Showing Posts For Form.8741:
Thief gets melted by condispam necros/engis within 2-4 seconds and there is NOTHING they can do about it since thief has really bad condi removal outside lyssa runes.
Downside to a thief with 6k HS (only possible when you are <25% in the first place) is that thief has no protection, has VERY low hp and armor, dies easily, has no stability, has limited condi removal, and is altogether an inferior warrior-like profession only with stealth.
Enough downsides? I think so.
Warrior has higher DPS. Thief can’t do 6k hs without traiting and gearing for crit damage like crazy PLUS having might and bloodlust stacks.
Stop lying. I guarantee you’re just venting because you lost to a thief and you’re not good enough to figure out why.
(edited by Form.8741)
Stop playing so bad and complaining when you have 12904810491825 damage mitigating skills plus teleport plus invuln plus a bunch of evasive/protection features that you obviously have NO idea how to use.
Thief can’t do 6k with HS to an ele unless ele is <25% hp+has vuln+no protect+thief has glass build+might stacked+bloodlust.
You’re just not good at this game.
Stop complaining about thief. If you want to complain about high damage then complain about warrior, who you will NEVER in a million years be able to beat because they can outlast you, outrun you, be immune to all your conditions, be immune to all your damage, and do more dps than you all at once without breaking a sweat.
I repeat, stop complaining about thief. Thief damage has been nerfed infinitely, their survivability and evades have been nerfed, their stunbreaks have been nerfed, everything about thief has been nerfed except a minimal improvement in base init regen. EVERYTHING.
Put simply, thief is the anti-noob and excels only at killing people who don’t know how to play…and running away from people who do.
Any DECENT player knows how to keep just outside the BP circle and destroy the thief using BP.
Now you can’t do the same DPS as warrior no matter how many points you put in power and crit trait lines. That’s progress!
Yes good thing nothing will change for condi thieves…they’ll still be worthless vs any bunker.
Working as intended if imbalance and unfairness and player frustration and opposing player gloating undeservedly are the goals.
Please. PLEASE. I beg…remove these incredibly IMBALANCED boons that give players who have spent longer playing wvw to have a massive (and yes it is massive) unfair advantage over players who did NOT spend as long in wvw or who did not get those wvw trait lines.
They are the most imbalanced non-class-related boon in the history of wvw AFAIK.
Here are two essential problems with thief vs warrior:
1. Thief is unable to do enough ranged damage, no matter the circumstances, to actually tick down a warrior’s health if they use healing signet and 95% of viable warrior builds. This forces thief to be in melee range.
2. Warrior has tons of sustain damage and sustain life, with higher armor, never-think-about-it autohealing, condition damage reduction/immunity and physical damage immunity in both skill and trait forms, so there is almost no conceivable way for a thief – in melee range, which is where it needs to be – to do enough damage to down a decent warrior before the opposite happens.
The result is: All thieves MUST fight melee to have a chance to beat a warrior (just like all thieves must fight a bunk ranger melee EVER because their heals and defense are a similar grade of absurdity, BUT they have to sacrifice a lot of damage and be traited mostly just for that unlike warrior), but any warrior can easily outsustain a thief because thief damage is negated by a huge number of built-in defense systems while warrior damage comes through anytime blind is not active (and most of the time blind is either being negated or only good for one in every 3-4 hits).
The system is as follows:
Thief = evade skills (sword) usable every 1-2 seconds (until init runs out after 2-3 consecutive uses) plus dodges, no damage negation (stealth does not count), blinds which are largely ineffective vs a profession that excels at condition removal and uses -%condition duration. Smaller HP pool, less defense, active healing that leads to more non-attack time.
Warrior = Dodges, plus trait physical damage immunity, plus skill physical damage immunity, plus passive healing 400-800hp/sec, plus higher armor, plus MUCH larger hp pool, plus no attack downtime since heal is passive, plus fast condition removal.
Result = warrior is MUCH better for 1v1 than thief. If a warrior dies from 2 hits by a thief…then the thief has ascended gear and 15+ stacks of might plus pure glass build and the warrior is an underlevel with REALLY crappy armor.
(edited by Form.8741)
On top of that…warrior takes a lot less total damage than thief does (armor usually significantly higher). So the heal from heal signet has a greater value than the heal from any thief heal.
Ascended gear is fine BUT extremely inconvenient, time-consuming and only one pathway to acquire except an extraordinarily rare chance with tequatl (which is in itself very difficult to beat since 99% of the time there’s either not enough people or not enough coordination to beat it).
I forgot to mention in my last wallpost that closable dungeons being closed has now become a big inconvenience since they are closed on most servers most of the time. Maybe this “feature” should be done away with?
General:
- I think Exotic, Ascended, Legendary weapons/gear should have special features besides sigils and runes accessible and applicable to any gear you choose. I think the special features could be skill-related, bonus-related, stat-related, trait-boost-related, etc.
- I think that traits and skills might benefit from modifiers, like the above, possibly item-based. Possibly related to cooldowns or efficacy or number of stacks or number of conditions applied/removed or various other things that traits and skills do. Just please don’t turn it into a blizzard failure released near the same time as GW2 was…
- I think customization…and personalization…need to be increased overall. With rewards, I think different events could have different chances of obtaining any particular unique trait as I’m describing above, but for the most part there shouldn’t be a sense of 0% chance of EVER getting a drop from X event/enemy that could be useful in end-game, and so on. Currently, only a very few enemies ever drop anything above an exotic item (which is pretty much only useful for salvaging now), and this…is no good IMO.
I’m going to leave sPvP/tPvP alone because they feel like a different game altogether and belong in a different post.
WvW: This is dependent on PvE in its current state because of item and gold acquisition, crafting system, etc…and IMO this is not the correct direction.
- I believe that WvW and PvE could/should feed and benefit each other instead of it being almost exclusively one-sided like it is now. IMO they should be two different pathways that can both lead to the same end-result (best equipment, special features/rewards/etc.). However, in WvW it would take an infinitely long time to earn the materials, money and levels to build your character up and get the best equipment.
- The rewards in WvW are shallow in a similar way to general PvE events: Limited rewards for most/all activities and challenges. Some of the things that IMO should be rewarded the most, e.g. well-coordinated defenses fending off large groups (especially with smaller ones) or winning an offensive push by playing smarter should give more reward than a few karma, wxp and a very small amount of silver, plus a few loot bags (mostly giving off t5-level crafting materials in minute amounts). What else could those loot bags contain that might make it more rewarding? What other rewards could make it so WvW could be more competitive to PvE for earning the resources needed to get the best equipment/etc.?
- I think the repairing system needs to be adjusted. Many times stonemist castle’s outer wall is bashed down and stays down for an hour or longer because it takes too many resources to repair it. AFAIK there’s no auto-repair feature or way that a wall left untouched by the enemy – and when an ingress is not performed by the enemy for a long time, it just stays down…because it’s too expensive to repair. It’s only one example of how the repair system IMO needs a rework.
PvE Continued:
- To expand a little on part of the last point: The feel is more of a grind of something that does not require a lot of actual skill to do. You can repeatedly hit a limited number of boss events daily to get dragonite for ascended gear, but in the end it isn’t a lot of effort – only time. It’s not challenging most of the time, and it’s not very engaging. And the reward is typically too small for the amount of time. IMO the equation works best with when time + challenge = reward. Lesser vs greater rewards, but each reward feels like it was worth the time, and there was challenge to the greater rewards…but it was WORTH it. IMO I would place more priority on challenge than time, and I would rather have more challenging but shorter events that provide good rewards than longer/more drawn-out but less challenging events.
- On that point, I think tequatl is too challenging because it requires the coordination of a much larger number of people than will practically coordinate on any given server most of the time. if it was more scalable – meaning a group of 10-20 people could do it if they were coordinated and knew fairly well how – and if the reward was worth the challenge relatively speaking, then it would be more fun/more desirable to do. In its current state, it requires more than most people are willing/able to do, even for the reward chance of an ascended weapon. Another issue with this is how many tequatl events go undermanned as a result of the peak/offtimes crowds. If the event was playable and winnable during off-times with smaller numbers of people, then it would be much, MUCH more accessible. As it is, many servers never beat it or only rarely beat it, and the few that do with any regularity only do so at very limited times of the day. Not everbody is playing the game at those times of the day, so either you’re in it at prime time or you’re never going to have a chance at all. Why even have it run during those times if it is basically not winnable without the big coordinated groups that only come on a few hours per day?
- PvE common events are extremely shallow, typically not difficult, and provide very limited rewards (a tiny amount of karma/experience). It’s like playing two pennies at a time at the casino: You never really have a chance to win that much and it isn’t very engaging. On the other hand, playing multiple dollars – or perhaps thousands – at a time becomes VERY engaging because the rewards are high (and so are the risks). IMO this needs a rework, perhaps increasing the challenge AND rewards, encouraging a small number of people to coordinate, and perhaps making some unique and interesting rewards for many of them.
- That leads to a whole risk system…a gambling risk system. You might even use skill points as currency for the cost of entry to play challenging dungeons with high rewards and a chance to get equipment/crafting materials for ascended or legendary gear. Not talking about a few sparse t6 materials, but rather items of a higher value or many more t6 materials than 1-10 of a given material. Skill points are not technically time-gated.
- On the note of time-gating: IMO it should be removed and replaced with a system that does not technically time-gate, but is limited by the amount of time a person is capable of spending playing the game to obtain items/etc. This way doesn’t “feel” time-limited, and therefore provides a better subjective feeling to the players. Subjective feeling makes a huge difference IMO.
Living world: This part of PvE seems often to result in a moderate time expense with very limited/redundant/event-specific rewards. I would like to see more relevant rewards. The backpack is the best thing about the current (LA attack) living world event, but the rest of the stuff is generally too much grind for too little reward. The other things you can purchase are OK, but while you are grinding the event for them you are hardly getting any materials or money as compared to other things like PvE champ farming or dungeons. The result is it feels like I am getting less for my time with the living world than I would be if I just did dungeons/PvE champ farming.
PvE: I liked it going through the first time, but it has become pretty blah over time.
- Harvesting was interesting at first, but it has been replaced with purchasing because harvesting is much more inefficient than obtaining gold and buying the same things instead.
- Dungeons are IMO shallow and the rewards are mostly gold, not any special or interesting items with nice/unique/worthwhile effects. The only dungeon that actually provides rewards that are usable (literally usable) for end-game is FOTM dropping ascended rings. No other dungeon drops any items that are actually usable for end-game. A few of a given crafting item you need hundreds of to make a single useful end-game item is really not a satisfactory reward.
- Someone else mentioned that gold farming has become the main way to do everything in the game: You grind boring dungeons/etc. to make money every day to buy in TP the things you want/need, e.g. crafting items. I would like to see a revitalization of harvesting usefulness. In order for that to happen, they have to be more valuable and gold less plentiful – but in order for THAT to happen without becoming too boring/difficult, there must be a relative increase in the reward of harvesting efforts.
- Dungeons IMO need more depth and to require puzzles/challenges to be beaten successfully to earn various rewards.
- IMO most/all end-game items (equipment/etc.) should be obtainable by MULTIPLE different pathways, possibly including converging pathways, and preferably with very little time gating. Every daily-only system makes this less satisfying and enjoyable. One thing I’ve heard and agree with is that the singular and time-gated pathway for making ascended weapons/armor/etc. deters experimenting with different builds/having multiple alts with ascended/the best equipment because of the extreme amount of time (not necessarily effort) required…but what makes it worse is that it FEELS like an extreme amount of time required.
Combat: I like the design overall. I like the dodging and range/distance system. I like how numbers come up telling damage and you can see hp bars pretty well. I like that you see a little bit of telegraphing for many skills and you can learn to predict/strategize pvp fights.
- I like the objects you can grab and pick up and throw/use in pve, might like to see some variation of that in pvp/wvw. It’s a nice touch but it might be great to have that added bit of variation and randomness when fighting other players. Wish things weren’t going towards a homogenizing of most of the professions (thief becomes more weak in dps with each major patch while originally being a dps/glass profession so eventually they will probably add defense/hp to turn it into a weaker warrior wannabe)…IMO each class should be distinct not just in the skills but in the damage output and survivability and method by which they survive. The uniqueness of each class is fading with each balance patch.
p/d doesn’t touch wars or bunk rangers, the damage isn’t enough to tick them under 90% health at any time even with the “bursts” they have, and war always goes -%condi duration food plus immunity to various conditions/damage/etc…
…however, you will never dent any bunk rangers or warriors with that. They will laugh off all your damage as they absorb/negate it.
But a dodge avoids only one or two attacks which you also are not dealing…and as soon as the dodge is over you’re right where he can see you and slam you.
Warrior is way too good at damage and condi reduction while keeping high power and pressure. Thief can’t hit hard AND survive like warrior can, and thief can’t beat this kind of profession most times because the tools just aren’t there (doing damage without taking damage and while being mobile instead of stuck in one place).
Before you mention black powder again, it was basically worthless because he just kept outside bp radius and always in range of me. That’s when he wasn’t immune to blind.
Building 15-16k health + 2400 armor in a thief = won’t be able to do enough damage to kill ANY warrior using healing signet. As soon as you drop crit or precision you destroy your damage output and make it so much easier for warrior to out-sustain you. This means you’re adjusting your stats in exactly the WRONG direction: In order to beat them you have to kill them FAST before they can do enough damage. They will ALWAYS recover faster and better than you and last longer, so you have to make the fight as short as possible.
And yes when they get low they ALWAYS run just long enough to regen way more than they deserve to.
(edited by Form.8741)
The war…had something like axe/shield and gs, not pure defense, pretty high damage, was smart and avoided BP, did so much damage with every hit that connected (like 2-3k each hit) while using healing signet for…600hp/sec+ heals?…that basically there was no way for me to do enough damage to him to bring him down without me going down before him due to being close range. I doubt a p/d combo would have been any better.
I tried d/d, d/p, s/d, s/p, all same results basically. Each hit I didn’t dodge was really nasty and forced me to back off. But he still took like 40 hits for me to down from full life…
Maybe if I kept at it I might have won ONCE. I had him low a few times but I had nothing left at those points…
The reality is, warrior is too strong for thief because thief lacks the damage output to balance the scales. I could try 1000% harder and lose to that war no matter what. I could be a better player and lose to that war over and over again. All he ever had to do was spam..1…2..3..4..5…etc., swap weapons, spam 1..2…3.4..5…repeat. Easymode.
Now that they’re going to nerf thief damage by a pretty huge amount, the massive HP pool of warriors and necros will be that much more OP/imbalanced vs thief…
Probably the thing I dislike the most is the loot system…never really anything GOOD or useful, the most you can hope for are a few crafting materials that you need 1000 of to do anything useful, or something you can salvage to MAKE those crafting materials.
It’s too bad this build won’t even put a dent in a bunk warrior or ranger.
Apothecary sucks. Dire or go play warrior thx.
Why? Because Dire doesn’t waste any stat points at all. Tough+Vit+Condi with Condi being primary. That’s the ideal…IDEAL…meaning you can survive condis because you have enough vit and you take less damage because you have toughness, and you dish out max condi because it’s the primary stat.
…No, give us back all the evade and damage we deserve instead. Problem = solved.
Not ONLY a nerf to thief, but most impairing to thief because of its dependence on damage…which is the way it SHOULD be, a dependence on damage, not HP or armor…and playing smart, being able to jump in and out, evade, etc…
(edited by Form.8741)
It’s great and all that they’re going to…decrease the efficacy of our main stat (crit damage) therefore weakening thief more than any other class by a factor of OMFGwhy…I know it’s old news too, but…OMFGwhy do they continue to pick on thief and make it as impotent as a slaughterhouse cow?
…Except that infiltrators return is basically worthless now for real fights.
s/p for dungeons, occasionally d/d or sb but usually s/p.
s/d sucks for dungeons unless you’re doing some boonsteal farming, in which case it’s just a novelty.
d/d or s/p or sb usually for pve.
wvw…whatever build you like best, but there will always be professions/builds that you can NOT kill as a thief (hambow war, condi necro, condi engi especially) no matter what build you choose.
PvP…d/d sb or s/d, I don’t find d/p that useful anymore, and I still think s/p is gimmicky for PvP and often not effective.
(edited by Form.8741)
Actually thief HAS to put 30 in crits to be viable, otherwise we don’t do enough damage to kill any bunkers at all.
Any bunkers at all. None. They just take 5 damage from us every second and laugh while it takes 10 minutes for them to need to heal, all the while they’re smacking us or melting us with condis.
And thief doesn’t have best mobility, they haven’t ever since people discovered warrior’s gs charge and spin and permahaste. I was doing that with ele’s fiery gs before ele got nerfed, plus the lightning spam to charge everywhere easily…back in the earliest days.
Thief has no way to counter hambow warriors. Too much HP and healing signet and condi immunity and damage and stuns, we can’t get enough stability or keep blind up enough to not die. They are the #1 build/profession in pvp.
I can kill some crappy minion necros tho, they are much easier than condi necros that melt thief instantly.
The moment thief HP gets buffed they will have taken a critical step in the wrong direction by homogenizing the profession (making them all too similar instead of focusing on their differences). Anything else they do to make thief more like other professions will also be the wrong direction.
This stupid world is full of kittenes who think that everyone should get along as best they can and be as similar to each other as possible to make life easier. Except that this destroys uniqueness and character and the purpose of being able to choose distinctly different professions in the first place. The reality is, everyone is DIFFERENT and they have the right to be so (and the world needs the diversity), even if that means not getting along with some others.
It’s OK for someone to dislike someone else. It’s OK. It’s OK for some people to want a stealthy, glassy, high-damage profession that relies on deception/blind/evades to survive. It’s OK. It really, really is OK. It shouldn’t be taboo just because some people who need to L2P complain about it.
I’ve been playing gw2 for over a year.
I don’t play other mmorpgs, I play SimCity, dota2 and I used to play sc2 until it died.
I don’t get how Mesmer is an underpowered class, unless they nerfed phants by about 80% in the last 4 months…it’s an extremely GOOD 1v1 class.
People are still complaining about thief being too strong in PvP? Especially since we only have one main hand weapon choice that is even viable for upper level PvP?
People still say thief has the best mobility (when it’s clearly warrior by a mile)?
People still complain that s/d is cheese since infiltrator’s return has an extremely nasty delay?
People will moan and whine about thief forever. I wish devs would understand this and stop nerfing thief.
PvE hasn’t been very interesting to me for a while, so it’s mostly between WvW and PvP. I go back and forth between them, but I leave PvP often because it doesn’t earn me anything useful for WvW. WvW lacks uniqueness after playing for over a year – same maps for every server (instead of three different layouts for each borderland), and the bloodlust – though probably slightly better than the orbs from before) still doesn’t feel that interesting or purposeful. I think orbs were a better overall idea because of their being captured like a variation of a PvP map, requiring a mobile defense force and so on.
I think I preferred the lake filled with Krait actually.
Then of course I have never been a fan of applied fortitude or the other boon people can get by simply spending lots of time on WvW, and which boons make otherwise semi-crappy players extremely powerful from a very big HP boost (more than 20% of thief base HP) and significant damage boost.
Also…not much has happened to change professions in a while. Thief, etc…I’ve been playing it forever and changes have come and gone and we’ve gotten lots of nerfs (including some claimed to be boons), and right now we’re stuck with a pretty crappy iteration of infiltrators return. I’d also like to see better ability to remove condis like from the condi-spam-o-rific engis and necros, since currently we only have one weapon skill that removes condis and all our other non-heal skills that remove condis have much longer cooldowns than the enemy’s skills that apply condis.
So…it’s great that the living world is getting updated and all, but I haven’t really been following that stuff for a while because it isn’t that interesting to me (and I don’t see significant rewards). All PvE is good for to me is dragonite for ascended gear, which is just a map-hopping grind if I bother to do it.
And the economy…gems are too expensive in gold value for me to afford trading for them anymore, so bank/vault/etc. expansions are pretty much unobtainable for me now.
That’s what the game has become for me. I’ve been switching to other games a lot lately because otherwise the end-game is just not as fun as it used to be.
I like the fighting structure, and this is important, but the end-game content/variety has just not been compelling lately and the only profession I still like to play is still sitting with some major flaws for player-vs-player gaming.
My .02 cents.