Trolls gonna troll I guess. Moving on…
I HIGHLY disagree! There’s NO need for a MF stat.
Traits should be left for combat mechanics. This suggested trait would be literally USELESS in PvP and would just be taking up a space for a better trait.
I already have a full MF set on my thief (excluding back piece), and it gives me a total of 167 MF with omnom bars with 25 stacks…and another 50 if I choose to use a booster.
So you’re saying that since you can attain already that much Magic Find, and additional bonus would be meaningless?
I find your logic a bit difficult to understand. Especially when there already are quite a few “useless” traits that could be easily rewritten with the one suggested by TC.No!
What I was saying is traits are meant for combat bonuses and additives…NOT MF boosting, or anything else like that. That’s what boosts/foods are for.
The fact about me attaining maximum MF (excluding back piece) is there to prove that there’s really no necessity for such a trait. It’ll do nothing but add to our already garbage selection of traits. That is all.
If anything, make it something PASSIVE (already built into steal) that steal applies/grants. For example: when you steal, you apply a 15s debuff in PvE, which increases your chances of getting rarer items from the monster, if you kill it in that duration.
If this was too difficult for you to understand, then just skip over it.
Why so condescending? We understand what you are saying, it’s just that your logic is flawed. You are achieving “Max MF” only because there is nothing else you can do to boost it. I don’t know of any hard cap on MF, only the fact that there are only so many things we can currently do to increase MF. This proposed trait would increase the max possible cap.
I do appreciate that you tried to be constructive with your idea of a passive trait built into steal. This would actually make a lot of sense, as there are already so many cool things you can do to support your party with steal.
Just, try to be constructive instead of telling us all how simple-minded we are… lol
@Kurow: what’s to understand?. You don’t think it is necessary, traits should be just for combat, it is useless in PvP, you have a MF set.
Congratulations?
I’m not trying to be negative in any way. I just thought it could be an interesting addition to an already awesome game.
I think that it could especially enhance the group aspect of the game, which I feel is still a bit weak.
I have found that it isn’t effective against most champs and bosses. They get the “blind,” but it doesn’t seem to affect them at all.
That being said, today I soloed 8 Snow Trolls (lv80) at the same time , one of which was a vet, while takinkittenage because I kept Black Powder up the whole fight. It is still very useful at high levels, just not against champs and bosses.
I HIGHLY disagree! There’s NO need for a MF stat.
Traits should be left for combat mechanics. This suggested trait would be literally USELESS in PvP and would just be taking up a space for a better trait.
I already have a full MF set on my thief (excluding back piece), and it gives me a total of 167 MF with omnom bars with 25 stacks…and another 50 if I choose to use a booster.
It has already been stated that this would be for PvE primarily. You are correct that this would be useless in PvP, so feel free to pick a different trait! There are lots of them that are “combat” based for you to choose from. This new trait would just allow for a different dynamic in PvE play.
C’mon guys, you can’t help but be a little but curious about the possibilities here!
(edited by Dietere.3476)
I don’t agree with the assertion that thieves are undesirable in a group situation. I’ve actually been specifically sought out on many occasions to perform group roles. The new Fractals, in particular, have some excellent uses for thief mobility and stealth, and a well-built thief can always contribute their fair share of damage or utility, depending on the setup.
Neither do I. There have been plenty of times when I have amazed and surprised my party, both with PUGs and my guild. The fact that thieves can do so many things makes them very useful in all types of situations.
My point is that there is a lot of complaining about how thief is underwhelming in PvE, primarily by non-thief mains. A treasure hunter trait would persuade groups to give the thief a chance impress. It would add an interesting dynamic to team play, especially if you could only receive the benefits of the MF by meeting certain reqs like proximity to the thf, damage output, or even something crazy like pulling off a combo with another pt member.
I see that these dirty buggers have found their way to the Lost Shores. Not sure who invited them, as they have yet to justify their existence. Explain yourselves! Why?
I would like to take your proposal one step further: increase drop rates inside dungeons, but also have an entry fee. This fee could be actual gold/silver or some sort of item that each member has to have in their inventory in order to enter the dungeon. That would keep people from repeating the easy early parts of dungeons, like in TA how there are quite a few easy mobs before you really have to make any decisions. It would also cause people to be more thorough in exploring the dungeons because they will want to kill as much as possible to maximize their returns. No more speed runs, what? Play the game, don’t just race through it in the grind for your legendary!
I like how you played devil’s advocate, so I will do the same. If you imposed a fee on running dungeons, it would cause players to think more about setting up a balanced team so they don’t waste time/money. This could effectively eliminate certain professions/specs from even participating. It could turn into what happened in GW1 with the funky Underworld groups that you had to learn a whole different play-style to participate. That being said, isn’t that what “end game” is all about in a lot of cases?
Short answer: ppl qq about OP thief, doesn’t matter which skill we are talking about.
Long answer: I’m sure someone more mathematical than me will give a very detailed explanation of why they nerfed Dancing Dagger. Bottom line is it probably has to do with “balancing PvP.”
With all of the nerfs they have been giving to us poor thieves thus far and all of the qq about how our class is basically worthless (not my personal opinion, btw) in PvE, I have the solution: give us a Treasure Hunter ability.
This would basically be a boost to MF. It would affect the thief, but it could be applied to an entire party. This could be a trait picked up through trait point allocation, maybe in the Trickery set or something. It could have several tiers, affecting overall drop rates or even improving just rare drop rates. Of course certain reqs would have to be met to activate the trait, like tagging for enough damage or what-not.
I borrow this idea from another MMO, so haters beware. I played a lot of FFXI, and thieves were a must-have in endgame content because of their treasure hunter abilities. There were many theories about how the trait actually worked, just as we have with our constant MF debates.
If for no other reason than curiosity/superstition, this one trait would secure thieves a welcome spot in any group, dungeon or otherwise. Ok, maybe not PvP. But you get the point.
I would love to hear your thoughts about this admittedly controversial topic.
(I recognize that this post might fit better in the “suggestions” thread, but because it is specific to thief I thought I would put it here. If someone would like to move it, be my guest.)
Mostly the comments are about PvP and WvW my friend. PvE can be pretty easy so tactics there aren’t really discussed much. In PvP and WvW players get killed by thieves and get emotional about it hence all the threads of thief OP! I’m sure if mobs could post they’d be calling you OP
Good point. Ok I will stop feeling bad about my PvE ways.
So my new question, then, is this: how does a PvE player transition into the WvW/sPvP world? What kinds of changes do I need to make to be effective?
So I have been watching these forums for a while now hoping to find some validation for my play style, but nobody has ever mentioned it! This leads me to believe that I am doing something very wrong. Please give me some advice!
I don’t have any friends in the game, so I almost always play solo. I am at 80 and I just kinda wander from place to place doing DEs and what-not. That being said, let me explain what I do:
I play mostly PvE, but I have used this in WvW a bit as well. I like to solo mobs, especially when I feel like they are much tougher than me. Early on I discovered the D/P setup for Thief. I start by hitting Black Powder to blind the mob, and then I proceed to kill it. I usually drop Caltrops and occasionally throw in a Heartseeker to go stealth and then backstab. Then when Black Powder wears off I use it again. Basically the idea is that the mob is blind the entire fight and I pretty much never take any damage.
This works with large groups of mobs as well, especially if they are mostly melee. You gather them up, use Black Powder to blind them all, then kill them one-by-one. I have used S/P as well because of the AoE from the sword.
I love this setup and I have used it all the way from the beginning. It can be a bit slow to kill with really tough mobs, but because I pretty much never take any damage it is relatively safe.
My question, then, is this: why am I the only one who seems to do this? Am i playing Thief wrong?
The only thing I can think of is its for those that power leveled by crafting and they need to update their gear whilst they farm their own better gear.
But this has been largely made redundant as the TP offers better gear for the same price if not cheaper, an issue that perhaps the devs couldn’t foresee?
I guess this could be a possibility, but if you truly gained that many levels from power-level crafting then you probably did leatherworking, armorsmithing, huntsman, weaponsmithing, or tailoring along the way, so you ought to be able to craft your own gear.
It just seems that anyway you look at it, these NPCs are pointless. I just don’t understand why A-Net would put these things in-game unless they had a useful purpose.
Anyone else have an idea? I MUST KNOW!!!
Bump. I want to know why these NPCs even exist. They seem almost pointless. The Guild Wars Wiki for Weaponsmith even says:
“Weapons sold by these NPC vendors have less strength and lower attribute bonuses than crafted weapons of the same level (approximately 20% less average strength and 20-30% lower attribute bonuses compared to the crafted equivalent)”
Why would anyone want that? You can buy, or better yet make, crafted versions which have better stats, very often for cheaper than the NPC prices.
Am I missing something, or are these NPCs really that pointless?
(edited by Dietere.3476)
Yep my bad I suppose. I wish I had some novel tips for you, but I am still fairly new to the game. Just remember that when your super rare exotic armor breaks, go ahead and salvage it because it is completely worthless when broken!
Get it…?
I think they are for if you break your armor and don’t have enough repair money. That’s the only thing I can think of. Inexpensive armor so you don’t have to run around nekkid.
In some high level areas it is more expensive to buy the npc gear than to repair your own. So while this may be one possible use for this stuff (armor at least, but not weapons), I can’t imagine that this is what the devs had in mind when they placed these npcs.
So I see these npcs all over the place with the armor or weapon symbol above their heads. They seem to all sell the same thing. Some of them even have two different sales tabs with a set of different prices for seemingly the same items, maybe with different level reqs.
What gives? Do each of these merchants have gear with different unique skins or something? I’ll be honest, I haven’t bought stuff from these guys so I haven’t actually tried it out for myself. It seems, though, that they are pretty much pointless.
If someone wiser than me reads this post, can you answer my question?
(edited by Dietere.3476)
In response to your comment about crafting: do it because you enjoy it, as a simple search of these forums will tell you that there are currently very few reliable ways to earn big bucks through crafting.
Let’s not turn this into a discussion about crafting for profit now, trolls. I just wanted to point this out, as I jumped right into crafting when I started playing GW2. Coming from another MMO (FFXI) where high level crafting can be extremely rewarding, I figured this game would be similar. So far no such luck. I still craft (tailoring and leather working) but only because I enjoy making my own gear.
Isn’t that the same skin as Grenth’s Tear?
