief profession?
Do you understand now?
It is not about winning or want to win against thief or be fixated in killing the thief, it is about thief profession being a Exceptional Profession who take short-cuts to -attain- everything, anything for doing absolutely nothing!! While we other profession are the one is punish, suffer and restrict for taking the long way working hard to attain even the smallest thing
Is This What You Call Win!
Is This What You Call Balance!
(edited by DarkSyze.8627)
The thread is not close. Will Arena net do anything about this? even with more evidence: Yes or No?
From evidence: I agree with you and understand why you are tired/frustrate too! I would be same.
Why continue to punish players who want challenge and fun?
(edited by DarkSyze.8627)
Here is interesting article i want to share: enjoy idea with suggestion. Arena net can use idea and suggestion for this game against griefing if want?
http://www.theguardian.com/technology/2006/jun/15/games.guardianweeklytechnologysection2
" Gamers don’t want any more grief "
“Players who abuse others in online games may soon be ostracised as virtual communities start to police their own environments”.
“The gaming community calls them “griefers”: people who like nothing better than to kill team-mates or obstruct the game’s objectives. Griefers scam, cheat and abuse, often victimising the weakest and newest players. In games that attempt to encourage complex and enduring interactions among thousands of players, “griefing” has evolved from being an isolated nuisance to a social disease".
""The most common ‘griefer counter-measure’ is to put in place a strong community system," says Stephen Davis of IT GlobalSecure, a firm that specialises in developing security technologies for online games.
“These community services provide clan features, friends lists, reputation stats, and other features both to tie players more closely to the game and create an environment that reduces anonymity for misbehaving players.” Increasingly, the solution to griefing is not simply to ban nuisance players, but to encourage the development of virtual societies capable of dealing with their own virtual crimes"
" Beyond the pale "
“Instead of the developer intervening, online gaming is seeing the emergence of systems by which the community can moderate itself. In 2003, eGenesis released A Tale in the Desert, which offered players the ability to make laws, determining what actions were permitted and even banning problem players”.
“This experiment paved the way for the transference of some responsibility from developers to gamers. Xbox Live’s Gamer Card system indelibly links your actions to your account by allowing other players to rate your behaviour. A low enough reputation will mean few people willing to play with you. Griefing has therefore become a relatively minor support issue for Microsoft”.
(edited by DarkSyze.8627)
Permastealth is actually a myth. Not only does it not exist, but you can actually even see where a Thief is while he’s stealthed with your mind’s eye. Your perception is just confused and/or untrained.
From my investigation: you are not a new player so that mean: you are not telling the truth. Here is the truth: Perma-Stealth do exist: there is so many evidence everywhere: why not tell the truth?
" He who does not bellow the truth when he knows the truth makes himself the accomplice of liars and forgers "
" A lie would have no sense unless the truth were felt dangerous "
" A lie may take care of the present, but it has no future "
.It really doesn’t exist.
“Perma-Stealth” is just a masked effect of reaplying stealth many times over using all your initiative and utility skills and a certain minor trait.
That’s said:
- Using C&D every 4 seconds isn’t perma-stealth. Sorry, there is no arguing over that.
- You can’t perma-stealth on Black Powder + HS after the initiative nerf.
- Both BP and Smoke Screen stealth stacking can be countered simply by forcing the enemy get revealead hitting you with HS or Cluster Bomb. It has counter play.
- SR adds 14 long of seconds of stealth, but its clearly visible to anyone in the map and opens a window to get the thief revelead if countered.All of this is completely different from months ago when you could literally maintain infinite stealth time with BP + HS alone.
All of that for no real combat advantage at all since:
- Chocking gas now deals damage and thiefs can’t share poison from stealth anymore.
- Save caltrops for Cond builds. Staying 20 seconds or 2 seconds on stealth will essentially deal the same damage. That of course, if caltrops don’t get nerfed at some point.Lets face it, perma-stealth isn’t the problem.
You guys aren’t getting farmed by perma-stealth thieves, you guys are getting farmed by smart thieves that are proficient in replying stealth when necessary.Which. is. just. like. ArenaNet. planned. this. class.
I agree with you: You are a experience thief player I also still agree with Boysenberry especially with suggestion.
You are a experience thief player, so i have a question for you: why not increase stealth cooldown to not abuse stealth? It would make sense right?
Again: that is why i do not blame hackers, exploiters and botter for abusing the game because thief stealth is doing the exact same thing like them.
“Which. is. just. like. ArenaNet. planned. this. class”.
Obvious!
You are correct: that is why abusing, exploiting and griefing in this game is consider ok to Arena net.
(edited by DarkSyze.8627)
Permastealth is actually a myth. Not only does it not exist, but you can actually even see where a Thief is while he’s stealthed with your mind’s eye. Your perception is just confused and/or untrained.
From my investigation: you are not a new player so that mean: you are not telling the truth. Here is the truth: Perma-Stealth do exist: there is so many evidence everywhere: why not tell the truth?
" He who does not bellow the truth when he knows the truth makes himself the accomplice of liars and forgers "
" A lie would have no sense unless the truth were felt dangerous "
" A lie may take care of the present, but it has no future "
.Darksyze,
Here is the truth: you’re terrible at this game and cry about everything. There is so many evidence everywhere: why not tell the truth?Inb4 my infraction
I am not perfect at this game but i try: that is what matter. I do not cry about everything: i cry when i want to challenge a thief who only hide all the time. I cry when i want to have fun fighting a thief who instant kill me before i even try fighting.
Cry is not crying of emotion but expression of disappointment.
why you say infraction?
Permastealth is actually a myth. Not only does it not exist, but you can actually even see where a Thief is while he’s stealthed with your mind’s eye. Your perception is just confused and/or untrained.
From my investigation: you are not a new player so that mean: you are not telling the truth. Here is the truth: Perma-Stealth do exist: there is so many evidence everywhere: why not tell the truth?
" He who does not bellow the truth when he knows the truth makes himself the accomplice of liars and forgers "
" A lie would have no sense unless the truth were felt dangerous "
" A lie may take care of the present, but it has no future "
.
Today couple of my server guilds players wanted to test wvw ‘for a ride’: i refuse because i no longer want to waste my time in a no challenge, no fun and no risk mode. So they beg me to, so i agree.
Here is good news: there was 7 of us and there was 3 enemy elementalists, Here is the bad news: there we all died in 1 minute.
How? Obviously
Fresh Air!
All i could see is lightning everywhere over and over again.
Here is the better news: i will ban myself from playing wvw and pvp and will limit pve more until Arena care about making this game challenging and fun.
I will not be trick by words: like other players who believe for 3 years.
I am not quiting: i am protesting my frustration by not playing wvw and pvp and soon pve until Arena net take serious action. I will end this game if the next balance update do not make fix the problems.
I will not regret this game if Arena net continue to refuse because there are game companies who cares about making their game challenging and fun. And they make challenge and fun 1st priority instead of last priority
“ Lips and tongues lie. But actions never do. No matter what words are spoken, actions betray the truth of everyone’s heart ”
“ There is nothing more deceptive than an obvious fact ”
" It is easy to dodge our responsibilities, but we cannot dodge the consequences of dodging our responsibilities "
" The Future Is Purchased By The Present " – " Your Future is Determined By Your Present Actions "
(edited by DarkSyze.8627)
@DarkSyze
Do you by any chance have any analogies for thieves and palm trees?
“Palm trees grow in tropical climates, along sea shores. They grow in these areas because they are designed to resist/endure fierce tropical storms, such as hurricanes. The flexibility of their trunks allow them to bend with fierce winds without snapping and braking off”.
Thieves grow in critical climates, along trait lines. They grow in these areas because they are designed to resist/endure fierce critical storms., such as bursts.
The flexibility of their creation allow them to counter fierce attacks without risk and exposureThat’s pretty good. Thanks.
Though, this guy had a more philosophical approach to it:
Today i had a very interesting experience that i would like to share especially on this thread.
As i was going about my business, i noticed a landscape company cutting branches from this huge tree that been causing alot of problems..
As i watched them, i stepped in and ask one of the workers, why not just pluck the tree from the ground and problem solved.
His answers will not surprise you, “it is is worth it!, as long we can keep an eye on the branches, it’ll be okay”
So i persisted, ’yea i hear you, but why not just pluck tree, and not worry about coming back over and over again"
He answered, “look this is all we can do, so get over it”
So…….
my question to you..Isn’t this Arena.net ways of not resolving thief Op status with wasted nerfs?
He answered, “look this is all we can do, so get over it”
So…….
Isn’t this the same way Arena.net look at thief class?
Not even close. To the tree trimmer, it is profitable for them to come back several times a year to trim the tree. There is no profit on “trimming” the Thieves because the nerfs we received is similar to “plucking out the tree.”
no
when you pluck out the tree, you pluck their roots
no matter what trimming (nerfs) thieves get, they are still OP?
like the tree branches; they’ll keep growing.
why not just redesign the thief root and start over?
why not just plant a new tree that doesn’t grow to much?
why not just redesign a thief that would not be OP?
wouldn’t that make sense?
wouldn’t you agree?
He had some brilliant, brilliant posts…
Thank You!
You are correct! Burnfall did had some very brilliant posts.
When Requirement= no risk, only reward? old news.
-Reporting should result in good change: not make bad change worse! -
It is not your fault Boysenberry for reporting the same 3 years problem
(edited by DarkSyze.8627)
@DarkSyze
Do you by any chance have any analogies for thieves and palm trees?
“Palm trees grow in tropical climates, along sea shores. They grow in these areas because they are designed to resist/endure fierce tropical storms, such as hurricanes. The flexibility of their trunks allow them to bend with fierce winds without snapping and braking off”.
Thieves grow in critical climates, along trait lines. They grow in these areas because they are designed to resist/endure fierce critical storms., such as bursts.
The flexibility of their creation allow them to counter fierce attacks without risk and exposure
(edited by DarkSyze.8627)
Wether intended or not, there’s ‘tricks’ for some weapon sets that add more depth to your own gameplay.
Best shush about it and enjoy it.
Also: Do not forget to tell us player who want a challenge and fun game to LPT.
I no longer laugh at this joke profession.
Why do you think i do not report this joke profession for abusing exploits?
Obviously!
Hacker, Thieves = same people=same thing.
Example; You can not call the police for reporting bad guys if the police are the same bad guys
It do not make sense!
So… go ahead hackers, botters and exploiters
As long nothing serious happen to thieves: you will be ok.
Yes! you can continue to laugh because the joke will always be on us.
Always!
(edited by DarkSyze.8627)
Don’t bother responding to DarkSyze about anything, he’s not open for actual discussion. He’s very bitter about the thief profession for some reason, and has obviously never played a thief, so his claims are warrantless.
Be nice. I am always open for actual discussions.
I am not very bitter about thief profession at all. I am only bitter that thief is not a challenge profession and fun profession. Thief is not only not challenge and fun profession in the game: ele, engineer and ranger. The reason i find thief worst is because of Instant Kill and stealth.
I do not even blame thief players for exploiting stealth including other skills and why should i even report them for doing that? Arena net have so many evidence of them but refuse to take serious action against them.
I wish i can post these exploits here but i will not because again: Arena net already know. So that is why many player who report these evidence to Arena net have reason to be frustrated and angry and even leave the game. These players include me want to work with Arena net but from Arena net feedback: they do not care and ignore them.
I post this all the time- here is one evidence thread where it look like Arena net was going to work with these players and care about making thief profession challenge and fun. I know you already know the result from all these players feedback and reports.
Yes! very Disappointing
This is how we players who want a challenge and fun game feel..
“Sometimes you try to help people see the problem, and it backfires on you, and then you try again, and it still backfires on you. Than realize all along they were taking advantage of you”
“When the people we love stop paying attention, trust begins to slip away and hurt starts seeping in- Hurt leads to bitterness, bitterness to anger, travel too far that road and the way is lost”.
(edited by DarkSyze.8627)
MidoriMarch, i don’t mean to offend your thread: i did not mean to I am tired when i read thief players “play dead” about their profession true power to Arena net. It is like Thief players trying to trick Arena net to make their profession more powerful in each patch. That is why every “nerf” Arena net give thief never become serious and the ones who suffer consequence and punishment are the other professions who want challenge.
You use the word Hate. I know you know what the word mean but i feel you are using powerful hateful word to trick Arena net to feel bad for thief profession. So as long Arena net feel bad for Thief profession: nothing serious will change for thief profession.
If Arena net hate thief: why not change thief for better instead worse? Example: if you hate something: in return you expect to change it for better right?
Ok! if you are right about Arena net hate thief profession: in return Arena net will change thief for better right? You can not Hate something for too long without change right? If you have the power to change Hate to love and you refuse do that: no one will take you serious right? Arena net have the same power to change thief for better so let all of us see that happen in next huge balance/trait patch We will all be witness to see that happen.
“There is a time for everything: a time to play, a time to be serious… a time to weep, a time to laugh”
Thief your time to play is over!!,
Thief your time to weep is now!!
(edited by DarkSyze.8627)
Now that Cloacked in Shadow moved to GM trait… We D/D thieves cant use both shadow rejuv and cloaked in shadow.. which is pretty much hard nerf to d/d set since CnD = followed by cloaked in shadow (Blind) was our offensive and defensive move along with shadow’s rejuv now they have taken that blind and its pretty ridiculous.. Anet has been nerfing thieves so hard Q.Q..
Now even necro hits even harder than thieves and its AOE and has much better survival.. now its kinda pointless to roll thieves when we sacrifice so much defensive and yet we does less damage than other professions..
7k-12k damage
https://www.youtube.com/watch?v=eZuwjrAypkc
I even have video evidence of thief with 12k-18k damage
enjoy last video:158k Daggerstorm
https://www.youtube.com/watch?v=50tXWckEOJs
This thread is joke.
Last: all thief “nerf” is joke.
When the joke is over: serious action will happen to thief profession.
(edited by DarkSyze.8627)
Yeaaaah. Instead of balancing the build out it killed it.
Eliminate the problem: you are correct!
Once again DarkSyze proves he knows absolutely nothing about how this game works. Or any game for that matter. Or, hell, virtually any piece of software ever written.
“If you convinced me
And I convinced you,
Would there not still be
Two points of view?”
(edited by DarkSyze.8627)
With perma invulnerability, warping, instant teleport inside keeps and towers, insane damage and so on you are welcome to try…
you are correct!
I take no credit for this video (it’s been posted here before a few months back) but I loved Martin’s day in the life of a scout — because it’s oh so true.
I like the video: look like a movie. It show the real life story of wvw: Fun and sad
(edited by DarkSyze.8627)
Youtube vids offer an unrealistic view of the class, alot of vids only show fights against weak opponents/full zerk who simply get 1 shotted by any full zerk proffession
+100
Remember almost all the videos by youtubers are montage highlight reels showing off the best fights. It’s for entertainment purposes. they don’t edit in the constant deaths, mistakes and counters to any spec they run in WvW (unless for specifically showing off a weakness or such) because that would make for poor entertainment and reputation.
My friend told me of a youtuber who offered to pay people on his server so they would let him beat them and record it for youtube.
-100
“YouTube now operates as one of Google’s subsidiaries.5 The site allows users to upload, view, and share videos, and it makes use of Adobe Flash Video and HTML5 technology to display a wide variety of user-generated and corporate media video. Available content includes video clips, TV clips, music videos, and other content such as video blogging, short original videos, and educational videos”.
Guild Wars 2 players use youtube for education purpose and entertainment purpose.
So what is the problem with players “showing-off” the best fights on youtube? So what if they edit mistakes? Let me ask you something: if you were doing a presentation for school or for business: would you not edit your mistakes? would you not show-off your best talent/skills?
It do not make sense for you to target those players and put them down for presenting the game for what it is on youtube.
All Guild Wars 2 player videos are real: not fake except for exploits, botters and hackers videos. The videos i present to you from players are not fake, exploits, botters or hackers: they are real. You can ask Arena net to check them if you want to see that if they are if you want more evidence.
Sure! there are some players use abuse youtube videos for bad purpose but there are some players who use youtube for good purpose also. Good Purpose to demonstrate the problem with the game, profession, bugs and even explots so in return: if Arena net want too, will take action and fix them.
I am using these players videos to present Elementalist from their presentation of the Elementalist profession. And Yes!, their demonstration is real. And Yes! their demonstration show evidence of the Elementalist profession is broken.
Here is a no-video evidence and a no-edit thread of Elementalist Profession being OP: Yes! it is 3 years old. Do you see any difference? Do you see any similarity? Is the Op “showing-off” or “making up” evidence? In the end: was the OP telling the truth? or was the Op not telling the truth? They call the Op a troll and other names and make fun of the Op: is the Op a troll and the other names?
read-
https://forum-en.gw2archive.eu/forum/professions/elementalist/Elementalist-op-or-not-Discuss/first
“but I felt like the problem is not related to one particular build. Eles are the only profession that can be tanky, deliever lots of damage, mobile, have lots of cc and can be invulnerable”.
“All truths are easy to understand once they are discovered; the point is to discover them”
(edited by DarkSyze.8627)
All i will say is Fresh Air
Enjoy your “Not Broken” profession
PVP: https://www.youtube.com/watch?v=WRuuRc7AFXQ
WVW: https://www.youtube.com/watch?v=lZauXcGdhpg
(For a 3 years game: this is a insult to Guild Wars 2 Alpha Testing and Guild Wars 2 Beta Testing)
I have a question: will Arena net take action against this profession or will continue ignore this broken profession for more years in the next profession/trait balance update?
Pride: there are no Elementalists seem pretty broken, Elementalists Are Broken.
“Speak the truth by all means; be bold and fearless in your rebuke of error, and in your keener rebuke of wrongdoing”
(edited by DarkSyze.8627)
Just wanted to quickly come here and say a thank you (in video-shape) to all the people that care about upgrading, sieging and defending stuff.
You are the weels what keeps WvW turning and you are what makes it different from a mindless Eotm train.
/salut
I like the music also
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