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never noticed the different colour before but if its just that one in that zone it could be because its the “boss” checkpoint
Just checked in game, non of them so far been a different colour so could be a bug, could be old version etc
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which the 4s vs 3s didnt really do much for either other than ruin a lot of builds in small to medium ways that has a knock on effect of being quite a potent nerf.
Even in small scale battles it really depends on players either side as to whether a thief dominates, you might get a situation like in the many videos of a thief dropping in on a small group of uplevels that are roaming trying to do jumping puzzles or some PvE stuff or you can get small groups holding camps and such that bring a CC or two to stop people that just instant-gib the thief while they are invisible.
And volrath, to be fair hotjoin spvp people have been complaining about stealth as much as WvW roamers have.
Why they are keeping the change in sPvP and not anywhere else, well it has a bigger effect on PvE thieves than any other thieves and maybe thieves are supposed to be low tier spvp’ers only (not that its the 4s revealed keeping them there but meh)
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They excel at stomping roamers and bads in WvW, in actual wvw battles (aka zerg battles and the sort of battles the zones were designed for) they don’t bring much
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Because 3-4 seconds of stealth that doesn’t actually stop any damage that they can land that also has a 50% uptime at best if they still want to actually be slightly offensive (thats 1 hit every 4 seconds otherwise there not actually doing anything but running around burning cooldowns) is overpowered because 10 people didn’t work out to either ignore the thief that was unable to actually hurt them (as stated specifically by the OP) or bring some CC and/or burst of their own…
I’ve seen small zergs like that spending forever chasing d/d eles across the map, trying to kill a bunker guardian that just refuses to die or chasing ranger pets instead of the ranger, clearly these are also all OP and should be removed.
And yeah there is 4s reveal in tPvP
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Random Skelk once came out of nowhere and attacked me right before I logged off.
Broken armor +1 OTL
Skelks… most OP mob in the game with their constant 99.99999% invincisibility :P
But yeah in wvw gotta keep your eye out for creatures and that which can allow rallies or give interference.
Vince I think we’ll just have to agree to disagree, I wouldn’t say no to them upping the passive healing of SoM but since I already outheal HiS with it I don’t really think it NEEDS it.
Over 30 seconds to beat my HiS (5798 heal with the regen but no stealth traits) I need to hit 58 times in 30 seconds, (101×58 = 5858) with dagger autoattacks at 2 hits a second giving a base possibility just by staying in autoattack range of 60 hits a second thats more than feasible on a condition build d/d or other high hit rate build while also having time to step back and evade hits.
Yes it lacks burst healing but makes up for it in sheer healing overtime in the right builds, just like how HiS gets much better the moment you start traiting stealth up or withdraw as you start traiting up evasion.
I’d point out that runes tend to give better bonuses than equivlent gems still, at least till the tri-stat gems which become a choice due to the 3 stats it gives rather than the 2 of the runes (though runes still give the added effects and such)
the gem isn’t active during the big stomp nope, essentially unless you can actually target the necklace your not going to be hitting it from what I’ve found, which means during belly flop, tongue attack and certain other little times where the necklace is untargetable yet looks like its attackable it isn’t.
When the achievements state “Collect all baubles” or “Find all hidden rooms” it doesn’t mean they are a lie if there’s other stuff in the zones to do.
Otherwise all achievements in the game are lies :P
well its nice to have some actual achievements like collecting all the baubles and it doesn’t stop there being extra secrets that aren’t achievements as we’ve seen in world 1.
There is no achievement for summoning a bun-nado, for finding and defeating the beedog queens, for finding the hidden dig points etc etc
Yep there not particularly well designed, but very little about the thief actually is outside one or two fairly strict builds
You’ve sort of confused me with the maths here…
So with 3 of the runes you have 55% critical damage, with the 4th that gives 3% more critical damage you go upto 63% which is a raise of 8% rather than the 3% it should be giving, on top of that you think it should give 12% even though it states it gives 3%?
you don’t get the entire list of improvements per rune they are the equivalent of WoW set bonuses you get each of the bonus as you have more runes slotted.
So if you have 1 rune you get the 1 set bonus of 15 precision, if you slot a second rune your still getting the bonus of 15 precision from having your first rune equipped the second rune then unlocks the second bonus giving you +2% critical damage for a total of 15 precision and +2% critical damage while you have both runes equiped.
Meaning at 4 runes in the major you should get a total of +50 precision and +5% critical damage, each additional rune essentially giving that levels bonus, so you could think of the first rune you put in being a +15 precision gem, the second being a +2% critical damage gem etc etc.
3.3k is ample enough to take me out of the danger zone, but yeah they all have their own uses.
HiS is definitely the best heal in terms of pure healing and damage mitigation but the others are both just as good depending on playstyle and circumstances.
And of course theory crafting is all well and good but in reality you really shouldnt be needing heals on cooldown and such either so…
Yeah back to the original point, HiS is fine, not crippled does its job well, the other 2 also do their job well as well.
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hard to catch doesnt negate the cc that triggers it, it just warps you slightly away while you have the cc active.
Its my primary healing skill, I rarely ever click it, the idea is the passive healing should keep you up and the clickie (which for me is a 12s cooldown with the 1.25s cast) is an emergency omg im nearly dead and they are aoe’ing move for those times when I can’t be in the fight anyway.
Granted its much weaker in PvP where burst is everything, but even then I’ve managed to get good use out of it on zergs and such.
If someone asked you to define a thief what would you say in 144 chars or less? Now I know its a fantasy game and not meant to be real life but play a long.
My definition – A Criminal, someone who is willing to do whatever it takes to achieve their goal. No morals or ethics. A bad guy. A outlaw.
My thief is a hero not a criminal. He is born into nobility and recognized as honorable. He’s a good guy and part of society.
But that doesn’t mean he can’t dress in black at night and hunts bad guys.
Nocturnalmammaldude!
Yeah true except for the problem that people complain about this because they see it happen in the game itself unedited and that the first video posted seems to be one unedited video. I didn’t see a place where they took something out.
But in the same vein you have all the people who have no issues with thieves and take them down regularly or even see a thief hunting down the new players and stop them.
The difference being only a few of them come to the forums and state this because why would you rush to the forums to say you don’t have an issue with something, compared to the people who struggle against it and automatically think its unfair and come and complain.
The videos really don’t prove much at all, between editing, it being WvW, potential staging and the sheer variance of what happens player to player there as good at proving anything as the headshot videos from counterstrike are (endless endless headshot videos from counterstrike)
yep but tell that to those that think its somehow better because of it :P
well he stated he had all the related achievements to getting doctor of baubles which is about gathering all the baubles in world 1, however as shown in the screenshot he’s missing at least the gather all w1 zone 1 baubles achievements.
The total amount of other achievements finished holds no effect on the doctor of baubles achievement beyond the 3 for gathering all baubles in each zone.
I shudder at the thought of elementalists with 2 incombat weapons… 32 weapon cooldowns…
If each class gets one skill that if they hit a thief or someone invisible with, it pulls them out, there would probably be 50% less complaints about thiefs. Now of course they really need to buff the other theif builds before doing this.
You’d also have a lot less thieves, because why would anyone play cannon fodder profession that has next to no usable defense in any situation?
I, personally, never like this skill especially now that Quickness was nerfed. The heal-per-attack is miniscule and almost laughable. If you compare this to Warrior’s Healing Signet, Warriors receives more healing by doing nothing.
Since it requires the thief to be doing something and it has a very long cooldown, the cost for the healing effect from this signet is too high in comparison to HiS.
SoM has a long cooldown? Since when? 15s down to 12s if traited… As for the heal on attack being miniscule it really does come down to build, in a level 80 zone a mobs gonna hit me for about 800-1300 damage, in the period between their attacks and my evasions I’ll heal around double that at the very least at 100 health per hit.
All the heals have their uses and their weaknesses, the stealth aggro nerf didn’t destroy HiS any more than it destroyed any other stealth skill outside of smokebomb, its still the biggest burst heal and such.
As for the confusion vulnerability, the other two aren’t THAT more vulnerable, if your going to die from activating the heal your going to die regardless of how much it heals, outside of that its just how much healing you get compared to the damage you take and how often your confused.
Well you have those that aren’t good at or dont like jumping puzzles and then you have those that think the yellow text skin is somehow better than the green text skin.
You’ve not got the associate of baubles from collecting all the baubles in world 1 zone 1 which means you haven’t collected all the baubles in world 1
RNG are annoying, limited release time is also annoying, Limited release time RNG is the worst of them all.
RNG has the potential to make more money if people spend lots until they get lucky but it also turns away those that don’t like to gamble.
Limited Release has the potential to make a lot of money by making people jump at the chance to get the in the future rare stuff but has the downside of all the work put into making that item is limited to the small time frame you allow them for purchase while annoying new players and players without disposable income that would have eventually been able to get them.
However would either of these work better than a permanent release well made shiny that is fairly priced?
Downsides: Less initial income from the item, more probability of people farming up gems for them.
Upsides: Income continues to come in from the time you release it to the time the game dies, the longer its available the more new players can then buy it, the more probability of people finally deciding they would like that for a new character etc, more chance of people saving up and buying it if they have low incomes themselves.
I mean I’d have to wonder how much stuff things like the plush backpacks and other social clothes that have been in store for a while and are staying there have earnt compared to something like the wintersday weapon skins which were limited release. (not to mention how much more you see stuff like the plushes compared to said limited release skins, I’ve never seen anyone useing the gemstore christmas skins so theres potentially a lot of wasted effort gone into them)
Of course this only gets better the better the item for sale is, if its a really really cool thing thats had tons of work put into it people are going to want to keep buying it for the foreseeable future, compared to a limited release or RNG release that had little work done and people are only going for because its “limited”
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If anything it would increase the QQ
people like that person whos set on the fact that they believe only thieves are capable of going 1vX against bads and that they have instant kill burst from range and no one else does would then state “But if thieves aren’t OP why do we get specific training to counter them when no one else does!”
It doesn’t matter that the training would then allow even new players a reasonable introduction of how to almost completely shut down a thief, thats not how QQ works.
I can’t think of any instance where a thief type character wielding 2 swords has been anything but comicially bad though :/ all the films and books and such when the hero is pitched against a thief/bandit etc with 2 swords they are always the most incompetant one of the lot, usually lodging one of their swords into something, hitting themselves with them or just being grossly ineffective.
Which is why Anet will probably give us them but make every attack with them hit us for the same amount of damage as we deal :P
In any game where there is competitive PvP, if there are some classes/heroes that rely entirely on the enemy players ability to play the game well to counter and then theres other classes that have hard counters (counters that are in game), then i creates an imbalance because not all players good.
But that in itself causes things to overall balance out in a very polarized way, as while against lower skilled players that class is powerful once it goes against skilled players it becomes almost powerless, compared to the ones that have button counters that are strong against lower skilled simply due to the skill difference and strong against the skilled players due to the more robust and static mechanics.
As there is no one that is totally hard countered by a single button, theres moves that can inconvenience people like say corrupt boons against a guardian but then the guardian has ways of defending against that with condition removal and reapplication of boons quickly, while a thief whos still getting hit while stealthed and being burst down instantly themselves has no way to prevent that other than try to become a better player than the enemy who in return just needs to get better themselves so on and so forth.
If it were to ever happen it would have to be out of combat only, at which point there is very few reasons to introduce it as its not that hard to swap to a third weapon set out of combat already.
I still wonder about rangers and that fire trap… so ok they use the power of nature to fight and all that, hence why they get spirits… but setting up a trap to explode into flames in the middle of the forest seems like a bad idea for someone who’s seemingly in tune with nature and such… and of course theres the reasons for using the traps…
A thief will put traps down to stop or kill people chasing them or to set up an ambush so they can say take out a convoy of people and steal all their stuff. So of course they get traps that don’t really damage the enemy and at best summon a friend to help fight.
A ranger will put traps down for hunting, for stopping people getting close to them and such, so of course they get the traps that are about killing and dealing damage…
Yeaaaah…
if your putting 4 random items in you get 1 random item out, that means while in your mind a rare shield, rare rifles and some boots aren’t “random” all being stuff your profession can use, the forge see’s it as a random selection of items.
If you put in 4 rifles you’d get 1 rifle out, 4 shields, 1 shield out so on so forth.
Nice video.
Although it really doesn’t make sense why those classes should have perma vigor while we don’t. =/
Because we have stealth basically, that’s the entire reason we don’t get any sort of perma boon access.
Mostly people having seen videos of a good thief hunting down unorganized players in WvW and hotjoin spvp and deciding they want a piece of that action.
Later game there are a lot less, in PvE you’ll see about as many as any of the non big 3 and in high tier pvp you’ll probably see even less.
for leveling D/D condition build utilizing of deathblossom (3 aoe hits with conditions) and caltrops (triggers signet of malice as it applies its bleeds) with signet of malice can give you a decent staying power but your not going to be able to facetank like guardians… EVER, even if you load up on PVT gear as a thief you just don’t have the defense to do that, you gotta rely on evasion for the most part.
they work just like upgrade slots in all other gear work, any newer upgrades you try putting in that slot replace and delete the older one
the most noticeable “dark zone” currently is the little area in zone 3 where your heading to the motos breath jumping shrooms, dark enough that on your first run through of that area at least the candle helps you not take a swampy bath.
But yeah currently its main use is clearing sticky plants away.
If you see him use CnD via the very obvious animation, your not predicting, your reacting
…because you are predicting a combo.
Why would you dodge a random, ranged CnD if you don’t expect the thief to close the gap with a shadowstep.I swear, the thief subforum is becoming more like hotjoin every day, with random thieves poping up spaming the same arguments over and over like a Heartseeker.
I guess it comes down to them reacting to a predicted combo compared to your predicting a combo in reaction to the animation.
That said its unlikely a thief is going to do a ranged cnd and not shadowstep just to feint you out of half an endurance bar as that costs them half their weapon cooldowns. So reacting to the CnD knowing full well what is 99% likely to come is the better option than not doing so.
not sure about whether they are working or not (i’d assume so as I can’t find any statements about it being bugged anymore) and it should stack to 20% with mainhand + offhand
the first shop in the first world is one of the most often missed ones, similiarly you have the bonus round after the frog king that also has one.
It should be the main hand one that fires off everytime, the only time 2 on kill sigils will work together is with the ones that stack a charge at which point if you have 2 sigils of the same type and quality on you will gain 2 charges per kill instead of 1.
thats not really a bug its more part of working out what you need, if your conditions are a base 4 seconds for instance you know you need to get 25% to give an increase.
As for no bleeds with a 10s duration or more? Deathblossom, eruption, impale, riposte to name a few that have 10s or longer base durations.
Wouldn’t say no to second increases but I can see it either being ridiculous amount of duration added or less than what you already can as it would be hard to balance around the skills that apply all these different durations at different rates.
Im sueing, not selling Protection or Blocking to a thief is discrimination!
I swear… if you gave people the option to turn the armour on thier gear into power and transfer the base 916 vit and toughnesss into power and precision they would…
And then they would complain exclusively about thieves hitting them for 4million damage backstabs
Well, you are good to point out 2 of the 5 videos lol…. I do notice you don’t mention the Warrior one… you know where the warrior is doing 12-20k dmg with a strike by pressing the 1 key. I only point this out because thief haters are always complaining about the thief spamming 3 and doing 10k with a BS… never once do they mention these 12k hits by other classes…
To be fair when he made the post there was only the 2, I’ve added more as I found reasonable examples.
And yeah… in total a full backstab burst chain has a base damage of 1814 damage which is technically doable in 1 second IF you steal in behind the target and they are stood perfectly still and doing nothing if your not stealing in behind and they aren’t afk its going to take 2-3 seconds realistically if you manage to pull it off at all (one good dodge is all it takes to end the entire chain and put the thief in a bad position for 45 seconds) and is doable every 45 seconds and consumes half the base initiative.
A warrior axe autoattack chain deals 1648 base damage every 3.6 seconds with no cooldown and no costs.
If you take out the mug the backstab chain base damage drops to 1310 damage but is then usable every 4-8 seconds depending on the movement of both players and wether you hit initiative starvation or not.
And tbh it doesnt fair that much better against most other professions either…
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If it took an elementalist, a necromancer and a warrior 8 minutes to fight a thief off then those three are either incredibly bad and refused to bring any CC, AoE or damaging skills or the thief is actually the best player in the world at anything.
1 stun is all it should have taken for a build of those 3 professions to take out a thief, even if they where upleveled 1 stun would probably have been enough.
But sure, nerf thief even more however you also have to nerf everyone elses ability to go 1vX against bad players as well, so what nerfs do you want for the other 7 professions?
oh my god if you do not run sb as a thief on a offhand you have no idea what you’re doing
I’d like to have an SB in my offhand. :P
Pfft you mean your not dual wielding SB? :P
That build is just really really good at spiking, and it overpowers almost any other build the thief can bring to deal damage. There are a few builds you don’t see often with thieves that are pretty good, because players weigh efficiency in murdering something quickly to be greater than surviving a drawn out encounter, so they’ll bring the most efficient build to accomplish that… which in my experience has been the D/D heart seeker.
Its less that murdering something quickly is the favoured thing and more the fact that even a full bunker thief is far far more glassy than anyone else in the game due to complete lack of any sort of damage reduction, they get 3 ways to defend themselves, stealth thats upto 50% damage reduction (if they still want to attack) IF the enemy stops all hostilities the moment you go stealth (as pointed out, once players have learnt about it, they keep up the damage), a selection of evasions which if built for is about the best survivability you can gain but is still incredibly limited and 2 shadowsteps away for our “mobility”, theres no 33% damage reduction boons, constant regen boons, stability boons, blocks, aoe pushback/downs etc etc that others have access to.
Which means to realistically survive an encounter the thief needs to kill the enemy or hope very much that they are either a new player that has yet to learn about stealth or hasn’t brought an immobilize to lock down the evades. Once you stop the thieves initial burst (which considering a warrior killshot to volley does more damage from upto at least 1200 range in less gear if it lands) they really don’t have much hope for beating you unless you happened to drop low enough for heartseeker to do good damage (if your above 50% heartseekers just going to waste their limited initiative compared to auto attacking).
PS: Omg omg omg a anet person posting in the thief forum properly? The end is nigh, the apocalypse has come, run! FLEE! HIDE! the end times is upon us!
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it basically comes down to: Do you want crafting to be a truly viable source of gear or do you want all players to have the same access to rarer things in the game.
It does seem they are steering towards the latter rather than the former, with crafting being something barely above access to some skins compared to how it is in some games.
you can place pings on the map that members of your team can see with shift+click on the location, you can place waypoints with alt+click that stay until you remove them that your team can also see on the map