IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock
Actually it’s been stated before that it’s working as intended. Stunbreakers are STUNbreakers. Want to avoid all CC – get stability…
You know how stupid that sounds, even if it is intended? Because not every class can get stability when they want it, in these situations
This would actually break the class. No more burst combos from stealth, I am honestly trying to figure out how many people actually play thief. You could say that is “counter-play” to stealth look at it realistically, and avoid try to avoid the damage.
Just as much as you guys are saying thief is spamming, you want this one thing to keep you safe, against damage that is 100% avoidable.
You’re not making sense.
This won’t break the class. It will only break those who spam backstab and don’t watch for the warrior blocking, or the guardian being SMART and using aegis on his dying teammate to save him from a backstab. The other players in this scenario are “learning to play” but the game favors the broken thief and let’s him spam an attack to clear aegis which won’t even reveal him. It’s quite stupid.
How is a backstab 100% avoidable if you can’t see it coming or block it? Really? 100% avoidable?
P.S. I main a thief. I think it’s absurd that I can spam my backstab like this.
Think of any other situation, where a thief would just try to burst, and all anyone would have to do is put on aegis. As much as you guys are saying 1 button win is backstab, or spamming, 1 button win will block all the thieves damage. Get real.
And its 100% avoidable by using aegis, and dodge rolling, and predicting stealthed movements, if you play a thief then you would know this.
EDIT: I am still all for making backstab unblockable, this might be good for everyone. The thief would then have to get the right angle of attack and a backstab, because it will always hit through aegis.
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This would actually break the class. No more burst combos from stealth, I am honestly trying to figure out how many people actually play thief. You could say that is “counter-play” to stealth look at it realistically, and avoid try to avoid the damage.
Just as much as you guys are saying thief is spamming, you want this one thing to keep you safe, against damage that is 100% avoidable.
@Phantaram
Why, would a thief not use Shadow Trap? It has amazing utility and allows for decaps on far, when used in that way. Or can be used defensively to help your back point on home, it makes the thief that much more mobile. And that is exactly what I meant, the thief would go for a decap on far (stealthed), and if the player they have on backpoint comes back, he will be able to pick to fight, or leave.
As far as refuge goes, there are so many knockbacks and pulls and blowouts, you can stop a revive in refuge. Considering they have stability, none of this will work, but as well that means they won’t have stability for stomping. I said it is good, really good. But increasing the cooldown, how would this effect the thief? Shadow Refuge is not only used for team utility but can be used to drop on oneself right before they are downed and alert teammates.
I know stealth is hard to balance, and its difficult because of the innate reason it effects one class in particular so much.
Sword/Sword thief??? Pleeeeeeeeeease!!!!!
Yes, it does. However if he actually did everything in his power to avoid getting hit by a backstab, he would have avoided it. I mean 8k damage is a lot so he is most likely not a bunker might not have a shield, and easy access to protection.
The thief was dumb enough to try to stab him when he had his mace block up, why is the thief not suppose to be punished for his terrible play like every other class that bursts into a block?
Didn’t I already describe this? Regardless, if the thief waits or he receives revealed he is going to be out of stealth. The mace block lasts 3 3/4s, that’s longer than an average stealth. Stealth from refuge is 8-10 I believe. But, why would you let that happen?
I don’t understand why it is so hard to just play against stealth, and not sit there and let the thief hit.
While I can see issues with Aegis blocks causing revealed (or anything that can spam blocks), the OP referenced the “mace’s counterblow or offhand sword’s reposte” which I think counts as “playing against stealth”.
Yes, it does. However if he actually did everything in his power to avoid getting hit by a backstab, he would have avoided it. I mean 8k damage is a lot so he is most likely not a bunker might not have a shield, and easy access to protection.
So, I ask why this change?
Because if you blind,block or evade other classes burst they usually can’t just burst you again. People think this should be how it works with every class.
Well, a good thief should try to position themselves to get behind an enemy player, this eats time on stealth. And normally the backstab will be near the end, or at the end of stealth. So, if you have aegis, and it backstab is blocked that’s more time, if you dodge it and turn around thats even more time, and the thief is out of stealth.
I don’t understand why it is so hard to just play against stealth, and not sit there and let the thief hit.
It has nothing to do with not being able to beat a thief but rather just continuity in how the game is played. Thief’s probably would have to be compensated somehow due to having a tougher time landing there burst on good players but that doesn’t detract from the argument. The point is a thief’s can backstab after backstabbing into a block but a warrior(or any class really) can’t eviscerate till its off cooldown.
Uh, well Backstab is on the auto attack, thats is why it’s spammable. I would argue it could cost 1 initiative so its not technically free but does not tax you any initiative. But again, if the OP literally does everything in his/her own power to just avoid it, it does not happen, if anyone does.
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So, I ask why this change?
Because if you blind,block or evade other classes burst they usually can’t just burst you again. People think this should be how it works with every class.
Well, a good thief should try to position themselves to get behind an enemy player, this eats time on stealth. And normally the backstab will be near the end, or at the end of stealth. So, if you have aegis, and it backstab is blocked that’s more time, if you dodge it and turn around thats even more time, and the thief is out of stealth.
I don’t understand why it is so hard to just play against stealth, and not sit there and let the thief hit.
Why does this keep coming up, even in the thief forums this was there for awhile. It is a bad idea.
I am going to give you an example on why this is a bad idea.
“A thief sees a mesmer, the thief uses black powder to burst, and the mesmer uses chaos storm and instantly gets aegis, thief uses his burst, and is revealed.”
Guardians are like the one class that have aegis all the time, but why would a thief fight a bunker guardian, ever? I would be okay with this if revealed was brought down to 3s, but seeing as that wouldn’t really effect anything, this still remains a bad idea. I understand that stealth needs a direct counter but this only effects thieves.
So, I ask why this change?
Is this some kind of joke? If you use a stun break on something CCing you, it should break the stun, not keep you CC’d. Like, how is he arguing against this. This is most noticeable for teleports, like Shadowstep, or Blink.
And this is not only a problem with eles. Engi’s have blowouts, guardians, and the same goes for knock backs. Don’t know how this thread should only be about eles and updraft.
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Here’s a few things that I think are too strong at the moment.
Sword/Dagger Thief – It just dodges too much. It is often the biggest threat on the enemy team but also the last thing you wanna focus because you will end up wasting all your spells on him while he’s dodging. Alternatively you could leave the thief himself really strong but reduce his utility. Shadow Refuge is just as strong of a rez utility as any other in my opinion if not stronger and is only on a 60 second cooldown. Lyssa runes are also pretty strong, reduce boon duration to 5 seconds instead of 10? Obviously nerfing all of this is way too much. Just choose 1 or 2. It’s also kind of odd that flanking strike aoe cleaves. That dagger has quite the wide range of attack!
Stealth – This is the biggest one for me and I talked about this a long time ago in the SOTG and it’s just gotten more and more out of control. If you have two sources of long stealths in your teams line up your options at any point in the game and especially at the beginning are limitless.
There HAS to be a limit on how much stealth you can get. 6-7 seconds sounds reasonable to me but even then with two sources of stealth that is 12-14 seconds which will still give you tons of options and advantages over the other team. Stealth is a REALLY tough one to balance. As it is now people are walking around the map all leisure like for 30 seconds just talking amongst themselves like “Well I dunno who do you wanna 1 shot? We’ll 1 shot jimmy, no… bob! Well actually lets not even attack this node, onward to the enemy close point! Okay we are all here? Roger Roger. 3 2 4.. I can’t count… go! success! that other team can’t counter our amazing strat lol!”
I am going to try and be as constructive as I can.
For S/D thieves it works great against basically everything, but it is not overpowered. What made this build, and this role, much strong is Shadow Trap. The fact that you can keep pressure on 1 side of the map (mostly being the enemies close point) a good 50-70% of the time during the game, is pretty noticeable and makes teams overreact.
Changing Lyssa runes boons would be fine, but I personally do not like this. Thieves have never been the class that should be stomping enemy players, but if they can do it, they should, and Lyssa’s stability helps a lot with that.
As far as too many dodges, rangers have “too” many dodges, they can get a lot of vigor as well, I would like to see something more specific.
Shadow Refuge is a great skill to be used for reviving it really is, But it is not an instant revive, say Illusion of Life, or Signet of Undeath or Warbanner. The thief or teammates still have to actually revive that downed player, and that is the difference.
Stealth, stealth openings are good, and borderline too strong against players who react incorrectly, or overreact to it. Even when you react correctly, its mostly true your back point should die. Changing something like this, did you think how it might effect thieves? I mean D/P Burst thieve of course.
I am going to agree with most of what you said for thieves and stealth. I just wanted to give some counter-arguments, and hear your thoughts.
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… EoN, just because I don’t say that the thief doesn’t need a buff to something, it means I call them OP? I consider necros as too much powerful, not thiefs XD.
.
I was more talking to the people that literally came into this thread just to say thieves are OP and don’t need this change reverted, with no reasoning behind it.
Really sad how people still to this day say thief or any profession is OP and just refuse to l2p. This is why this game will never have a “real” metagame.
The current revealed is fine, but it is not like the 3 second revealed made thieves immortal with stealth, they were never immortal. They increased it with out any justifications for it (in sPvP). In WvW it was a problem, still is, not in sPvP, and I am just repeating myself.
I cannot agree to anything you just said right there, but Revealed was reverted in WvW, and they are constantly complaining about stealth spamming thieves. Why was Revealed not reverted here, when stealth spam is not even rewarded, and not complained about? To me it just seems like Anet forgot about it.
I am curious how we know who are the top teams atm, when there is no official ranking for Teams, no prestigious tournaments, (I guess Masters of the Mists). This is more nit-picking than anything, I know there are good players.
But the best, really? No one is the best at this game yet.
On-topic: Restrictions suck rah rah rah, let me go to Seattle please rah, I want to compete.
You do realize these restrictions is not from Anet, and the tournament organizer? Or do you think Anet is the tournament organizer…
Since this is like the first tournament notably to happen with GW2 and esports, I do not know why there is an age restriction, or region. But this is PAX, they did not always host esports events there so it does not really surprise me.
Well if they change some stuff with the map, I hope it does to. Just like I hope Spirit watch returns, as long as they change some stuff.
Sigh…I had this same idea like 2 months ago, everyone said it was terrible idea. Basically because it is. This system would be available to everyone of each rank, and most rank 50+ have millions of glory, millions. They would advance through ranks so fast.
Ranking up doesn’t need to be faster, or slower. What needs to happen is more rewards in between per 10 ranks. Whether that is weapon skins, armor skins, or back pieces, or dyes.
And should not have to do PvE to get skins in PvP.
Do you know how many rank points are required to get to rank 80? Why do you assume the conversion rate would be 1 glory=1 rank point? The ranking process is too kitten grindy and glory is useless. Why not allow us to spend it on something (anything at this point).
What I said is they should make more rewards per 10 ranks. For e.g 10 – 20, 20 – 30, 30 – 40. I there was just more rewards the time required shouldn’t matter.
Sigh…I had this same idea like 2 months ago, everyone said it was terrible idea. Basically because it is. This system would be available to everyone of each rank, and most rank 50+ have millions of glory, millions. They would advance through ranks so fast.
Ranking up doesn’t need to be faster, or slower. What needs to happen is more rewards in between per 10 ranks. Whether that is weapon skins, armor skins, or back pieces, or dyes.
And should not have to do PvE to get skins in PvP.
Come on people. You ask for diversity and then you scream when something different appears and your like “give me forest! Give me Foefire!”
Give me a break
So, because this map is not run of the mill conquest we should give it a chance? And because it is fun to watch? This is where I draw the line. Spectators should not be thought of first, always think of the player experience and then spectators when making a game that wants to be an esport.
Also, this map just simply has to much going on, if there was one side gimmick, like the other maps, I would not see the problem. WHY does there have to be another map with a trebuchet, that you barely even have to aim? And how does that create diversity?
Yes. You should. Because people are complaining we have no new game modes and ANet is bringing in ways to make it feel less like conquest without actually removing conquest.
Spectators shouldn’t be taken into consideration? Ok then how are we going to get a casual fan base if its not interesting to watch? Only reason I started playing league is because of the tourneys were interesting to watch.
Spectators should be considered after the player experience, not before, I did not say it shouldn’t be considered at all. And in all honesty there is so much stuff going on with this map, it feels like the conquest is the side objective.
Why is S/D thief even in the OP when this is clearly a engi discussion?
Come on people. You ask for diversity and then you scream when something different appears and your like “give me forest! Give me Foefire!”
Give me a break
So, because this map is not run of the mill conquest we should give it a chance? And because it is fun to watch? This is where I draw the line. Spectators should not be thought of first, always think of the player experience and then spectators when making a game that wants to be an esport.
Also, this map just simply has to much going on, if there was one side gimmick, like the other maps, I would not see the problem. WHY does there have to be another map with a trebuchet, that you barely even have to aim? And how does that create diversity?
What skill is there in that in just CCing someone while they get annihilated by that. Sure it makes everyone play different builds, but in a 3-round tournament, you cannot change builds, you can change utilities and traits.
There are no 3-round tournaments. And they probably won’t come back that soon(they might have other maps then at these 3-round tournaments).
Skill by CCing someone that gets killed by falling down? Yes. You need to time and save the skills that do these stuff… and be careful not to die to others that do this.
Also both teams need to to the same. All maps can be played in tournament. Cause it is not the maps that need to be balanced(maybe if they give a terrain advantage to some team – such stuff has to be balanced) but the players and teams.
Even classes don’t need to be balanced 1 vs. 1 and a few classes can just be stronger at one map – no problem… if the teams are balanced and the players(meaning by skill and team composition so every team has a few playing classes that are good at that map for certain stuff).
Face the truth: You just don’t like the map cause you play a class that is not good at this map and get pwned by the other teams… which also might because the map is new. People will learn to play it and just have someone controll the cannon for their team then everything is fine… even if you don’t play a “good class”… cannon won’t be able to hit you as long as somene else from your team plays a “good class”(fearing others down and controlling the cannon).
Of course both teams then will have people fighting for the cannon. Which makes it fun. Better than some secondary objetcive you can just ignore… like Foerfire “lets zerg at middle and never to go lord”.
Edit:
2/ The quickest way to kill OP so far. Push OP out of the ledge, GG. How does that promote skill play?
You use skills to push them(launch) or fear. More fun and skill play then the usual “hey taking a build from internet and using a preset skill rotation”.
By 3-round tournaments I meant actual tournaments.
And there is no skill in just using CC, you don’t have to save onto it, especially when every profession on your team would have one. Whether its a KB, KD, or fear, even immobilize can be considered. There is no skill because there is no real counter-play to it.
Sure you fight at the cannon, same situation. Anyone that just gets knocked off loses that teamfight. Or even if it is a 1v1, put the best class up there to just knock someone off.
This is not a good map, but it is not bad as a FUN map, and that is all it should ever be.
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I don’t mind there being maps solely made for fun, and not for tournament rotation, as this is what this map is.
You have a map with break through floors, jump pads, and a treb that is undodgable, unblockable. What skill is there in that in just CCing someone while they get annihilated by that. Sure it makes everyone play different builds, but in a 3-round tournament, you cannot change builds, you can change utilities and traits.
Still to early to call it a bad map, but it is definitely not going into tournament rotation with that super treb.
Generally top tier players are extremely biased to their respective roles/race/etc. Since the last good multi profession player is already working for Q&A, I don’t really expect them to do anything like this.
- Lack of educational aids <> initial learning curve of the gametype.
Am I the only one who sees a problem here? I personally only play in Hotjoins and you know what? I don’t wan’t to get “educated”, I want to have fun kittening around and fighting people my way once in a couple of days for several hours.
I think you are a bit drifting away from the definition of a word “game”. Guild Wars 2 is a game first and foremost, not some sort of educational program or a real sport (despite of the esports whining all around).
I basically view Hotjoins as a Deathmatch with a twist and it’s fun for me, why should you ruin that fun? What for? So that you will have less “n00bs” in your precious tPvP? Don’t you think it is a bit selfish?
I think you are missing the point here. Hot-joins are barely any fun for anyone, and they don’t teach anything at all. If running around dying to rank 50s or killing rank 10s is your kind of fun, then sure go for it. If I am in a hot-join I hardly ever play my main profession with a build I know best.
IF there was unranked (like I have stated previously) it could replace or be one with hot-join. Maybe we don’t need to remove hot-join but give those newer players a second option, so they can slow step into tPvP.
And yes, this is the whole point so there will be less inexperienced players in tPvP. Any team of Rank 40+ will just stomp rank 10s. Obviously rank means nothing, but 9 times out of ten, it has not been a smurf. The only way for them to learn (there’s that word again) is to play the exact same game mode – 5v5 – but unranked.
Learning can be fun, just because this is not an educational game doesn’t mean you should not have to learn how to play it.
So basically we need unrated tPvP and should remove hot-join? I cannot agree more with that. If they re-add unrated tPvP, I personally would have no reason ever to do hot-join.
One more thing, the reason they removed free tournaments aka, unrated is because it was basically premades stomping pugs. If they were to implement an completely overhauled solo queue feature, in unrated play this problem would not exist.
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Thief condition builds definitely need some help. Skale venom is not that great in sPvP or PvE (<- I don’t think). Thieves are still somewhat pigeonholed into one or two conditions, and that is bleeds and cripple. More reliable poison would be great for the thief, and it would help out some of this D/D builds in sPvP and even P/D builds a lot.
I don’t know why there isn’t someone too bring on that just plays all proffesions , and knows them decently well. Then we would not have to worry about which one person to bring on for his one proffesion.
but plz remember 1 v 1 is solo obviously and has nothign to do with the effect of a group guild or server. you are utterly doing nothing but serving a lil bit of self interested fun. which is fine….but unlike other classes you dont have the luxury/option to get serious and go join the fray. at that point just reroll. other htan stealth in dungeons we suc k in pvp and other than 1 v 1 we suck in any mode of pvp. thief is very fun to play while roaming as you do enjoy the 1 v 1s. but has quite alot left to feel lacking. srry but we are one of the 2 worst classes overall…nesxt to ranger
Nope.
I’ve said that Thief is useful for a group guild or server.
Roaming is as useful (probably even more) as wandering around following your commander and throwing your AoEs randomly.
I can list you everything a thief is capable to do better compared to other professions in any mode.If Thief was that weak in PvP, I wonder why most of the top tier teams run one thief.
I do not know if you are serious or not but for the most part, the only reason “top tier” teams bring a thief is for shadow trap, and to decap far. Any other utility just cannot compare.
This doesn’t make them weak obviously it just makes them wanted for this one reason. When Shadow Trap gets nerfed Thieves are nerfed for team viability.
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I am pretty sure this is not true for everyone that does PvE/WvW, but definitely some. I don’t know if this is a problem that can actually be fixed. More aesthetic rewards and such might bring more WvW/PvE players to want to play. Especially if they can work towards their legendary.
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Did you move this from the sPvP forum?
Still a neat video, I found it very noteworthy for someone that might think S/D is nerfed not viable.
I don’t know if anyone knows what Live on 3 is, but I now know why they have never talked about Guild Wars 2. Live on 3 is a talk show with 1 special host, and a few special guests. Hosted by DJ Wheat and Slasher.
This show just talks about current esports or just esports in general. Games that are up and coming in the world of esports. Anet as done very little to try and get their name out there. They could have had something on Gamespot by now, it boggles my mind that they haven’t
I haven’t been playing as much because I’m frustrated with the way anet has been patching lately. Every patch it’s a huge nerf to one play style or another that uses to be a fairly popular style. This patch s/d got kitten d. Shortbow got kitten d over 2 patches.
Enough is enough…
4s revealed in pvp? Why?
Why any of these nerfs? Thieves are not OP. They are strong in wvw because of pve gear stars and the high crit rate/power they can get combined with superior mobility and fact that 90% of wvw players are noobs.
I seriously enjoy playing diablo 3 more than gw2 atm because of anet and thier patches.
Some splitting of balance would have been really nice this patch. Like Cluster Bomb for example. I remember they said that they wanted to start splitting WvW, PvE, and sPvP, they haven’t really started doing that. Revealed is a remnant of beginnings of it, but they should have reverted it for sPvP.
See that. Stacked team of good players.
It really doesn’t matter what profession they play a team stacked with good players will always dominate newbs.Sure it maybe easier to do it with necromancer now because newbs have no idea how to counter that kind of necromancer.
The bigger problem is hotjoin is jut consisted of good players farming newbies for glory. Anet needs to do something about this.
That last statement is just pure ignorance. Let’s stop good players from playing hot-joins. Noo, push them into tPvP so we can face more rank 1s and rank 10s. Are you serious?
Unless Anet does something about rank points, you will never stop seeing high glory rank players in hot-join.
Oh and also, rank =/= skill.
I am taking the approach you mean for tPvP, since that is how most things are decided for pvp.
Well I am sure the downstate mechanic is here to state. Because for every one person that hates, there is one that likes it. It is a nice to dynamic mechanic to have for spectators. As for the players, like me and you, 2v1s should be solved by your team responding and coming to help you. A 3v1, you should be never fighting this in the first place.
The downed mechanic is very fun as it is frustrating. You can make sick plays trying to revive a teammate, or just stop a stomp.
Unlike most people on these forums I can see the logic behind the cluster bomb range nerf,
Would you mind elaborating on that?
I already commented this in another thread.
Ranger’s short bow is also now 900 range. Same weapon, same range. Sounds logical. I know rangers have long bow as well, but thief has better mobility. And I would still argue that thief’s shortbow is better than ranger’s longbow in most circumstances (I got both level 80 ranger and thief).
This is a terrible argument. You are comparing them because they are the same weapon? Really? Grenade has 1500 range and more conditions, why wasn’t that brought down to 900? You know to compensate for nerfing ranger SB. The same could go for necro staff, but at 1200 range.
Cluster Bomb is good damage, but it does not give as much as the above weapon sets that I just stated. What you are arguing makes no sense. If they are going to balance weapons, balance them within the class, not like this.
Thieves had to be completely useless for them not to be whined about. Just run with a Shadow Trap and vanish in thin air, I am sure that will rise more QQ eventually.
It seems like some people in this thread don’t even play this game. Honestly…
S-tier:
N/A
A-tier:
=Mesmer
=Ele
=Necro
=Guardian
B-tier:
+Thief
=Engineer
-Ranger
-Warrior
This is about accurate, to lazy to just create another tier. This game is finding its way to balance. Necros are going to become an abundance very soon, just because of the constant condition spam, but are still relatively weak in surviving when being focused.
I play a thief, and thieves are not as good most people say. Thieves still have their obvious weakness, conditions.
Anet definitely played whack-a-mole with their balance on Tuesday, why are rangers so awful right now? Warriors imo, need to explore more builds than just the ones they know, or they think they know.
1. When are going to see a revamp on PvP rewards/reward system? PvP rewards are extremely lackluster and players like to play this game, they just don’t like to keep grinding if it feels like they aren’t going anywhere.
2. Matchmaking. is kind of still off, you cannot play against a full solo queue, but you can still play against 3 solo queued players and 2 grouped players as a premade. Obviously this a technical difficulty for you, (I think) myself, and the community would like to know when.
3. Team leaderboards/Solo Leaderboards. When are we going to see these? Maybe when we can achieve a solo queue that queues properly but, a leaderboard that shows team names, and their W/L and rank, and maybe rating?
These should all be talked about in my opinion.
They have already said that they are going to improve on the rewards system in a later date. It is just a matter of time.
We all know it sucks, we all know it needs improvement, and most people do not like RNG. We can only hope they eliminate most of the RNG involved with obtaining rewards in HOTM.
Oh, and the Glory Booster thing, they do not need to make ranking up easier as long as there is more rewards for the players spread out every 10 ranks. The only thing that separates 10 ranks is armor/weapon skins and bag size atm.
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Mixed feelings about Shadow Trap.
The skill definitely works, it and 10k range is from far point to your close, on Nifhel (maybe more). If you are lacking condition clear then you should never commit to a team fight. Or you could run Shadow Trap and Shadowtep, which imo is overkill in terms of mobility and stun breaks.
There are some build or weapon sets that have condition clears, but d/p does not. S/D has, what one condition clear, and you run it with the signet that gives you two. I just really don’t like being even more susceptible to conditions.
Shadow Trap is not overpowered, because of the simple fact that it makes the thief even more weak to conditions. I would not be surprised to see some condition back builds now.
What I will agree upon is that multiple terror necro’s on a team are a royal pain in the butt to deal with. Class stacking is bad no matter what class it is.
What I find funny is that necro’s didn’t suddenly get more bleeds, more poison, more fear or anything else. They did get Torment but it’s a long cooldown, doesn’t last very long and it’s damage really isn’t even that great. People just aren’t used to playing against necro’s. All the cries of fear/terror being OP are just silly as this is something necro’s have ALWAYS had.
Necro’s still have the same problems they had before. No mobility, no vigor, no way to disengage, no way to chase down etc. They are just as squishy as they have ever been.
I said this, when multiple necros they just put one at their back point. Spectral wall can not be avoided by everyone. As a thief I can telelport past it, not everyone can. If you get feared into a wall, you are basically dead. And necros have burning, the burning ticks for like 600 for 4s. That and all the other conditions plus terror is basically a dead thief, or mesmer, or anything else that has the go far point.
I will give this more time to ease into, but trying to cleanse, what 7 or 8 conditions as a thief is near impossible.
if you’re fighting against a necro with burning then they’re a hybrid build and have 0 defenses
Fear isn’t counted as defenses? Well I never!
It’s not impossible, so technically yes it is possible to reach rank 80. It will take long time to reach rank 80. By the time some of us do they might have changed it the reward system. I don’t mean lowering the amount of rank points, but maybe how we can achieve gear and such.
What I will agree upon is that multiple terror necro’s on a team are a royal pain in the butt to deal with. Class stacking is bad no matter what class it is.
What I find funny is that necro’s didn’t suddenly get more bleeds, more poison, more fear or anything else. They did get Torment but it’s a long cooldown, doesn’t last very long and it’s damage really isn’t even that great. People just aren’t used to playing against necro’s. All the cries of fear/terror being OP are just silly as this is something necro’s have ALWAYS had.
Necro’s still have the same problems they had before. No mobility, no vigor, no way to disengage, no way to chase down etc. They are just as squishy as they have ever been.
I said this, when multiple necros they just put one at their back point. Spectral wall can not be avoided by everyone. As a thief I can telelport past it, not everyone can. If you get feared into a wall, you are basically dead. And necros have burning, the burning ticks for like 600 for 4s. That and all the other conditions plus terror is basically a dead thief, or mesmer, or anything else that has the go far point.
I will give this more time to ease into, but trying to cleanse, what 7 or 8 conditions as a thief is near impossible.
I disagree, just let people get used to the new toys we got, it’s all very easy to counter and necro’s can still get CCchained easily. Necros were always able to condi burst someone from 100-0 with a good combo. We are viable for competitive PvP now, but by no means OP. I would say good job anet, necros finally got what they deserved.
Now any brainless moron can play a necro and get away with it thinking they are good.
You know “2” what’s funny? “3” Is when “3” there “3” was another “3” profession “3” who thought “2” the same thing…
That would be funny if I didn’t think there shouldn’t be hard professions to play or skill capped professions. But I do so you are not.
I disagree, just let people get used to the new toys we got, it’s all very easy to counter and necro’s can still get CCchained easily. Necros were always able to condi burst someone from 100-0 with a good combo. We are viable for competitive PvP now, but by no means OP. I would say good job anet, necros finally got what they deserved.
Necros were still competitively viable, you just had to build your comp based around them, and conditions in general. Now any brainless moron can play a necro and get away with it thinking they are good. Just sit on a back point and win 1v1s all day.
Someone can run triple necros because there is hardly little way to punish that. Necros are very immobile but like I just said, if they keep one on their back point it does not matter.
And I believe it is more terror’s damage, than the condis. You take more damage from terror each condition you have on you. Necros have every condition in this game.
They have no idea how to balance this game in my opinion.
Over nerf some classes over buff others. “We don’t want to play whack-a-mole our balance”…Cool story Anet.
Explain how we should be able to counter constant fear spams, every condition in the game, and using our CDs defensively and offensively.
Is this a WvW thread, because Cluster Bomb nerf actually did effect thieves in sPvP. Thief has to put him self in an awkward position to feel like he is putting in damage into a team fight.
Their team could have necros or engis, which have 1200+ range and just condi spam me out of a team fight, and immediately have a positional advantage. Only option (as burst) would be to just burst in to a team fight and get out and then try to use SB Cluster Bombs.
This trap is bugged, unless they fixed it, it is useless if you are in sPvP. There are too many collision detectors, and the trap just fails.
I haven’t tried it today but when it was released yesterday it was borderline useless (surprise, surprise).
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