Showing Posts For Dee Jay.2460:

I'm tired

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Yeah, it’s the “Initiative” that makes Thieves feel cheap compared to other classes. The fact that they can chain the same skill over and over again makes them appear simplistic and highly effective in the eyes on non-Thieves who have to manage their cooldowns.

To be honest though, while I do think Initiative management is a little easier than it should be, managing cooldowns isn’t exactly rocket-science either. Using all your skills, switching weapons, using all those, switching back again isn’t exactly the most skillful element of GW2. It might appear more involving, but it isn’t.

D/P is really the only Thief weapon-set that requires active Imitative management. All other sets can mostly get by using the skills they want, when they want.

Why Ferocity change Anet?

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

It’s because when you want to increase the level-cap or introduce a new tier of gear, fixed-percentage numbers are problematic.

That’s why they got rind of them and replaced it with an abstract but scaling number.

WoW did this too when it launched its first expansion pack The Burning Crusade.

The nerf to Crit-Damage is just a side-effect and was not the primary reason for doing it. I guarantee it.

[WvW] Encountering Cheese

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Cheese is exploiting a certain game-mechanic to gain a certain advantage in ways that were probably never intended.

Decap Engineers are the prime example. Being a Bunker is fine, spaming knockbacks too. But in a Conquest type game-mode this combination is game-breaking because it allows your team to gain a massive upper hand.

In any other game-mode or situation being a decap Engi wouldn’t be an issue. It’s a problem specific to Conquest and sPvP.

Hence it’s a cheese build.

Another way to look at cheese builds is when classes exploit a specific low-risk/high-reward move or synergy that, considering the effort, is very hard to counter.

PU Mesmers are a prime example for this.

Are you tired of ACs yet?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Arrow Carts are probably the only tool that allows you to overcome superior numbers.

Without Arrow Carts you might as well log out when the zerg comes knocking.

It’s rare enough to see people defending as is, it would be shameful to reduce their chances even further.

How do I improve Berserker survivability?

in Warrior

Posted by: Dee Jay.2460

Dee Jay.2460

I would suggest starting with Soldier armor (PTV) and Berserker Accessories.

Power is the most important stat to stack and should ideally always be your primary. That’s what makes it superior to Knight’s gear in most scenarios.

It’s a good combination of survivability and DPS, especially since Accessories are a very generous source of Crit-Damage (until Ferocity anyway).

Once you learn your way around PvE content you can start replacing more and more of your main armor with Berserker gear. For WvW you might want to hold on to your Soldier armor though….but that depends.

PVT still the "go to" set?

in Warrior

Posted by: Dee Jay.2460

Dee Jay.2460

What I feel has been unappreciated thus far is just how good Power is as a DPS stat.

Power is by far and wide the best DPS stat by a long shot. and it’s the primary stat on PVT gear.

People here act as if PVT was all about tanking when its primary stat is the best DPS stat in the game. It may not display the same flashy numbers due to the lack of crits, but the overall output is much higher than anything you could achieve with Knight’s gear.

I understand making a case about Vitality being less desirable for a Warrior. That makes sense and is a valid point to make.

But I don’t think Power has factored into the debate much at all.

too much continuous fighting

in Living World

Posted by: Dee Jay.2460

Dee Jay.2460

Yeah I was a little perplexed to see a 30 minute timer upon entering the Hologram fight.

I mean it’s nice to see them explore raid boss mechanics but GW2’s combat isn’t deep or interesting enough to make 30 minute fights enjoyable.

I could see people just quit throughout the fight because it took so long…which in turn just made more people leave because it got increasingly pointless.

Suggestion: fix or remove conditions

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

I agree that it is odd that they would decide to add condition immunity/reflect to the boss.

At first I though there were different bosses, one vulnerable to conditions the others immune. But all bosses are the same.

Then I thought there might be multiple phases, one being very vulnerable to conditions the other reflecting them back. But that too never happened.

I can only assume that conditions proved somehow problematic during testing. The conditions themselves (except for Vulnerability) wouldn’t add much damage in a zerg-fight anyway, not with the cap still in place.

But it does seem like a really odd design choice for no obvious reason.

Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

It wasn’t until maybe 6-8 months ago that people realized DPS is all that matters and the meta evolved.

Except it’s not what they realized. If it was true, why would anyone ever take a guardian? There are better offensive professions.

Hardcore dungeon runners typically run full Beserker Guardians as well, with the odd support skill and Aegis to give a little wiggle-room for errors to occur.

And Berserker Guardians deal some impressive damage and Binding Blade is great for bunching up mobs and cleaving them down.

Is Balth Open Anywhere

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

The Balthazaar Event is poorly tuned and it’s not clear how you prevent moral from dropping. Babysitting NPCs is never fun, especially not if you are somehow required to save them from taking damage when the game offers no real mechanics to do so.

Expac content in patch tomorrow or next?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

No, this rumored “feature patch” does not yet have a date.

It makes sense to assume that it won’t go live until after WvW Season 2. So easily another 6+ weeks from now.

Dungeons and Berserkers

in Fractals, Dungeons & Raids

Posted by: Dee Jay.2460

Dee Jay.2460

I could sum it up in just a few words.

The game has been out for over 1.5 years now. People changed and improved. Dungeons did not.

Yeah, I remember my first steps into GW2 Dungeons.

It was brutal. People were wiping left and right during the release months.

It wasn’t until maybe 6-8 months ago that people realized DPS is all that matters and the meta evolved.

How to beat PU Mesmers with GS + Sw/P?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Yeah, this is one of those fights where D/D actually does better. It’s still a pain though and 9/10 times it’s just better to walk away.

PU Mesmer that don’t want to die, won’t.

Feedback on Daily Achievements

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

For quite a while now I’ve been doing all the daily achievement I can reasonably do.

While most dailies can easily be done within your normal play-routine, some require you to go out of your way to do them.

1. Defense Restorer – Use 25 supplies to repair something in WvW. This can either be very quick and easy,or take forever since you can’t influence it. With the constant flipping of objectives it can actually be quite hard to find something to repair. Often there simply isn’t anything to repair and you have to head to the EotM to find something. This isn’t very cool.

It’s also odd that it would ask for 25 supplies, which requires you to run three times if you can only carry 10 supplies at a time.

I would either like to see this daily achievement include the construction of siege-equipment or be reduced to 20 supplies.

2. Underwater kills – There just isn’t that much underwater content to be done, let alone anything that anyone would do in their normal routine. Normally this achievement just forces you to straight-up farm the mobs in some area. And because underwater combat is so slow and tedious, this can take a while and isn’t much fun.

25 kills is also a huge number and more than most events would ever require of you. It could use a serious reduction to 15.

3. Caravan disrupter – 5 caravan kills, again, strikes me as an odd number and can be hard to achieve at times. You will frequently find Dolyaks standing idle in a supply camp when they have nowhere to go, but that’s your main source. When running in a group it can also be difficult to tag the Dolyaks in time, especially if you tend to be slow and/or rely on conditions.

Here a reduction to 4 caravans would seem fair, as that means clearing two supply camps with 2 idle Dolyaks, which isn’t that uncommon to find in half-an hour’s play-time.

4. World Ranker – Getting 2 WvW ranks within a day requires quite a bit of play-time or heavy WXP farming, which on some days can be difficult to achieve. When you are heavily outnumbered it can be hard enough to attain a single rank, let alone two. Even if you do it on different characters. This is what most people seem to save their WXP flasks for, so they have a more reasonable chance of attaining this daily achievement.

Without WXP flasks to hamster, this daily achievement would be quite the pita.

5. Daily Feast – I find it hard to imagine any scenario where you’d normally be consuming 25 items of food. I mean the buffs alone would last 12.5 hours. Even the most committed player doesn’t play that much. Most people are just forced to spend some money on the cheapest food available, which kind of defeats the purpose.

I’m not sure what the goal of this achievement is, but consuming 25 food items isn’t practical.

6. Fractals Runner – This one is tricky as it practically requires you to commit yourself to a complete fractals run, which typically takes well over an hour. This is one I frequently skip because it just takes too much time and leaving a group after the first fractal is hardly something I endorse.

It would be nice to see some of these dailies tweaked. It’s odd that you can complete some by logging in for 30 seconds while others require you to commit and hour of your time.

(edited by Dee Jay.2460)

Revives are too fast

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I know all that but it doesn’t change anything about how the easy revives encourage….or even reward bad play.

Stick with a Zerg and always be revived, even if you fail. Just tonight we were holding our final Keep against an overwhelming zerg. We trapped and melted them with Arrow Carts but couldn’t quite clear them out. They just constantly revived each other and eventually we couldn’t withstand anymore and lost.

Even killing them 2-3 times didn’t stop the never-ending wave of revives.

And in sPvP, if you find yourself in a 2v1 vs. a bunker and something else, you can’t kill either because the bunker can revive his team-mate faster than you could ever finish him.

Revives are just a terrible snowballing mechanic giving the upper hand to the already dominant side.

1v1 against Thief? Whats the point?

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Crowd Control, not damage is the Thief’s greatest enemy.

I understand their frequent stealths and teleports can be really irritating, especially if you don’t know them in detail, but Thieves do die, and die quite easily.

It’s just that conventional damage isn’t the best way to kill them.

CC and conditions will melts a Thief any time of the day. That’s why Engineers counter Thieves quite hard.

Good Bye From Cheese Mode

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

If ANet actually listened to players we wouldn’t have to still put up with Skyhammer in SoloQ.

Stop pushing far

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

@OP:

It really comes down to whether someone can win the 1v1 or not. If they are great at it, push far. If they are not, don’t.

Yeah but even if they win they can’t hold it because their team just wiped at mid, who then send 2 people home to clear you out.

Holding far point for 30 seconds isn’t worth losing mid over, especially not considering how easy it becomes for the enemy team to shift points.

Have you forgot? We haven't!

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

ESO will have it’s own following and fanbase etc but it’s not that one that Anet have to worry about. Its Wildstar.

NCSoft is publishing Wildstar. That’s the same company that publishes Guild Wars 2.

Wildstar isn’t a competitor.

In fact, Guild Wars 2 may well promote people to try Wildstar because it has a monthly subscription.

Revives are too fast

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I find it incredibly frustrating how quickly you can revive somebody in this game. Especially Guardians seem to be able to revive fallen team-mates incredibly quickly, all while being completely immune to damage and CC.

Often revives are many times faster than a stomp. If a player goes down and the revive and stomp start at the same time, the reviver will win.

This makes outnumbered fights an incredible uphill battle while giving near immortality to those in groups.

It also makes group-fights in sPvP almost entirely about stomping/reviving. You can down 3-times as many opponents. It’s all worthless if you can finish them off or can’t stop the revives.

I find this to be the single worst mechanic in GW2. It turn what is supposed to be a PvP game into something resembling a stomp/no-stomp mini-game instead of about overcoming your enemies in combat.

It also gives safety to numbers. Even more so than they already have. That just results in more zerging and more futile defense-battles because you can’t stop the attacking zerg from constantly reviving everyone.

What build do you want to see nerfed/deleted?

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

Builds that need a nerf imo:

sPvP

1. Any build that promotes AI spam like Minion Masters and Spirit Rangers.

2. Decap Engi, because it’s a cheese build.

3. Bunker Guardians because Bunkers are lame and make the game less fun.

4. Minor tweaks to PU Mesmers, D/P Thieves and S/D Thieves.

5. Anything that applies conditions in an AoE should be looked at.

But really, all classes could use some nerfs in some areas.

WvW builds that need a nerf:

1. PU Mesmers

2. Condition spaming Engineers.

3. Warriors in general

4. Dhuumfire Necros

5. D/P Thieves (maybe not after Ferocity)

6. ….

(edited by Dee Jay.2460)

Any Aoe other than Sword?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Hold on, are you asking for AoE or for no AoE?

Because when it comes to PvE, especially leveling, nothing beats Sword + Pistol with Berserker gear.

If you want more AoE than Sword can give you, try the Shortbow. Clusterbomb is quite cool with Berserker gear.

If single target is your only concern, then try Dagger + Dagger.

1v1 Balance

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

We can all agree in an ideal world every game would be balance with 1v1, but I think that is beyond the abilities of this game.

The way they designed certain mechanics makes it nearly impossible to do a 1v1 balance. They will have to gut out the game and completely redesign certain aspects like conditions damage, traits and certains skills and I don’t see Anet dedicating the resource to fix that. Maybe in guilds wars 3 aka Tyria they will finally realize that conditions should not be a main source of damage.

Yes, there are things like AoE that need to be taken in to account.

But the thing is the “we balance around team dynamics” approach NEVER works.

On the other hand I’ve played plenty of games where 1v1 balance is taken into account and that ended up with reasonable team balance as well.

The whole sentiment of “balance” is based on 1v1. The entire lens of how we perceive that is balanced and what is OP is based around duel situations. That’s just it. You can talk about balancing around teams all you like but at the end of the day it’s how well you fare in a duel that really dictates how you perceive balance.

I would love an example of an MMORPG that had good 1v1 balance because most MMORPG have always been designed with the premise of rock paper scissor.

Name one game where you have a hard-counter triage where you have practically no chance in winning if your class comes up against your counter-class?

Because I can name numerous ones that have reasonably balanced 1v1s.

  • World of Warcraft
  • The Elder Scrolls Online
  • Warhammer Online (exception: Bright-Wizards)
  • Guild Wars 2 (despite a terrible meta most classes have a reasonable shot at killing any other class).
  • pretty much all FPS games.
  • even TF2, despite its different classes, doesn’t have a true hard-counter dynamic.

RTS games are the only games I can think of that still hold on to a rock-paper-scissor concept. Aka. Colossi counter Zerglings, Zerglings counter Siege Tanks, Siege Tanks counter Colossi etc.

1v1 Balance

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

I am frustrated – what do you people mean when you talk about 1v1 balance?

I mean that when fighting a 1v1 fight you either lose but still have the feeling it was a “fair fight” and that you had a “fair chance”.

When you win you feel like you bested your opponent because of personal skill rather than kittenty balance or exploitative mechanics.

Is it about time for a few Server WvW merges?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Well assuming that the WvW population is going to take another dip once TESO launches I do think servers merges should be considered.

It probably won’t happen because server merges are bad PR and they earn money from the transfers but it would be better for the game. Some of the lower servers are running skeleton crews in WvW and it ain’t much fun for anyone,

There’s nothing cool or honorable about playing on a low-population server. It just means you’re constantly outmanned and outgunned and can’t actually engage in PvP.

It would also revitalize the game a little which really wouldn’t hurt at this point.

Stop pushing far

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Ok, I’ve rellay had the worst of PvP afternoons again because of the same old bullkitten.

And I’ve just about had it.

9 consecutive losses now because of the same bullcrap. And I mostly blame Thieves.

Unless you have a decap Engi or are on Voice-Com/have some other refined strategy there is exactly one viable way to open the game.

And that’s 1 guy close (preferably something fairly tanky and good at 1v1).
The rest goes Mid, asap.

That includes Thieves and any other class that insists they are some sort of 1v1 hero and absolutely must push far.

Why?

Because let’s assume you do actually manage to take our their fairly bunkerish far point holder (which should take a minute or so).

In the mean time your friends are fighting 3vs.4 at mid and probably losing. They get killed off 1 by 1, giving your enemies 5 points each and forcing them to respawn. Now the situation cascades as your allies run back to mid (or wherever the action is) to a point camped by 3 players…and again get zerged down (because who waits for their allies to respawn in Pugs?)

Meanwhile the 4 enemies who got mid will probably have dispatched someone to assist far and kill whoever is left there.

And at that point you’re probably already 100 points behind and the enemy is sitting on two points and has an easy time shifting from one point to anther.

There you go, your inflated ego that caused you to push far point has lost your team the game. You should be proud.

Now this doesn’t mean never push far point. There are plenty of good reasons to do so. Just don’t do it on the opener when it will cost your team both mid-point and 3 lives and gain nothing.

1v1 Balance

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Yes, there are things like AoE that need to be taken in to account.

But the thing is the “we balance around team dynamics” approach NEVER works.

On the other hand I’ve played plenty of games where 1v1 balance is taken into account and that ended up with reasonable team balance as well.

The whole sentiment of “balance” is based on 1v1. The entire lens of how we perceive that is balanced and what is OP is based around duel situations. That’s just it. You can talk about balancing around teams all you like but at the end of the day it’s how well you fare in a duel that really dictates how you perceive balance.

1v1 Balance

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

nerf rock, paper is fine
greets, scissors

That’s only true if your game actually follows a rock/paper/scissor balancing approach, which very few MMOs do for a very good reason. Running up against hard-counters is no fun.

While people always love to spout about “team-balance” etc. I think that by focusing on 1v1 balance, you can balance team-fights by extension. This is especially easy in a game without dedicated healers.

What I mean by this is that a class that dominates 1v1 is probably also overpowered in team-fights.

Also what devs need to understand is that players will always evaluate balance around 1v1 scenarios. Balance those and people will be more content than when balancing around something as intangible and abstract as “team quality”.

Miasma Levels in sPvP Forum

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

You reap what you sow.

GW2 isn’t any different in that regard to any other MMO community.

Months of a stale meta, repetitive game-play and lack of a positive outlook has turned people sour and bitter. That’s just natural.

Other classes should be more like warriors...

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

I agree that the vast difference in base HP is counter-productive to build diversity.

How can you attempt to balance a game when there is such a huge gap in base survivability?

Berserker Warriors are viable in WvW, despite certain limitations. Thieves as well, to and extent, thanks to stealth. But anything beyond that simply isn’t because you need a certain base-survivability in order to counter unpredictable damage.

I agree that Warriors should serve as a template for other classes too. Their traits are generally better and more universal instead of being pigeonholed into a specific build/play-style.

Condition Damage has 2 problems

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

I would like to add a 3rd point:

Most Condition attacks are very poorly telegraphed and have indistinguishable animations.

Thief Race; how did you decide!?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

I feel like 80% of Thieves are the same Human Females in the same skimpy (T3?) outfit. So boring.

If you want to be unique, go Char. Every Char Thief is memorable.

Fortitude/Leech/Bloodlust - more common?

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

Yeah, most people who WvW on a regular basis will have both Guard Leech and Applied Fortitude. It’s just natural progression.

Personally I’m not a huge fan of these stacking mechanics either, especially if you include the Sigil stacking. It’s just a hugely contrived system that rewards those who prepare for PvP by doing PvE. It hasn’t really made the game any better.

Stacking Sigils are also a no-brainer. They’re the best in terms of DPS, so everyone has them. But they don’t have any interesting procs or effects, it’s just more passive damage.

I would prefer if ANet god rid of stacking Sigils all together and replaced them with something more interesting and engaging.

Guard Leech and Applied Fortitude could use a reworks too and become more active, rather than the passive increases they are now.

For example Guard Leech could heal you for 20% of your HP every time you kill a Guard or Fortitude could increase your damage after killing one. When used creatively they could be a real asset, rather than just being a stat-stick.

Sick of Hammer Trains

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

@OP:

Protip: dodge. I rarely ever die to a hammer train.

Most people don’t die directly to the Hammer-Train. They die to the AoE that is dropped on top of it. CC, not damage is what makes the Hammer-Train so powerful.

How long are we supposed to wait?

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Let’s dial back on the “ZOMG ANET PROMISED!!!11” rhetoric a little. No need to get so personal about this.

But the fact remains sPvP isn’t much fun and has been somewhat neglected over the past year. The reasons are numerous, but a few general issues are:

  • Over-reliance on Conquest mode with according impact on the “meta” game.
  • A dominance of durable and tanky builds with little need for actual killing.
  • A dominance of passive-play and untelegraphed attacks, rather than moves that can be actively avoided and/or countered.
  • No sense of progression and very few worth-while rewards.
  • General class balance.

No one is expecting all of these issues to be fixed at once. But it would be nice to see the occasional baby-steps undertaken to improve the situation. sPvP already has its own rule-set so it really can’t be that complicated to change the odd ability or variable here and there. All it takes is altering a few lines of code.

Surely that’s not too much to ask.

People get frustrated when they feel helpless or in this case, when they sense nothing is changing and all is vain. Throw them a bone occasionally, even if it’s just a minor tweak, and things will become much more positive.

But I too am slowly getting tired of holding out for this “Messiah” patch that is going to come around sometime before Christmas that can’t possibly live up the the expectations we’ve projected into it.

How are thieves in PVE and Dungeons?

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Thieves are a bit like Rangers in the way that bad ones will suck really hard while good ones will deliver amazing DPS.

For casual instances Thieves may not be the best class. They aren’t as forgiving as say….Warriors and not as thought-after as Guardians. They don’t have much in the way of group support either unless you count skipping mobs.

Where they do shine however is when it comes to dealing damage because a fully pimped Thief in a fully pimped group will deal some crazy damage. But you only get to see this side of the class if you take your dungeon runs seriously.

Anet revert IR back to 0 cooldown in wvw.

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Its fine. Go watch Sizer play. Great for juking and repositioning both yourself and your opponent.

Sure, let’s balance an ability around how one guy plays.

I agree that the current Infiltrator’s Return is clunky and feels terribly unresponsive. Half the time I use it I think I’m experiencing a sudden lag spike or by button-press didn’t register.

It’s the exact opposite of what responsive combat feels like.

Thief OP?

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Posted by: Dee Jay.2460

Dee Jay.2460

In the grand scale of things, Thieves are not OP.

However they have niches at which they excel more all other classes, which puts them into the balance spotlight.

Most notably this is:

  • The roamers/DPS assist role in sPvP – Thieves are by far the best class for this and also seem to counter any other DPS roles trying to compete.
  • Roaming in WvW – Stealth is just an incredibly useful tool in WvW type scenarios where it enables Thieves to do things most other classes can’t.

Hit for 6k x 2 with a heartseeker.

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

12k Eviscerate
8k Backstab
10k Arcing Arrow
7k Heartseekers
etc.

are just 4 reasons why Ferocity can’t come soon enough.

I agree that Conditions are even dumber at the moment but that’s no reason to have these obscene numbers in a game where any classes have roughly 15k HP.

How long are we supposed to wait?

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

I’ve given up on sPvP all together. It’s by far the least fun aspect of the game.

If it wasn’t for the achievement points I wouldn’t play it at all.

And I’m generally an avid PvP player in MMOs.

Remove Blinding Shot from Black Powder

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

These ,,niche situations" make good thieves and great thieves, because reacting to them might win or lose you a team fight, or even a match at higher level of gameplay.

Problem is, you are probably looking at it from D/P point of view, where black powder + heartseeker combo is somehow over the top, and the nerf would be more or less needed to this weapon set; especially when you have already ranged blind on shadow shot, which is also cheapper.

And last – you predict thieves are going to be nerfed, so you started inventing things to keep the -nerf list- full? Such a wrong way of thinking. Nerfs should be applied to overpowered mechanisms, and buffs to these underpowered – that’s all.

I think you’re exaggerating the impact of this proposed changed. I’ve seen a number of high-rated matches and none gave me the impression that this nerf would affect them in any way.

And in case you mist it, yes I do think Black Powder is overpowered. And rather than see it nerfed directly in a way that makes it significantly less useful I am proposing a change that would have less impact on the core effect (PbAoE Blinds) while opening it up to more potential counters.

In a way I too am being protective. But I’m trying to stay ahead of the curve.

D/P Thief Montage [Video]

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Posted by: Dee Jay.2460

Dee Jay.2460

Clips like this make me understand why people hate on D/P Thieves an call it cheap. Especially the fight against the Engineer where you just constantly stealth away.

It’s sad seeing players use Black Powder exclusively for stealth when it has an immense offensive value as well. Dropping Black Powder on top of someone can mitigate a lot of their damage and you’d win fights a whole lot quicker rather than using it exclusively for stealth and Backstabs.

Shadow Shot too is an immensely useful tool for applying pressure, especially vs. Mesmers and Blinds eat their Phantams.

I’m not saying you’re bad, but you play D/P like you would play D/D when the most effective play-style (imo) is actually a little different.

Can't decide - D/P or D/D for roaming

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Would you run Hidden Killer or Executioner? H.K seems better for D/D while Ex. for D/P.

Hidden Killer , almost always when relying on Backstabs. You just don’t have enough Fury uptime to make Executioner viable. Builds that don’t rely on Backstab will typically use Executioner though.

Thanks Dee Jay. Would you please suggest a gear combination for that to work?
I thought about a mix of Valkyre armor e and zerker trinkets.

Valkyrie is certainly a solid choice as it has excellent synergy with Hidden Killer. However after trying both, the difference between Valkyrie and Berserker isn’t all that great. Both can work and there’s no clear right or wrong.

Boring matches

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

PvP matches aren’t decided by skill or even the ability to kill people. They are decided by resource allocation aka. who shifts the right classes to the right place at the right time.

It is a skill too, just not one typically associated as the apex of MMO PvP.

in team fight who do you focus first?

in PvP

Posted by: Dee Jay.2460

Dee Jay.2460

Assuming every class is playing their FotM build.

1. Elementalist (assuming an AoE heavy DPS build). If not they will flatten your team in seconds.
2. Necro – because they are a reliable target and actually die eventually. No dodging or immunity crap.
3. Engineer
4. Any DPS support like Thief or Mesmer – They are hard to pin down but focus fire + CC kills them quickly.
5. Spirit Ranger
6. Warrior (assuming Hambow)
7. Bunker Guardian.

Oh no, I like D/P...

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

What I like about D/P is that, contrary to what many people claim, you actually use all skills on a regular basis.

(edited by Dee Jay.2460)

Cheapest way of getting Ascended wep/armor?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

The cheapest way would be farming Fractals and hoping for a weapon-chest drop. I think there’s a 20% chance to get one at level 50. But considering all the potential weapon-types it’s very unlikely you’ll get what you want.

You can also get Ascended weapon-chests from all other types of content, but again they are rare.

Crafting is really the only reasonable way of getting them in any timely fashion. Now that everyone has had time to level to 500 it’s not nearly as expensive as it used to be. still costly however but bearable if you are well prepared have have a few crafting boosters.

Once you reach 500, the rest isn’t so bad. Creating the actual weapons is “reasonable”.

Ascended armor is what is bat-kitten-crazy.

Remove Blinding Shot from Black Powder

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

To be fair, I wasn’t thinking about S/P much. But then again you still have Headshot which serves the same purpose as an interrupt.

So the point remains.

You can’t interrupt somebody who is in downed state (with exception of launch) and under stability effect. For me, it is very common to blind a downed guardian/warrior/ranger/engineer/necromancer from range, who is being stomped by my teammate to secure the kill; especially when playing p/p, when I can’t close range and put smoke field on top of them.

Black powder and headshot differ a lot in terms on interrupting attacks. A good thief use them alternately, depending on situation. For example, it’s the best to blind an eviscerate, earthshaker or heartseeker, while blinding hundred blades, a stomp or a heal is pointless – where you should use daze instead. There are much more examples, and they can be found against every single class in this game. Yes, your suggestion would dumb down the thief.

Well it is supposed to be a nerf. And the situations you describe are so niche I don’t think they are worth taking into account.

I mean you can still blind people just fine, you’ll just need to do it with the Black Powder field. I don’t consider that dumbing down.

I am well familiar with blind mechanics btw. and still consider this a fair change to what is otherwise a slightly overpowered ability.

But as usual everyone gets super protective of their class once you suggest even a minor nerf and conjure up completely unlikely scenarios where this may affect them negatively somehow.

Some things never change.

PS: You’d have to be pretty ignorant not to see Thieves lining up for further nerfs. They are coming and me personally would prefer them applied in a reasonable fashion that opens up more counter-potential while retaining the core functionality. And this is precisely what this suggestion does.

(edited by Dee Jay.2460)

[WvW]Conditions

in Profession Balance

Posted by: Dee Jay.2460

Dee Jay.2460

A big problem with conditions in WvW is how Rare Veggie Pizza dilutes the debate.

Rare Veggie Pizza

in WvW

Posted by: Dee Jay.2460

Dee Jay.2460

The thing is, you can’t maths PvP.

Crunching numbers if fine and all for PvE, but in PvP there are too many variables, target-uptime most notably, for maths to have any sort of meaning.

I hope this will still be addressed in the foreseeable future.