https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
The SoI nerf didn’t screw over Rev, though. qT and DnT both proved on paper even after the nerf, rev still had a commanding spot in optimized raid groups. You talk about being screwed for a meta that not only doesn’t matter if it exists (so long as the gameplay is good), but for the design decisions which have blatantly and undeniably ruined the competitive formats. That’s not a fair compromise when the only aspect of the game that should ever have a real metagame will ever be the competitive PvP environments the term for the “meta” in PvE isn’t even correct use of the word nor is it respective to what it means in game design, too. All it comes down to is people finding optima and sharing it with others who copy-paste and insist that people share the ideology. The entire existence of a real metagame in PvE does not actually exist and the thoughts surrounding the use of the optima are invoked when there’s developer intervention and things change. Considering game design dictates this pattern is absolutely essential for success (or the perpetuation of a meta in a balanced intelligent-agent-versus-intelligent-agent environment), there’s factually no reason to be opposed aside from minor inconvenience of no longer being part of the optima for a period, which, if the consequences are short-term, it matters little, and suggests it will be resolved near in the future, too, encouraging the existence of optima that are more difficult to derive.
The problem is the fact people can’t deal with their class not being overpowered and cry and whine and carry on when it isn’t and complain then that PvE is too easy and such nonsese. The raids can be done with three people. They’re not DPS races that hinge on everyone playing into the optimal speed clear meta to beat. It takes some player skill and group cohesion, but literally any comp can clear the content if the players know what they’re doing.
And if the game changes so fast, you’re going to see less and less players demanding strict builds and the optimas will be harder to figure out on time for the next patch. This is the enablement of build diversity, and to be totally honest, the meta in PvE has almost no relevance considering the entire point of GW2 was for there not to be an optimization scheme. If the players can’t deal with that, that’s their own problem, because by all definitions achieving the goals of the game’s manifesto would abolish the entire concept entirely.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
For open world PvE, absolutely ranger. I can literally sustain meta-event legendary boss spawns solo on mine.
That said, it won’t really make you a better player if you don’t try to advance more.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’d argue that Berserker invalidated a lot of core warrior…
I’ll raise you with DH invalidating what Guardian is suppose to be. IMO, Revenant’s King Jalis kit is supposed to be for Guardians just as much as Shiro’s kit is supposed to be for Thief.
This isn’t a competition to determine which Elite spec invalidates the most core game content but I simply disagreed with the claim that Berserker is well-designed in what the intentions of HoT were supposed to be because of its invalidation of even its core class.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I don’t think the intention was to have tons of them. It’d just make balancing even more difficult for a team which already has major issues in this department.
Based on HoT, I’d say some devs are already low on creative juices, anyways.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Those thousands of changes are usually programming, though, often probably done through Test Driven Development. The entire Agile development scheme revolves around this.
That said, rapid iteration of the evolution of game mechanics (changes once every few weeks) is the way to go and is consistently being done by the best and most successful game companies.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’m pretty sure it’d shake things up a lot. In the case of just the warrior, if PS was made to apply to all weapons, I can’t think of any reason whatsoever to bring a GS warrior to any PvE encounter when Flurry S/x Berserker would do just as well if not better for stacking might and providing much better damage.
I don’t think it’d necessarily improve the game, though. The optima would still exist in much more obvious fashion than the rest of the choices.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
The only reason condi D/D even exists is because of buffed condition effects/stats and the fact they cut the non-evasion animation time by more than half. It’s fundamentally designed as a power set that has exploitable condition access on one skill. If they returned the cast delays, everyone would drop D/D condi (and D/D then generally would be objectively underpowered from all angles) because it wouldn’t be able to be abused like it can be right now, especially with Daredevil.
As for the OP, yea, it’ll work in PvE because anything works in PvE, but if you plan to PvP or WvW with Power MH dagger, don’t even bother trying to learn/master the kit because it’s not worth playing. D/P is strictly better for all competitive environments in literally every way except signet burst, and even then that’s debatable.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
In terms of not taking the damage? There aren’t any last I checked. That’s why it’s essential to dodge during the teleport, which is why I recommend using shortbow to counter DH above.
Frankly, the nature of Shadowstep mechanics in GW2 is very inconsistent and varies on a per-skill level when interacting with other effects. For example, Static Field casted by an Ele has always interrupted these “teleports”, despite the fact that thief can steal/shadowstep through abilities like Spectral Wall and Line of Warding.
Overall, it’s pretty inconsistent and pretty much depends on accumulated knowledge of what works and when.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
You both clearly missed the obvious troll or have not been around the boards for a while. I mean this is Zero Day of all people.
I mean look at his signature lol…
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Actually, yes. Yes it is. The Idea of an agile thief who relies on evasion rather than toughness or healing to negate damage is a great idea. It fits the Thief very well.
So /gg this.
Thieves who have speced purely into evasion do so because it is the best and if you want to get serious about it, only option for sustain. It is not a broken mechanic, because it can be easilly countered, and the only reason you and others complain about ti is because you hate missing your big burst combo that should erase a thief otherwise. You hate seeing “Evade” when you thought you could end the fight quickly, and you wanted to end the fight quickly. don’t try and pretend this has anything to do other than you wanting to roll over whatever you fight with little effort. The Gingerbread man build requires effort to pull off what they do. It may look like the thief is just spamming 3 and V, but we are not. We are utilizing every skill on our bar, managing endurance, initiative, and our (in the case of Gingerbread Man) three stun breaks. One mistake costs us the fight, and if you manage to burst us at the right time nothing we do will save us.
A thief who specs for burst condi damage has to blow all of their cooldowns in order to bust you. We then have to wait at least 25 seconds to do that burst again. plenty of time to kill us if you clear the burst.
A vault theif has to hope you don’t hit them with a burst after they vault. and if they kill you before you get the chance then you also did not have time for the dodge spam to become a factor. The bust killed you before you could react.I’ll say this again:
- against DD, wait for Blossom, hit us with your burst at the end of the Blossom.
- Vault, wait for the after cast of vault, then hit us with your burst
- If we get the drop on you, you’ll be at a disadvantage, there’s nothing you can do about that, the thief outplayed you.
On another note, what is NOT good for the game is the way that they have created Elite specs in general nerfing the core classes to the point of uselessness without the elite spec was a b*** move by Anet. Every single elite spec in this game with the debatable exception of berserker has made the core class obsolete
While I don’t agree with the notion of calling the build broken in terms of its raw strength, I do think the dynamic itself is broken. Thieves should be agile, but that’s not the only thing they should be.
I’d argue that Berserker invalidated a lot of core warrior and is definitely less fun to play against. Of all the specs, I think the only one actually done properly is the reaper, because core necro is still good but the builds are strong in totally different environments, which was more along the purpose of what the elites were supposed to do, or at least, that was the original claim.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Such is the nature of a poorly-balanced game in its competitive environment. Play one way or lose because you have obviously better options and people are playing to win and will use them to increase their chances of winning.
And it’s caused mostly just because the other sets are just poorly-designed and/or simply underpowered as a consequence, and numbers increases would either keep them being poor options or would make them OP if tweaked too high. Not to mention when it comes to sPvP the biggest problem facing the thief is the nature of how it achieves damage being incompatable with the format’s current amulet system and the sheer number of stats provided being too low to make such investments worthwhile.
ANet doesn’t do design reworks no matter how necessary they are. Unfortunately when it comes to the thief’s weapon skills, the less-used weapons with the least amount of general synergy are the most in need of reworks or are just strictly weaker than the others.
In sPvP, the thief is shortbow because it’s otherwise just been stripped of its capacity to fight. D/P makes the best ganks and reduces enemy map insight to augment the +1 role. All other weapons, especially the power creep now, are for the most part invalidated as a consequence, since they can neither be used for map traversal (as this requires the shortbow to be more efficient than other professions which have better combat potential) or lack gank substance (making that mobility kind of pointless).
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
That only works against pretty terrible DH’s, though.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
To clarify you won’t be able to activate them while in combat.
So if you are transformed then enter combat you will not transform back to your regular model. So you can still fight as a kodan if you activate it before the fight.
I’ll lmao when someone uses a tonic without combat skills in WvW and then enters combat — free bags!
Actually not really. Many players used tonics in combat (for just a second) to proc on-swap effects without leaving their current weapon set.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Rapid iteration typically works better for competitive gaming because it requires a constant re-analysis. The absence of a strict meta is strictly a good thing. The more frequently someone needs to re-evaluate strategy, the better the game is. This is especially good in every competitive environment, and why the MOBA scene is so smart; every game differs in a lot of cases, and one nerf can shake everything up nicely for a long time to come, allowing for even small balance tweaks to propagate. The very act of balancing is give-and-take backed by good design. The faster (in terms of speed) you give and take and re-evaluate, the better your conclusions will be when evaluating what to do next. If you put two roughly-similarly-weighted rocks on a scale, it’d be easier to get them to weigh the same by quickly shaving the heavier one and re-checking (and seeing how effective the adjustments were relative to the disparity) than trying to model the rock mathematically and devise a system to cut the exact amount of volume necessary. And this assumes objectivity in balance; what if your scale isn’t guaranteed to be right (player perceptions/the meta), or the rocks vary in unknown densities in certain sections (innate design differences and mechanics)? Waiting to maybe see if the scale changes its mind or fixes itself won’t do you any good, especially if it’s not showing any signs of changing (I.E. a stale meta).
The problem is GW2 is so build-heavy now with such an asburd amount of money locked behind making changes to one’s build (outside of sPvP) that making changes would make people upset, especially in PvE, and we know how ANet treats PvE balance (generally better than sPvP and WvW).
This is a culmination of problems, though. It’s bad balance and profession design, and bad management of the systems underlying the game (I.E. massively increased crafting prices going unchecked or even encouraged) which inhibits players from responding to repeated changes, too. Of course, this could be intentional to alleviate concerns with actually making substantive changes in profession design and balance.
Overly-rapid iteration will cause such problems, however. Changing such things in daily intervals or even weekly ones is too quick to tell (like cutting the rocks again before letting the scales stop moving/adjusting after putting them down). I think ANet would be a lot more successful here if they took a monthly approach to balance and invoked some (forced, even) diversity while analyzing why things are as they are to perform reworks as needed. We haven’t seen this, however, and I doubt we ever will.
You know when a system is not balanced when the meta evolves extremely slowly or does not evolve at all with very consistent games with little deviation. This has been the case in GW2 for years and several unchanged design perspectives/directions have led it to continue and worsen in most cases.
The profession developers are unfortunately unwilling to perform the major reworks necessary for the health of the game because it would inspire so much radical shifting from having not done a good design job to begin with, sadly.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
Fixing forum bug.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’m intrigued by the fact that so many players dislike outfits for the same reason they love tonics.
A lot of players dislike outfits because they can’t customize their look and/or because they dislike looking like everyone else. You can change the dyes, face and hair of your character but in a tonic form, you can change nothing.
Outfits are promoted while most tonics are not. Make something unobtainable/uninteresting for long enough, then make it shiny and new and everyone wants it?
I like the Kodan tonic don’t get me wrong, though I also never had problems with outfits. I just find it a bit ironic that so many love tonics yet I wouldn’t doubt that many of the same players hate outfits. It’s not all that different, you can change both when ever you please. One is just more commercially advertised and the other is a toy.
Because outfits don’t come with missing animations and sprites to give an advantage in combat, so naturally people won’t defend them lol.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Tonic’s like these should always be non-combat and should have a long post combat cool down.
Just change to standard models /s
I think this setting only works in ranked sPvP and has no effect in WvW. Standard Enemy Models should be part of WvW settings.
It was sarcasm, thus the /s. He was told by someone else in his complaint thread who told him to turn them on despite literally saying it doesn’t work in the OP.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
However, for WvW, all that gold buys you is increased efficiency. Budget foods are nearly as good as expensive stuff; budget siege is just slower.
Wat.
I won’t even go into the details of all the normal food options. Furious Utilities?
A normal piece of siege is 33% slower than a superior. 3 mins of ramming is cut to 2 minutes such that the last minute could be spent killing the lord just one is enough to mark the difference between getting a flip and the blob arriving to roll you. If you’re not in the omni-blob that time is absolutely precious and will repeatedly mark the difference between taking and not taking an objective.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I did get laugh at this as well.
And the notion that they’re now all of a sudden serious about skilled gameplay in this game-state lol.
Seems like they just don’t want to admit the PvP formats are actually dead and are trying to do literally everything they can to get PvE players involved in them (a la Gift of Battle) to veil the fact they’ve killed their competitive modes in half of one expansion.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I like when this stuff used to matter. Now it’s just about who can mash more skills in a slightly more effective order.
What’s the point in baiting a dodge when the enemy always has another dodge (or more), blocks, invuln, blind procs, and/or permanent protection to save them? And all of these can be strung together into near perpetuity.
Gw2 combat does indeed have the potential to be deep and rich but HoTs and the trait revamp prior to its release diluted that potential.
Logged in to +1 this.
Cheers, but out-plays rarely matter these days tbh.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
While berserker gear will have the highest damage, Marauder is only like a 5% loss when solo. It has substantially more total stats on it than the pre-HoT gear combinations, so it’s going to be intrinsically better since it’s also specialized. In pretty much every environment, there’s zero downside to Marauder compared to any other power damage set.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
As does gaining stealth for a dash thief. It all comes full-circle and boils down to build and use-case scope for preferences. Both are good choices. Dash lets the thief do its +1 job better while Bound provides some more meaningful stealth utility and potentially fight viability.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
No.
look forward not backward.Have to agree with Justine. No more gimmicks, soon claims, and stringing players along. Improvements and updates is what is needed in wvw.
It would be an improvement lol. Everything HoT is so many steps back it’s ridiculous. If this is the direction we’re going, I don’t want to keep moving forward.
I’d be down. I’d actually take (and pay for it, monthly, at $100 a month) an October 2015 GW2 client that would be promised to never be updated ever again than what we have now.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I don’t see why they couldn’t just increase the time gate but offset the price spikes with more nodes.
The demand won’t ever fall unless people just stop playing GW2 because quartz is still an absolutely mandatory food ingredient for many builds in many areas of the game, especially WvW.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
The bigger problem isn’t about generating new content fast enough but instead making that content enjoyable enough to keep coming back for.
Right now, a majority of the game’s systems simply aren’t fun, and the few that may be are locked behind ones which aren’t fun.
They could start with profession design considering most elements of combat aren’t even a good time anymore.
Fun isn’t a static value. I’m almost 100% positive that the stuff you’d find fun, I’d find unfun.
I get that. But there’s absolutely no denying a majority of the content in the expansion blatantly disregarded the wants of GW2’s core audience, downright failed a substantial portion of the community, and has very obviously led to more people leaving and/or complaining than joining. You can like the new content, and that’s fine, nor will I discredit your likes, but I speak more about the underlying systems in the game and how HoT marked a very obvious down-turn for many.
There’s also no denying that right now the profession design – and I mean that by the mechanical design-level – is simply poor, is unsustainable, and does not follow what was announced about the expansion’s goals.
Unless you’d like to tell me about all the people playing core professions in highly-competitive environments, or that the several ESL players which outright publicly complained to ANet that the elite specs are poorly-designed were lying “to get views” for GW2 PvP lol.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Guardians are a heavy armour class with the least mobility in the game.
They have few teleports, no evasion utility or weapon skills and little to no access to Vigor.
They are built around area control and holding ground through all of their weapons, traits and utilities. That is the class concept.
What exactly do you expect in a fight with them you complete oaf?
Guardians are designed to be immobile and control an area, they are not a light footed evasion class like a Thief.
You want brainless? How about a 1200 range teleport that automatically puts you behind your target in stealth to perform what would be a skill based attack in any other RPG.
First, You are woefully misinformed about what a guardian was designed to do. Guardian’s were designed as front-line support. They were never designed and never worked as area control or holding ground in anything. They were built to charge in with the warriors providing them with boons, healing, and dishing out their own damage. they needed heavy armor for this, but have lower health pools to balance their massive access to boons. Your understanding about guardian’s and what they are supposed to be has obviously been tainted by HoT Specializations.
Dragon hunters are back line damage dealers made to hold a point. I don’t like DH (or any elite spec really) because they are horribly designed in general, and a DH pretty much hard counters any thief build except P/P. Yes you can win against a DH as a thief, but the edge will always be with the DH assuming the thief cannot run away, reset, and come back with a better setup.
Just a few more points here. First, You neglected to mention that a DH’s teleport is on an extremely short cooldown and is widely accepted to be one of the best weapon skills in the game.
Second, DH is a brainless class to play. In WVW it’s a little less brainless, because your opponents are not forced to step into your traps on a point. But it’s still very brainless. Third, did you seriously try and say that a steal>backstab is brainless? You sir have no idea what you are talking about. Steal is on a base 30 second cooldown, does 0 damage untraited, and does not put us in stealth untraited. on top of that steal does not put us behind you, we have to do that on our own or steal from behind or to the side.It is my great pleasure to inform you that the thief as a profession has more skill in it’s little finger than your DH has in it’s entire spec. Go back to the DH thread and troll some other player, because the thieves here will eat you alive.
I’m sorry but both of these statements are just blatantly inaccurate.
DH has decent in-combat mobility access given wings, while their sustained mobility isn’t that amazing. They become fairly mobile if built around JI and run S/x or GS, but said mobility skills still have fairly long cooldowns relative to what else is in the game.
The guardian has always been a point-holder and a frontline profession. It’s just it was overshadowed by the hambow war and elementalist during the bunker meta and lacked the damage and mobility of other professions to justify being an absolute must-have (especially when profession duplication was allowed). It’s a staple in WvW because of the fact it can tank and invuln through damage without issue while providing good support and damage to keep everyone doing the same.
A good DH won’t run four or five traps in WvW (and won’t either at higher tiers in sPvP), and requires similar reactionary play to the thief because heavy armor means very little in this meta where damage reduction effects are constantly being stacked above 40-60% and most people play conditions, anyways.
The issue with DH is that it has a tremendously low skill floor and especially for average-skilled players punishes counterplay attempts on the build level due to the nature of its kit.
That being said, the Daredevil isn’t that much different in terms of raw difficulty; it just counters fewer things is all.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Yes, but very few builds can provide even a “couple” of immobs.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
I meant it seriously. MF being removed marked the implementation of Dire gear.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Acro nerfs, Daredevil’s existence, 30% damage per hit buff on dagger, and the remaining professions all having so much boon access and invulns/blocks made S/D both weaker and low-reward than D/P.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
So, basically, your opinion is this question cannot be determined by the methods we would certainly use within a discussion and you’ve been commenting mainly to encourage us to look at the question in ways you view as being less crude. Is this accurate, Deceiver?
I’m saying you’re going to get crude answers and to take them at face value is pointless, just as much as debating the nature of what best adequately displays skill or takes the most skill to play (something which is still not clear).
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I think the only build capable of providing enough immobilize to lock down a bound Acro thief is MH pistol on another thief since Body Shot lacks a cooldown. Otherwise, access is very limited with the second best being a druid.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
You’re not the only one, OP.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Clearly needs to open for transfers again. The other servers had more than zero points!
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
To clarify you won’t be able to activate them while in combat.
So if you are transformed then enter combat you will not transform back to your regular model. So you can still fight as a kodan if you activate it before the fight.
I’d highly suggest you disable the tonic entirely until every single animation in the game is remade for them. Too many critical animations and tells are outright missing. The spam is only half the problem, and the 5s ICD isn’t nearly long enough to stop the particle effect hiding in larger scale encounters or major skills.
I got really excited seeing the topic thread name but unfortunately these steps aren’t enough to really get excited about.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
The bigger problem isn’t about generating new content fast enough but instead making that content enjoyable enough to keep coming back for.
Right now, a majority of the game’s systems simply aren’t fun, and the few that may be are locked behind ones which aren’t fun.
They could start with profession design considering most elements of combat aren’t even a good time anymore.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
New weapon types are in planning though, more than once announced from A-Net as well.
They just wanted to spread existing weapons further out first.
Sources, please. I’ve only read the opposite since launch (I.E. no plans) and the same claim was made with the release of HoT, and trends regarding skin production suggest otherwise.
The claim wasn’t that they would make more types of weapons after diversifying them to more professions. The claim was that they would maybe consider doing so once the weapons were spread thoroughly.
But anyone who’s been here for a while knows about ANet’s infamous “table” and what it truly means for them to be considering things.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
Raise the effectiveness of non-meta build traits and you’ve mitigated the meta a bit. Lower the effectiveness of the current meta build traits and you’ve mitigated the meta a bit.
Anet already does that. If look at balance patches post HoT, they all involves buffs to underused traits and abilities, with nerfs to overused traits and abilities.
If only this were really true on the majority of the professions. I play mostly the weakest builds in the game and almost all of them have been nerfed directly since HoT rather than buffed. They balance the meta, and that’s it. Anything else is seemingly too much to do.
I think only DH has really gotten this benefit in any meaningful substance, but it’s Karl’s favorite so…
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Have less sympathy for people on this subject. I watched a guild get built up over time to being fully upgraded by a group of five people. Five. Not a super guild. Did it take work? Yes. Why should it be easy and cheap? It shouldn’t, as it provides a lot of benefits, as pointed out. It’s not out of the realm of possibilities for small guilds. It’s not easy. So what if you have to put in work and effort. It’s not impossible. Being something that you have to work towards does not make it pay to win….it’s called working towards your goal.
Not to mention I’ve seen plenty of large guilds accept people from smaller guilds as associate members in order to use guild buffs without requiring them to rep or be held to the same rules as full members. If you don’t want to have to do the work on your own.
Everything has a cost. It’s called balance. \o/
As someone who’s maxed a guild hall for WvW upgrades with four people, this is just ignorant.
Seriously, please go do this yourself in a year (accounting for price reductions on scribing) and tell me it’s fair.
It isn’t. And it’s because yet again bad design rules all with this company. It’s not even P2W. It’s just poor decision-making.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Careful they will give you infraction points for being negative lol
Not like they read this section, anyways.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Indeed, I do think Lionguard Tyrro sums it up perfectly.
It was its own city, not just another generic bright safe and pretty town that so many other games seem to feature as their main hubs. The old LA felt almost like a realistic evolution of how people would civilize the area. The new one seems to have willingly let the slate be cleaned.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Originally, one could dabbled into all of the trait lines, but you only had 14-traits’-worth of options, so you needed to make your decisions well. Needless to say, there was a ton of diversity.
That is an overly polite way of saying “wow the master and grandmaster traits in this trait line are so terrible let me see where I can find a minor adept trait that is better”.
Not at all. There were plenty of builds that ran odd numbers because some of the minor traits or adept ones were just really good to have.
For example, most thieves never put more than 3 points into Trickery, because it got them Preparedness and that was enough.
I personally didn’t spec for Executioner in DA because of it, because the sacrifice made for 10% more damage overall wasn’t worth it to me, but many people with the same weapon set went 6/6/0/0/2 or commonly 0/6/6/0/2 or 3/6/3/0/2. Every build performed fundamentally different, and all of them worked about as well as each other in PvP environments.
What makes for good build diversity is when big sacrifices need to be made. Currently, especially with elite specs, nothing is compromised for the meta builds.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Probably depends on when you left the game. I haven’t kept tight tabs of PW in a long time, but I can say it’s been this way for years, though.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I just mean it in the sense that you’re going to get different answers based on the perceptions of others. It’s not that it’s so much purely subjective(since there does exist an objective means to prove skill with infinite accuracy, just doing so is infinitely impossible all the same) as it is a mere fact that different players at different echelons and styles of play are going to have different perceptions. There is going to be bias in answers because those answers are nothing more than perceptions. We can identify weakness, but that means nothing about a measure of skill. It’s like comparing an Olympic sprinter that has legs versus one in the Special Olympics that does not. We can identify the differences and how well they will perform, but we cannot tell at some high level of distinction “how good of a runner by the nature of running itself” each individual may be compared to the other, aside from simply how quickly they move. Speed in their case is just a performance measure while not really identifying the quality of running. The same is said about tournament-level play favoring performance. If that’s your metric, then it’s all for D/P.
But to inspect the very nature of “how good of a runner by the nature of running itself” – or skill behind the keyboard in our case – is something that’s on a totally different level, and for that, I wanted to distinguish what may very well be meant by skill.
I can only give my view, which is what I said above. My posts attempted to provide genuine insight to both you and other thread viewers to avoid just starting pointless circular discussion about what takes more skill by providing a means to understand what skill necessarily may be in general, and as such, would allow you, the OP, to do whatever you like with the information provided by others’ perceptions and your own given some thought. The nature of “impressiveness” is simply an out for the pragmatic answer for someone looking to make use of the data for anything other than discussion.
Quite honestly, your original post doesn’t really suggest anything in particular as to what you’re looking for in an answer.
Hope that clarifies things.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Which is why in my first post I made this statement:
Under scrutiny, there is typically a crude association which can be made between individual skill of the player and the viability of his chosen methodology when compared to that of the highest level of play, and then cross-comparing it to his peers at the level of play he is playing at and then doing further analysis based on the rated difficulty : effectiveness ratio of said method.
As far as what takes the most skill to play, well, you know my stance on this. What I can tell you is that in my opinion the most impressive build to play and win with when against the meta would be something like D/D power core thief. Of course, this is nothing but my perception on the matter paired with what we can identify as being the weakest build available right now generally speaking.
I’ve had a number of opponents I’ve killed in WvW whisper me (A power D/D + S/D core thief player) commend me for playing those under-used if not under-powered weapons and winning with them. I have never been commended by anyone when playing D/P, and find those wins often ill-deserved from my own perspective.
The thing about D/P, is that it tends to be the favorite because both unskilled and highly-skilled players will do better than any other set, but for vastly different reasons. The lack of trend here demonstrates nothing more than that the weapon set is simply overall much better than its competition.
So, do what you will. Maybe I misunderstand the question, but from what I understand, it was asked which takes the most skill to play. For this, you’ll get massively different answers based on the playing experience from other players when simply asking that question. I can’t provide you with the objective truth, particularly because I barely know you and where you may stand on the win-rate ladder and the likes. I can only supply an answer that takes the OP as implicitly wanting to know which weapon set could most-demonstrate one’s skill, and I can only assume that he is within or near the average case, considering a pro-level player wouldn’t be asking this question, and a new one wouldn’t be talking about the most-skill-intensive getup. Thus, I can only assume he wants “impressiveness,” since any other question (like which is best) is totally unrelated to what was asked.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
Because those making game-influencing decisions don’t know what they’re doing and quite obviously do not care.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Or you know, not being able to even see the Epidemic channel at all because it’s not animated and the particles can be overridden by just spamming the tonic’s lightning effect during the channel.
The things need to go.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Only thing you can do, is log out, either go play some pve stuff, or find something else to play. Thats what I do.
Sooner or later the over stacked server will get bored with no fights and stop playing. You can only Karma train so much before the boredom becomes to much.
Not really. As soon as they open, people who are on losing servers just bandwagon there instead to start winning and the cycle repeats, now with even more-dead opposition.
Links could have been the solution, but ANet messed up with their implementation, and WvW lost so many people due to how badly HoT affected WvW that it’ll never recover, anyways.
Fact is, the format will die, and it will continue to get worse. If you don’t like it, it’s not even worth bothering to do and definitely not worth having hopes in the future for.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Uh, I can dish out almost 20k condition damage in three seconds on a thief when solo. Closer to 50-60k in a party.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
@Cerby, the proposal you suggested to move to standard character models does not apply in WvW. It doesn’t work – just in sPvP/ranked matches.
While I don’t have an issue with tonics in general, the Kodan one is actually just stupid. People run troll zergs entirely of the things so that actions are not discernible (because face it, you can’t look at the projectiles in blobs, and the animations for most skills do not exist) and to overload their side with particle effects by spamming the tonic to hide any small tells appearing on their characters via sprites etc. Epidemic and other such bombs is literally made invisible by people spamming them during skill animations.
It’s cute and all, but in all seriousness, it’s really a dumb feature.
As far as WvW not being fair on something like this… well, that’s why they had to merge servers/create links etc, and why the population keeps falling. If the game mode is left with no integrity, then it’s going to fail. You might as well just tell people to not play it or try convincing people in WvW to quit to save them time in the long run if that’s the mentality you follow.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/