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what do you think thief needs to be balanced

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DeceiverX.8361

They opt for the amulet system to make it easier for them to balance PvP and I don’t think that will change anytime soon. The major problem is not really the amulet but ArenaNet’s stubbornness in not separating the skills for each game type. If they accepted the fact that skills needs to be separated for PvP, they can adjust the Thief’s skills in PvP where it scales better with amulet. But I guess that’s “too much work” according to them.

The reason I am adverse to separating skill balance is because ANet clearly struggles with managing even on the conceptual level the pool of skills that already exists, and especially given the thief, the problems are more ingrained specifically with the math behind amulets and modifiers that compensating anywhere outside of amulets would result in even flukier balance; increase them to more similarly match WvW performance and you end up with all-in builds and tank builds playing overly-effectively since these would be stackable into insanity, while failing to increase them enough would still perpetuate the lack of diversity in viable build paths.

While ultimately the lack of weapon diversity does largely extend to the disparity or blatant weakness of some skills, the lack of trait/style diversity across all professions in sPvP can almost entirely be placed on the existing amulet system.

Not to mention we wouldn’t even need stat power creep like Marauder’s gear since a mix-and-match approach to stats and higher stat pools in general would enable more balanced split-stat builds and build weakness/style compensation in other areas while not just objectively losing performance everywhere.

#RIP PLUSH GRIFFIN?

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DeceiverX.8361

Mushroom charge and the Axe need to go.

Quaggans can stay, though. Love me some quaggan + Birthday Blaster fun.

Axe and mushroom have long gone.

Odd, since I still see people using them.

New Scoring Change - 21st Nov 2016

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DeceiverX.8361

Pretty shocked by this as well. Clearly not the right move.

I understand they want to reward defending, but this is not the way to go about it.

If this change is about rewarding defenders then its nonsensical. A reward for defending has to be direct like a drop.

I meant in terms of PPT. As it is, it currently makes less sense to attack/defend upgraded structures in a lot of cases and instead just keep going for T1 ones and fight.

New Scoring Change - 21st Nov 2016

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DeceiverX.8361

Pretty shocked by this as well. Clearly not the right move.

I understand they want to reward defending, but this is not the way to go about it.

#RIP PLUSH GRIFFIN?

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DeceiverX.8361

Mushroom charge and the Axe need to go.

Quaggans can stay, though. Love me some quaggan + Birthday Blaster fun.

Curious case of Sindrener's Syndrome

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DeceiverX.8361

I believe the infamous June ‘15 patch actually improved D/D performance in sPvP as if I’m not mistaken they normalized CnD to a 1.25 coefficient from 1.0 (and brought WvW’s down from 1.5 to 1.25).

D/D will absolutely never be as good as D/P just because that utility in highly-skilled environments matters more. It doesn’t really matter how good the player is and was – there were many excellent D/D players some years ago who quite frankly may have been just as good as the pros, but there is no way to prove these claims now or then because they have since moved on and the set was not and never was competitive enough (except at launch when it was overpowered) due to the lack of utility.

D/D, functionally, is largely a one-dimensional kit. To make it work as well as D/P, it requires more skill to play just as effectively in higher-skill environments. That said, because of the limitations on its kit, it will plateau when against other meta builds much more quickly than D/P, even in the hands of the “better player”.

For D/D to become a top-tier competitive set, OH dagger needs numerous improvements, other professions and abilities need nerfs, and Death Blossom requires a rework in its entirety. You can be excellent on D/D but it genuinely does not matter because the skill gaps at the highest tiers of play are just not substantial enough to let it work due to the innate weaknesses of the kit and simply how good the players at the top really are and how evenly they play.

(edited by DeceiverX.8361)

what do you think thief needs to be balanced

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Posted by: DeceiverX.8361

DeceiverX.8361

Black Powder was overpowered the way it was. It was bad if you stood in the absolute center. If you moved just as hair, it was absurdly strong. Very few still playing have fought my P/P healing power build from back then. In melee, it was almost impossible to kill outside of a 4v1 in sPvP and it didn’t run stealth.

SA had to get nerfed massively with the separation of stats from gear, anyways. It offered more damage than DA and CS with the best sustain on the thief.

S/D got “nerfed” not because of people asking for build diversity. Engaging stealing 3 non-stacking boons and then all stacks of two more boons at the same time was deemed too strong by boon-tank players in what was a boon-heavy meta. Do I need to remind you that S/D 3 has been reworked four times and changed three more since launch, even when D/D was objectively overpowered? It’s been a problem skill for people since launch, and there are still many successful S/D players out there, myself included. The nerfs to Acro killed S/D’s sustain viability in sPvP because it carried S/D and the thief’s non-stealth game, and Daredevil, despite offering what once was and so much more, does not compete against what currently exists in the scope of monster bunker-builds that came with HoT on other professions, lacks the point-sustain presence in organized PvP relative to these other professions given the increase in CC and boon accessibility to which S/D cannot keep up.

The thief was only ever relevant in sPvP when it was overpowered because of the way sPvP is designed. The class is fine in WvW if not excellent in what it specializes in, and has been forever. That’s telling enough as it is that the problems don’t lay entirely on the profession-design level but instead mathematical problems associated with sPvP.

My personal theory is that we lack build diversity because the ANet balance team recognizes they’ll get mass QQ and quitting as soon as the only dominant sets are made relatively equal to others, since the majority of players who still play the game and their professions prefer those sets or don’t mind playing them, while the others silently left (See: Sizer).

Defending D/P’s existence forcing neglect of other sets on the pretext that it’d make the thief less usable than currently is logically the same argument as requesting nerfs to the dominant set, except it’s even more unfounded since it lacks any coherent strategy to improve the others while not boosting the profession into an undesirable power-level, while doing the former is heavily-steeped in analysis and suggestions to do so.

Death blossom theifs needs to be NERFED

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DeceiverX.8361

It’s when they don’t just mash 3 as hard as possible that they’re dangerous.

AKA they’re not just straight bad.

dodge spam meta is lame

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DeceiverX.8361

Maybe I’m misunderstanding what’s being said here, but the Daredevil can do a ton of damage while dodging via Lotus and Bound.

Nobody uses Bounding Dodger unless he is out of mind. Lotus is the only exception, used only by Condi builds. Unhindered combatant is the only one for 90% of Dardevils

Wat.

I’d like to see your sources on that one lol.

My vast experience and time spent in sPvP/WvW is my source =D

I see a lot of thieves with bounding dodger in WvW. It is preferred for D/P since it is a leap finisher.

I never comprehend why would anyone using D/P waste 50 precious Endurance just to leap finish when Heartseeker is perfect for that role and it’s even more cheaper. Now if Bound is a “blast” finisher, then sure I can see its value, but as “leap” — it is a waste of resources. I also doubt that these Bounding D/P users are any good or at least baby-sat by a Druid because such glass-cannon build don’t last very long in WvW.

Because OOC stealthing via bound before engaging has a net-zero cost since Endurance Thief will refund the spent initiative anyways?

That didn’t made any sense. I think you meant; refund the spent “Endurance” anyway.

Assuming that is what you meant, let’s look at how much time it will take to regain those lost resources;

3 initiatives (HS) = 3s
50 Endurance (Bound) = 10s

That’s not a very good investment.

There are a lot of reasons to take bound, and a lot of absolutely excellent players swear by it (aforementioned, including Terissimo depending on context, Sin when in WvW, etc.). Equally so, do people prefer dash. Neither’s universally better than the other in many cases except for OH dagger builds (then bound is the worst unless running literally-terrible max-damage signet burst), and both work excellently on both D/P and Staff, since D/P gains stealth on Bound and staff negates most of the purpose of Dash since it removes immob with Deb Arc.

Teri is one of those Thieves who can get away with using Bound, but time and time again, a Bounder Thief in WvW typically a free loot bag.

I’ll break it down for you since you seem to be failing to understand it.

If you cast HS and then bound, you’ll cap stealth duration. Running ET and Trickery, a subsequent Steal will replenish both the spent initiative AND spent endurance on capped stealth on engage. There is no waiting time because ET fills an entire dodge’s worth of endurance and Kelptomaniac with the cast time on HS an Bound will refund the full initiative spent on leaps. In essence, what would normally cost 11 -> 8 initiative now only costs 8 -> 5 initiative and there are literally zero downsides Given the stealth duration as well, you’re looking to be at close to netting only around 1-2 initiative spent in total versus the 5-6 from double HS.

Quite frankly your argument is weak; real talk, most thieves in general are free lootbags because most thieves, especially these days with how forgiving Daredevil is, are just horrible players. I farmed them on D/D with no stunbreak or control, I farmed them on my ranger before the CDI when RF was still on a 3s cast time and the class was terrible, and I actively chase them on my reaper because they’re the easiest demographic to kill on average despite being a hard-counter to the profession.

At first you say you will never comprehend why anyone would ever run Bound, and then say that a given player is good enough to use it. Is the synergy not enough for you to understand? Or why I said why so many good thieves run it? Terissimo is a good thief, and runs Bound. So many bad players follow what the good players use thinking that emulating them will get them far. Thus, you have a ton of godawful thieves who are free loot bags running Bound because a lot of the best players do, and then the in-betweeners either just being better and following along, or those who came to the conclusion that bound and adjusting their play style respectively is a very good dodge to run as well.

They’re both excellent dodges and both have their uses. As I said Bound only under-performs with OH dagger, but ANet doesn’t balance nor design around OH dagger for the thief.

(edited by DeceiverX.8361)

dodge spam meta is lame

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DeceiverX.8361

Maybe I’m misunderstanding what’s being said here, but the Daredevil can do a ton of damage while dodging via Lotus and Bound.

Nobody uses Bounding Dodger unless he is out of mind. Lotus is the only exception, used only by Condi builds. Unhindered combatant is the only one for 90% of Dardevils

Wat.

I’d like to see your sources on that one lol.

My vast experience and time spent in sPvP/WvW is my source =D

I see a lot of thieves with bounding dodger in WvW. It is preferred for D/P since it is a leap finisher.

I never comprehend why would anyone using D/P waste 50 precious Endurance just to leap finish when Heartseeker is perfect for that role and it’s even more cheaper. Now if Bound is a “blast” finisher, then sure I can see its value, but as “leap” — it is a waste of resources. I also doubt that these Bounding D/P users are any good or at least baby-sat by a Druid because such glass-cannon build don’t last very long in WvW.

Because OOC stealthing via bound before engaging has a net-zero cost since Endurance Thief will refund the spent initiative anyways?

There are a lot of reasons to take bound, and a lot of absolutely excellent players swear by it (aforementioned, including Terissimo depending on context, Sin when in WvW, etc.). Equally so, do people prefer dash. Neither’s universally better than the other in many cases except for OH dagger builds (then bound is the worst unless running literally-terrible max-damage signet burst), and both work excellently on both D/P and Staff, since D/P gains stealth on Bound and staff negates most of the purpose of Dash since it removes immob with Deb Arc.

(edited by DeceiverX.8361)

Death blossom theifs needs to be NERFED

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DeceiverX.8361

While I do believe this build is stupidly broken for how little skill it takes to play it and how in WvW it can with almost pure ease 1v1 anything in the game so long as it’s played with half a brain, I would be hesitant to nerf DB itself or the condition application or simply decalre the build in general as definitively overpowered or warranting a nerf to the thief in this case.

I’d personally much rather see all forms of sustained damage during sustained defenses removed from the game and DB’s bleeding along with it and moved elsewhere to promote more skilled gameplay as a whole (and to let DB get a rework to be an actually good skill), but that’s just me.

Curious case of Sindrener's Syndrome

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DeceiverX.8361

Sind stop arguing with these wvw’ers, they talk from a low tier perspective, they will never understand unless they go pro and they won’t.

I wouldn’t even say that so much as it is the formats causing such varied opinions in how effective things are, and their respective metas, are largely different. I made D/D power quite viable in WvW since release up until the stealth attack ICD, despite knowing well in sPvP it’s a non-functional weapon. The same is said for how staff plays in WvW and how stats and damage etc. are calculated via scaling.

High-level PvP has always been about the utility and durability/point presence game as a whole. The thief’s role has always been to get through the gaps (the proper word is filtered) in the armor and bring strategic play value in its mobility. D/P brings so much more utility than staff in any given fight for the thief to fulfill that role. Unlike WvW, the profession just lacks the stats due to its design to scale effectively in PvP for its damage, and lacks the profession durability to be a good fighter to hold points. Nothing will change that, and the increase of CC and mitigation in HoT only perpetuates this. It’s the same reason as to why Shortbow will always be used; the mobility and utility there is what defines the thief itself.

In WvW, this isn’t the case, as fighting is substantially more accessible via the stat pools available to the thief. The utility just doesn’t matter as much, and you’re up against tons of different people of widely-varying skill levels with builds that are much more diverse and at different power levels than in sPvP. Vault can easily one-shot players in WvW play, while it struggles to deal substantial damage in sPvP. Obviously the “value” of any given skill or weapon set as such will be treated much differently with such varying perspectives.

(edited by DeceiverX.8361)

Ladies and gentlemen, I give you..."balance"!

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DeceiverX.8361

The question of kiting is how do you kite something with 1200 range if not running mass disengage or heavy CC + boon strip? How do you survive when GF can be cast objectively more often than every class’ dodge options except a full-endurance/cooldown Daredevil?

I don’t mind the damage. As mentioned above, however, it comes with little opportunity cost, and I agree the cast time is way too low.

One of my biggest gripes with it is the fact they chose to make the skill have what pretty much looks exactly like every other shot fired from someone with The Predator. A legendary weapon should not share particle effects with skills, especially when those same particle effects are the tell to those skills.

Can we get Quartz crystal nodes in new map?

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DeceiverX.8361

Problem is that they’re used primarily for consumables and that the few spawns in relative proximity to each other really hurts both buyers and sellers.

You see tons of people mining Iron Ore nodes but almost nobody on Quartz, just because in roughly the same amount of time, one can get 30+ iron versus like six quartz.

It’s a silly material to use for such powerful consumable items which drive WvW. I’ve personally probably spent around a thousand gold now buying them just because my gathering cannot keep up with my consumption rate.

Ladies and gentlemen, I give you..."balance"!

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DeceiverX.8361

Considering when the game came out that used to be us doing that, we probably don’t have much room to complain ^^

Was gonna say the same thing. 17k Mug//35k backstab was a thing at launch.

Granted, it is dumb to see that kind of damage come from a heavy armor + high hp + double/triple invuln build.

Dedicated GF berserker cannot be reflected either since it runs SoM.

Current meta is boring and takes no skills.

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These were the good ol’ days. When the best CC in the game came from activating skills instead of passive reflection and when thieves and other good anti-backline (even rangers and mesmers) could carry a ZvZ based on target prioritization/elimination. When numbers didn’t matter much and skill and group team play actually mattered.

WvW died with HoT, not just because of the destruction of guilds, the DBL’s, and the upgrade garbage, but just the raw gameplay itself via profession balance has been made quite frankly, terrible.

Too much offensive and defensive power creep in the game. Defenses skyrocketed and out of consequence the new elites run ridiculously crazy skill coefficients and low cooldowns on abilities compared to core, too, such that even reverting back to damage -based play would invalidate most of the game because it’s just numerically too weak. Condition play is seeing dominance because those defenses do not matter as much and can be played as full-tank as well like always via Dire and TB.

When are we getting more balanced prof specs?

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DeceiverX.8361

Elite specs are designed to be more powerful, so it will work better in an expansion or two when we have multiple choices, but base specs will always be underpowered when you want to be competitive or into hard content.

You do know that Anet has explicitly stated that elite specs were designed to be sidegrades and not upgrades right? The term ‘elite’ does not come from the fact that they were designed to be better than core specs but from the fact that they offer a new weapon type, new skins, new utility/healing/elite skills, that you can only have one at a time and so on in addition to traits.

Of course whether they intended it that way and they failed or whether their stated intentions were different from their real intentions is something we can only guess.

Yes, that is what they said. However Kecal is correct. The designs of the elite specs are more powerful.

At this point I believe that it is entirely possible that Doam is correct and new elite specs will be designed to surpass existing elites in order to drive sales.

Which is why their income fell and people stopped playing. We were either deliberately lied to as customers or ANet is just doing a horrible job with implementing new professions and is not taking the necessary steps to fix them.

If the next round are more powerful than the current ones, I’m definitely leaving for sure. Too many gimmicks in this game as it is. Half of the elites play themselves or come close to it.

The only elite I actually like is the reaper, because it actually did what it was supposed to do and didn’t just make the necro stronger but changed what it was good/weak at with a big playstyle change.

What about dagger/x in PvE compared to staff

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I stand corrected; that said, in optimal environments staff only performs about 3% better than D/D.

Curious case of Sindrener's Syndrome

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DeceiverX.8361

Staff is a good dueling weapon (as it does not need to depend on vault in 1v1 but can use vault to punish with relative ease) and a good cleaving weapon (vault/Weaken/Dust Strike) in group fights where the thief might not be as closely-focused, but it doesn’t shine particularly excellently in every/any given encounter like D/P can. It can be countered – particularly via interrupt effects – and can be heavily countered depending on what it’s up against.

D/P on the other hand, never really suffers in a matchup. It’s just universally about as good as the thief can get for every encounter.

(edited by DeceiverX.8361)

Baselisk Venom Question

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DeceiverX.8361

It was good with half duration on two stacks but baseline sharing would make it OP so they nerfed it.

It’s a strong elite given it provides an unblockable attack. The HoT powercreep with 20s cooldown 3s stuns only makes it seem weak.

A.NET Create an NEW PVP/ESport Game PLEASE?

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DeceiverX.8361

The sales of the expansion were good because everyone was hyped. The churn rate thereafter was not good, because people were not satisfied (or rather, blatantly upset by the expansion content) resulted in huge player and income losses to ANet.

I’d never trust ANet with another PvP-based game ever. Way too much ineptitude in the design decisions in this department.

New Legendary Shield (Shooshadoo)

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DeceiverX.8361

whats next, a legendary GS thats just 5 skritt in a trench coat?

This would be hilarious lol. There aren’t enough funny GS skins. ANet pls.

I don’t get what all the complaining is about. It’s different and fun. Very few shields are. If you hate the skin and want the legendary, just use a transmute, and problem solved.

It’s like the dagger skin that’s holding an undead arm that’s holding a dagger. It’s silly and goofy and that whimsy is a major part of the game.

bags ? We need to carry to much ?

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DeceiverX.8361

Consumable items to loot chests with Etc that started in the SW need to be put in the wallet. There is just too much story-related junk floating around that you might “need” that consumes a ton of inventory space.

Gw2 will be IP block?

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DeceiverX.8361

Maybe NCSoft is selling publishing rights for that territory to another company.

Edit: yep
https://forums.bladeandsoul.com/topic/143598-new-partnership-with-innova/
https://ru.wikipedia.org/wiki/Innova_Systems

That is really nasty. I’m wondering how are they going to compensate the players for time and effort?

How they will compensate? No, the better question is even wondering “if” they’ll try to do anything for those players.

All facets of the game are owned entirely by the company that runs it. When you sign up, you sign a waiver acknowledging that at any given time your account, all of its content, and/or access to the game can be suspended indefinitely with or without any reason at all, with no compensation. Games are not banks or investment funds; never should one feel the need to be “compensated” when things go down solely because the game is to be entertainment at any given time and should thus be enjoyed as such, rather than time investments for fun later.

If there are security reasons, that information is not going to be privy to us. The release of RU-specific games could be either a cause or consequence of the ban (non-compete licencing or PR to keep and/or expand upon their consumer base, respectively).

Pay to win - it has taken over

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Sorry OP, but you missed the significance of this topic by a year. This was complained about, and nothing happened. ANet does not care about you or your small guild or your enjoyment in WvW if you’re not in a blob. There’s a reason an objective majority of small-scale guilds/players in WvW left the game entirely with HoT’s release. Every single aspect of small-scale was systematically removed from WvW with the expansion.

How do server blackouts work?

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I’m a roamer who lives in Hawaii, and my timezone is desirable because I’m active in the void between NA and SEA/OCX. People say they want me to come over to help with coverage. In order to go, I was told that if I pay certain players on the War Council on the server, I can transfer over. But I don’t understand how the server does that when it’s full. Can someone explain to me how server blackouts work? And is it safe to mail massive amounts of gold to these players?

If they really wanted you to help them with coverage, they’d be paying you to move for free. They’re asking for money because there’s some kind of associated risk with the prospect of getting you to move, and they don’t want you to talk.

What they’re asking for is either a scam (“Sorry we couldn’t get you over but we’re keeping the gold and we’ll let you know when we can get you here later someday” or doing something blatantly illegal, underhanded, and against the ToS.

Your call on what to do next.

dodge spam meta is lame

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DeceiverX.8361

Maybe I’m misunderstanding what’s being said here, but the Daredevil can do a ton of damage while dodging via Lotus and Bound.

Nobody uses Bounding Dodger unless he is out of mind. Lotus is the only exception, used only by Condi builds. Unhindered combatant is the only one for 90% of Dardevils

Wat.

I’d like to see your sources on that one lol.

dodge spam meta is lame

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DeceiverX.8361

Maybe I’m misunderstanding what’s being said here, but the Daredevil can do a ton of damage while dodging via Lotus and Bound.

what do you think thief needs to be balanced

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It doesn’t really need a ton of understanding, though. It’s pretty easy to determine if a given specialization is superior to its core just by looking at the tradeoffs for taking it.

I just think the ideas were half-baked, considerations for the future not made, and the research not done to make them as successful as they could be. They were supposed to change the style of play or augment maybe some weaker builds, not provide blatantly superior options to the more powerful existing builds.

Ancient Seeds is overpowered.

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It’s OP considering the core game; it’s balanced for HoT/Elite specs. It’s more annoying and badly-designed than anything; free second punishment on top of CC is kind of blatantly stupid from a design perspective imho.

I’d love to see almost all/almost all of the elites toned down, but that’s just me.

What about dagger/x in PvE compared to staff

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At its absolute peak, I do believe D/D is the best PvE DPS set. Staff very well could be better. PvE optimal performance will be DA/CS/DrD as Trickery is pretty much an unnecessary addition when most of the damage comes from pressing 1.

what do you think thief needs to be balanced

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DeceiverX.8361

It really all boils down to the fact HoT was rushed and incomplete. From elite specs to gameplay to combat mechanics and mentality to community considerations, nothing seemed to be really explored and considered deeply except for the reaper.

what do you think thief needs to be balanced

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DeceiverX.8361

Thief shouldnt be able to consistently 1v1 as long as he builds trick, DD and sb

I’m sorry but that makes no sense unless you are saying a thief can never 1v1.

From my understanding tricks daredevil are mandatory traitlines. Weapon swap is pretty much pointless to a thief mid fight.

Thieves are push overs atm

What im trying to say is, you cant make the best +1/disengage/mobility class a good 1v1er or it will be broken af cause lack of counterplay. If you want to be able to 1v1, you need to ask for buffs to builds that doesnt give you the best mobility or chasing potential ingame.
If you cant separate them, then not, thief shouldnt be able to 1v1 most of the time

With the introduction of HoT Thief mobility is no longer as game defining as it once was. In today’s game even a vigilant Necro can stop a decap on a lot of the maps. Let’s not even consider mesmers, rangers, engies, and revs……so your mobility argument is pretty moot tbh.

As for stuff with no counterplay….this game has been wrought with that for years. Look at my main class mesmer. Remember them in S1&2? Remember the cele ele? Remember Hambow? Remember 1/2 the kitten that’s been in the game since release?

You are talking about thieves in the past vs thieves in the present. I’ve noticed lots of baseless bias from players in this game like to think thieves are what they used to be when considering today’s balance. Heck even the Devs do this and it’s wrong to all these players who choose this class. Balance thief for today not yesterday.

That mentality is what got everyone here to begin with though.

Until people step back and look at design-level decisions and stop asking for senseless buffs it’ll only keep getting worse and worse.

You’re part of the problem. You refuse to adapt to today’s game and litter this forum with your extremely wrong biased opinions. You lobby for nerfs on your own class due to the fact you want to win 1v1’s against certain builds using a YOLO d/d signet core thief build.

Should take your own advice mate

Yes, power-creeping the professions is me being part of the problem when requesting fair changes such that builds have inherent weaknesses. Yes, that is absolutely 100% logical because ANet totally agrees with that mentality, lol.

Not to mention this is coming from you of all people, the so-called mesmer player who frequently can’t get anyone in that subforum to agree with him for his own nerf requests.

And to say I only play signets, bro, “you don’t know me.” That’s just the build I’ve put the most time into and find the most rewarding.

(edited by DeceiverX.8361)

dodge spam meta is lame

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DeceiverX.8361

Apparently core power d/d.

My core build is. Not my daredevil. Did you not read the thread?

I run a handy mixture of weapons on daredevil, depending on what I feel like playing and my needs. Typically it’s D/P + Staff/Shortbow or P/P + Staff.

what do you think thief needs to be balanced

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Posted by: DeceiverX.8361

DeceiverX.8361

Thief shouldnt be able to consistently 1v1 as long as he builds trick, DD and sb

I’m sorry but that makes no sense unless you are saying a thief can never 1v1.

From my understanding tricks daredevil are mandatory traitlines. Weapon swap is pretty much pointless to a thief mid fight.

Thieves are push overs atm

What im trying to say is, you cant make the best +1/disengage/mobility class a good 1v1er or it will be broken af cause lack of counterplay. If you want to be able to 1v1, you need to ask for buffs to builds that doesnt give you the best mobility or chasing potential ingame.
If you cant separate them, then not, thief shouldnt be able to 1v1 most of the time

With the introduction of HoT Thief mobility is no longer as game defining as it once was. In today’s game even a vigilant Necro can stop a decap on a lot of the maps. Let’s not even consider mesmers, rangers, engies, and revs……so your mobility argument is pretty moot tbh.

As for stuff with no counterplay….this game has been wrought with that for years. Look at my main class mesmer. Remember them in S1&2? Remember the cele ele? Remember Hambow? Remember 1/2 the kitten that’s been in the game since release?

You are talking about thieves in the past vs thieves in the present. I’ve noticed lots of baseless bias from players in this game like to think thieves are what they used to be when considering today’s balance. Heck even the Devs do this and it’s wrong to all these players who choose this class. Balance thief for today not yesterday.

That mentality is what got everyone here to begin with though.

Until people step back and look at design-level decisions and stop asking for senseless buffs it’ll only keep getting worse and worse.

what do you think thief needs to be balanced

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Posted by: DeceiverX.8361

DeceiverX.8361

Which is why I said what I said to begin with; ToTC and LA pretty much remove the need for CS. The initiative bonus and utility via BT/Trickster push out Acrobatics and SA’s utility and heavily negate their purpose in terms of defenses, which Daredevil just for the most part totally invalidates.

We could have a thread go on for a hundred pages as to reworking and re-organizing the thief traits in a logical way, and honestly I feel like there are so many differing opinions on what belongs where I think it’s probably for the better to just leave it here :P

Necromancers have a high skill floor!

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Posted by: DeceiverX.8361

DeceiverX.8361

I chuckled when I read this. As a thief, whenever I encounter newer players playing necro it takes me ages to kill him because they’re such damage sponses. When I see a Necro I sigh a little because I know whatever their skill, it’s probably not even worth killing them, cause it even with insane thief dps it takes so frigging long, whereas I make one mistake and I’m dead. How this is considered high skill floor is beyond me. Dying on a necro the hardest part of playing it.

You know that thief hard counters necro, right? And I’m not a salty necro main saying this – I’ve got 4k+ hours in the thief profession.

Even moreso Daredevil vs Reaper. A truly good Daredevil should absolutely never lose to any reaper in a 1v1.

How's Power Reaper in Fractals?

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Posted by: DeceiverX.8361

DeceiverX.8361

Nah the balance team thinks we are in a good place…

Confirmed: “in a good place”, aka “we don’t know and we don’t care”. Guardians had at least three years of that.

Except Guardians were actually in a good place or dominant in every format except running speed clear dungeons.

what do you think thief needs to be balanced

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Posted by: DeceiverX.8361

DeceiverX.8361

I’m not suggesting to remove these options or that intrinsically they’re poorly implemented; quite the contrary. Tr isn’t replaceable not only due to essential utility, but also because in many cases it just provides the thief with better or similar options to other more depth-focused trait lines.

New ideas to incentivise skirmishes in WVW

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Posted by: DeceiverX.8361

DeceiverX.8361

Return of orbs?

Return of telehacking.

Yea. If it wasn’t such a big issue or if WvW was taken seriously it wouldn’t be that bad. But this would promote a lot of abuse.

Farming Botters in Diessa Plateau

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Posted by: DeceiverX.8361

DeceiverX.8361

OP you’re probably going to need to need a bit more evidence to suggest these people were actually cheating. When I was grinding Iron and Platinum for a spree of ascended weapons parked something like twelve characters at major node areas in the game and cycled through them, logging on and off each after depleting veins etc. since nodes are character-bound and respawn while offline.

Thx Anet Blance NA T1 Match- BG/JQ/TC

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Posted by: DeceiverX.8361

DeceiverX.8361

The last mass transfer was a brutal blow for WvW, Mag is a close second but BG still heavily out populates them. What we currently have is 1 T0 server (BG) 1 T1 Server (Mag) and I don’t even know at this point 5 T2 Servers? (SBI, YB, TC, FA, JQ). Anet really needs to man up admit their Formula/Algorithm is flat out wrong. I don’t even think there is a reasonable way of fixing this disaster at this point.

It’s not the algorithm that’s the problem. It’s the fact people deliberately manipulate it.

Thx Anet Blance NA T1 Match- BG/JQ/TC

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Posted by: DeceiverX.8361

DeceiverX.8361

Haha, JQ, TC and BG probably all have PTSD from being farmed so hard by us and are rejoicing that they can have a good old PPT focused match like the old days.

Enjoy your karma while it lasts. We’ll be seeing you all real soon (: <

I have PTSD from Mag attacking friends and guildmembers on the personal level until they made them quit, and from groups running 10+ condi mesmers to kill single players and to have the audacity to brag about being good and laughing it off, tbh. The Mag mentality is heavily why the small-scale scene is dead.

Nah, T1 right now isn’t a PPT game. It’s a slaughter because the populations are so different there’s no point in most cases in even trying to take and hold an objective because BG will flip it at some point since our population across four maps most of the day is roughly the same as one of theirs at any given time.

Please reopen BlackGate for transfer

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Posted by: DeceiverX.8361

DeceiverX.8361

Anet needs to stop with this artificial manual balancing junk, open ALL the full servers up and let the players naturally balance out. Hasn’t their economist heard of trickle down theory? Naturally players will trickle down and fall into lower servers.

Good example. natural balancing works as well as economist heard of trickle down theory. The top server get more and more people and the bottom server die out, very similar to all money trickle only up (richer get richer and richer) and nothing down (the poor get poorer).

Both are idealistic is the issue. Both would work if people weren’t kitten-holes.
But I daresay that I think operating under the assumption they aren’t is unfortunately a very bad choice unless making policy to give incentive for not behaving in such a way.

dodge spam meta is lame

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Posted by: DeceiverX.8361

DeceiverX.8361

Of course, which is why I do not record/share my play to begin with. I had a 1v13 sometime near launch, which was an extremely awesome fight and I played well (at the time), but the fact of the matter is reflecting on the fight afterwards, I wasn’t even upset I didn’t record it as I initially was; the caliber of player I was against didn’t really say much; it’d be like bragging about winning outnumbered fights in PvE (not to sound rude, but you get my point).

Such videos are usually not average representations of the general skill level of the recorder – typically they’re just highlights of playing well or in a lot of cases, the opponents misplaying. I just had an absolutely embarrassing fight against a Gunflame warrior, as probably many people have had and have still. There are so many variables floating around with player skill, the occasional bit of luck, unknown mis-timings, etc. that it’s pretty hard to tell, generally speaking, what constitutes a “proper” enemy to begin with. If I record a “great play” I made and someone like Sindrener or Toker looks at the footage, they’d be in a position to call out the enemy for not playing well in most cases, because they’re just that much better. The “proper” enemy by my standards may be considerably weaker or stronger than others’. We’re all on different skill levels and experiences with the thief, our builds, and other professions. Every kit, trait combination, gear mixture, and opponent will provoke a different response from each player. I’m a terrible Berserker and DH player, and always have been, but does it make those professions any weaker? No. It means I’m not good at those professions because there’s something about them I do not find inherently as intuitive as the thief.

Like those who do post videos, I have no means of refuting an argument on the basis that “my opponents were bad” unless Pro-league players of my opponents’ respective classes come out and verify that they also played reasonably well after examining the footage. Odds are they’re not going to do that, and even more realistically is that I’m nowhere near good enough to fight outnumbered against so many verifiably “good” players, all playing well, all at once.

I never said the Daredevil was overpowered. I want to make that distinction right now. I don’t think it is, frankly – not at least to the rest of the elites per se. I said I think it is very forgiving and has the highest skill floor of the elite specs, and enables play that the core thief simply can’t compare to. The Daredevil is ridiculous because the calculative nature of core thief is so vastly reduced at every level except of professional play because so much of the risk otherwise is removed. There’s a big difference between something being overpowered and something being easy and forgiving or simply stronger than something else. If Daredevil wasn’t so much stronger than core, and so much easier to play, we’d see a pretty friendly mix of thieves and daredevils, similar to how Necros/Reapers are represented fairly well. This is innate to the Daredevil by its nature by just simply giving more to the core spec, and why I dislike its design in general. Most of my grievances come from design issues with the core thief in terms of what I think is over/under-tuned. All Daredevil does it make it easier to bypass the risks innate to the thief in general – which is exactly the contradiction I first said responding to the person who said that the Daredevil requires so much more skill than other specs/professions. I don’t think it does, not because it’s OP, but because I simply think the spec itself allows relatively inept players to do much better than otherwise on core thief. In essence, I think it takes roughly the same amount of skill on what I deem an “average” player to do just as well as anyone else playing another profession, if not a little bit less.

So I guess before I could possibly post anything, I’d need more criteria on what kind of opponents Sidewinder wants me to be up against. Against six objectively highly-skilled individuals? Probably not happening. I don’t think anyone could do that, not even the best in the game. I can make a video about how forgiving Daredevil is to play by doing stupid things like diving 60-man zergs and getting away, recordings of duels against measurably-skilled opponents and comparing my performance on both, analyzing misplay footage, etc. Whether or not I can find a group of six opponents while playing Daredevil, record fighting them, and evaluate whether they were “skilled enough” or not, and then verify they were “reasonable” players is to be determined, and something I don’t likely see happening any time soon (at least not this week), considering I don’t even like to play Daredevil and only play it when I get flustered from being repeatedly ganked and need something I can more-readily secure a win with.

Thx Anet Blance NA T1 Match- BG/JQ/TC

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Posted by: DeceiverX.8361

DeceiverX.8361

TC has lost a lot of people, a lot of you really don’t seem to have a clue of who is populated and should be T1 in the games current state. TC was completely destroyed last week by JQ and SBI … that’s right SBI a T3 server.

It’s no secret BG is out of control and can literally walk all over every server if they choose, the only servers that can be competitive with that currently are JQ and Magumma. Even then BG will still walk all over them but population wise, TC isn’t even in the running anymore. Mag has managed to maintain a consistent blob this entire match, something I think even JQ struggles to do.

You want balance? Not going to happen. But if you want the closest thing to balance in the top two tiers, T1 needs BG/JQ/Mag, T2 needs FA, YB, TC.

You seriously overestimate TC’s size. We literally had the Outnumbered buff going on during NA prime at times. We also lost guilds of our own (to JQ and BG, mind you).
Last week’s sole goal was to farm the guilds that transferred to JQ (before it re-opened), rather than PPT, because it was said by these guilds that TC couldn’t fight and they were carrying us. It’s why we were in first place by a wide margin for the first half of the week. The PPK from high-density blobs that kept wiping over and over was carrying our PPT rather than objectives. We held JQ’s keep almost as long as they did. To say we got “destroyed” is just untrue when quite frankly JQ was the side being farmed. And this week it still largely is when BG doesn’t decide to jump into the fights after they start.

SBI had substantial linking presence and a majority of TC’s commanders took the rest of the week off when BG and JQ opened, and they PPT’ed hard with nobody defending our BL’s or caring to PPT objectives (everyone wanted to just keep farming JQ), since winning wasn’t wanted to push us into having a higher chance to roll into T1 with two massively over-stacked servers (the irony). We fell from first to third within two days before the reset. The matchup was enjoyable nonetheless, but I don’t think it’s fair to judge TC’s performance based on an anomalous matchup issue.

Please reopen BlackGate for transfer

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Posted by: DeceiverX.8361

DeceiverX.8361

Yea, if everyone can move to BG more people will win!

Choice: Remove spyballoon or fortified gates

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Posted by: DeceiverX.8361

DeceiverX.8361

He is still right to a certain point. You shouldn’t be able to take a t3 structure with 5 people or less. And yes, I know that sucks when you are the only 5 people running on your borderland.
Still I think the spy balloon is too strong and I think it should be taken out.
What I would change is the auto upgrade of towers and keeps. Make it like it was before and give guilds or players the options to upgrade and opponents better options to stop upgrades (ie kill yaks and deny supply more easy)

You absolutely should be able to take a T3 structure with 5 or less if it’s undefended.
1 smart defender in a t3 structure can hold off 5 players for hours. Blobbing shouldn’t be the only way to play wvw, that is a big part of why wvw is in such a kittenty unbalanced place.

Pointless defending it, tbh. The only players left in WvW are largely ktrainers or zerglings since what, maybe 95% of the small-scale scene quit the game entirely since HoT?

dodge spam meta is lame

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Posted by: DeceiverX.8361

DeceiverX.8361

I’ll see what I can do, but you might need to wait a week since I’m up against BG and JQ and the smallest group aside from 2-3 stray pugs I’ve seen so far since reset is around 25.

As far as winning 1v8 “easily” – no, it wasn’t easy. The fact is that such a thing can even be done is ridiculous and is entirely attributed to Daredevil enabling it.

Edit:

I almost just had a 1v5 clip for you (3 downs), unfortunately trying for a group with two chronos led to quad moa and well, you know the rest ._.

(edited by DeceiverX.8361)

P/P on single target bosses?

in Thief

Posted by: DeceiverX.8361

DeceiverX.8361

Anomaly reflects ranged attacks when it spins, btw, be way of that if playing squishy and spamming unload.