Showing Posts For Eisenwald.8562:

Daredevil idle and run animation PLEASE!

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Posted by: Eisenwald.8562

Eisenwald.8562

I feel like this will be another dead horse beside the pile of dead horses that include capes, mounts, and build-saver.

^
This

However for the record I will +1 the change. Current animation definitely ruins the immersion of being a daredevil.

Why is withdraw still missing 10%

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Posted by: Eisenwald.8562

Eisenwald.8562

Honestly the fact that the community has to KEEP reminding them over and over for 4 months of patches for the simplest thing to be fixed is depressing. I mean…how hard can it be to change one freaking number? seriously an amateur programmer could do this change in a matter of minutes and it can’t be done by an entire team in 4 months? I realize other things like the expansion are going on but this is still very sad to say the least.

Impairing Daggers is bugged or I am bad

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Posted by: Eisenwald.8562

Eisenwald.8562

Honestly I’m not sure why this hasn’t gotten more attention on the forums. I posted something similar a few days ago but hardly anyone seemed to respond.

https://forum-en.gw2archive.eu/forum/professions/thief/Impairing-Daggers-Bugged-or-Not

It definitely seems bugged and is not just you. This needs more attention so that the developers will look into it. Very strong skill that really helps a hurting daredevil in this power creep but is hardly usable because of this. Thanks for promoting this issue Serious Thought

Fix invisible dragonhunter knockdowns

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Posted by: Eisenwald.8562

Eisenwald.8562

I noticed this almost immediately after my first encounter with the dragon hunter specialization, but didn’t say anything and kept my eyes open to see if I was maybe missing something. However, after giving it a hundred matches (Dragon Hunter is ALWAYS in a match) of testing I have come to the conclusion that there is some form of serious bug with the animations showing.

I do not play the dragon hunter nor do I know much about them, but countless times I will be walking in an area where there is literally no one and no animation for anything near me and I will get knocked down. Not only do I get knocked down, but it does so in a repetitive fashion if I move one step in an direction. Whatever skill this is acts in the same way that Dragon Maw and the staff wall skill work. Whatever it is, it is consistent and has no animation what so ever.

P.S. I run the game at 70+ fps with max graphics (not a potato computer)

Pulmonary Impact bug?

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Posted by: Eisenwald.8562

Eisenwald.8562

P.I. is set to trigger its damage when the mark expires. Currently, the mark removes when the target goes down or dies (by design). As players receive invulnerability when they go down, the damage from P.I. probably just gets negated. I could see allowing the buff to continue on downed enemies in the future.

Hey Karl! Thanks for the response! Always good to see the red Anet symbol on the forums.! However, I must admit that this is something REALLY REALLY circumstantial and arbitrary. In a way I feel like I’m being trolled seeing as how THIS got a response rather than the other dozen much more valid posts that weren’t just about game design but even bugs. Thanks again for the communication though!

Staff run, idle and walking animation

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Posted by: Eisenwald.8562

Eisenwald.8562

+1 for changing up the animations. Specifically the run and idle animations to something more graceful and less brutish. I actually like the walking animation with the staff over the shoulder.

Impairing Daggers Bugged or Not?

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Posted by: Eisenwald.8562

Eisenwald.8562

Regarding the new physical skill Impairing Daggers, is it just me or does this skill bug out a LOT of the time? Let me clarify. When I say “bug out” I am referring to an issue where the message “out of range” or “obstructed” will appear over the player you’re throwing them at even though nothing is obstructing your line of sight and you are well within 900 range of them. This seems to be happening to me quite regularly in pvp matches and I haven’t been able to pinpoint what causes it yet.

So my question to the daredevil community is, have you experienced anything similar to this regarding this skill? And if so, do you have an idea what might cause the effect?

Lingering Light is worse than Blinding Ashes

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Posted by: Eisenwald.8562

Eisenwald.8562

Random blinds heavily diminish skillful play, and having them on such a short cooldown makes fights too frustrating. (feels lame when I win a fight because LL triggered and my pet just happened to blind at an opportune time)

This +1

I agree, if need be compensate druids in other areas. This just feels silly.

Ground Targeted Leaps & Elevation

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Posted by: Eisenwald.8562

Eisenwald.8562

As most of you out there flying around on the daredevil are aware, just like other leap effects, vault has some serious issues when not performed on a flat surface. As far as I’m aware this has always been the case with this type of ground targeted leap mechanic. I believe the issue is that ground targeted leaps will not land properly when going downhill. Terrain and elevation also seem to effect the distance of the leap occasionally where your character will appear to hit an invisible wall midair and fall short of it’s targeted destination.

I don’t think it’s ever been such a big issue until now. However, I believe the reason this issue (I guess you could call it a bug) has escalated is because it is now affecting the MAIN damage component of the entire new elite specialization daredevil, where as before it never plagued such core abilities.

When taking this into consideration regarding sPvP it takes a huge toll on the abilities of this class specifically, especially on certain maps. The first one that comes to mind is Forest of Nifthel. When vaulting towards an enemy anywhere near the middle point with all of it’s elevation (especially the stairs) the strike will land midair and fail to hit anyone. Considering vault is by far the largest contributor towards damage, this is a big problem.

I’m sure that the developers are aware of this issue since it has been in the game for quite some time and has been an issue for other classes with similar abilities. This issue should have been fixed well before now, but in light of these new abilities I believe it is an absolutely necessary fix.

Unblockable & Thieves

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Posted by: Eisenwald.8562

Eisenwald.8562

And… since all those classes have been given a lot of blocks, I don’t see why we wouldn’t have something against it.

Just like stealth and reveal.

I feel like that’s a valid point. My main issue is that with so many blocks given out to other classes, it feels frustrating to have practically no options for counterplay regardless of build.

Giving a spamable ability unblockable could potentially get out of hand, however on debilitating arc it might not be such an issue seeing as how it puts distance between you and the target and also will not stop the block. I do completely agree with you though that the animation for that skill is…not what I expected to say the least :P

Unblockable & Thieves

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Posted by: Eisenwald.8562

Eisenwald.8562

First of all I want to say that I’ve had a heck of a lot of fun running around with the new daredevil build, even if it does pale in comparison to the ridiculousness of the other class’s elite specs. Although it’s been fun, something I’ve consistently found myself becoming irritated with is the complete inability to do anything about a bunker build, mainly due to blocking.

After looking through the abilities and skill options it seems that the only somewhat reliable ability to get through block is the 3 second knockdown trap. However, this trap has a significant cooldown in comparison with the vast amount of blocks out there and is also very difficult to aim when multiple players are running around.

This is not a thread complaining about thieves feeling underwhelming (although there is definitely room for that) but rather a general inquire regarding the thief’s options when it comes to facing mass block classes such as Revenant, Guardian, Chronomancer. Perhaps it’s not the thief’s lack of block penetration but rather that blocking has becoming far too accessible to many classes? Or maybe there is some other way to counter this I’m unaware of? What are your thoughts on this?