I’ve had this issue too. bounty and two treks went fine – then nothing on the Puzzle.
so I completed Auric Basin earlier this week, and got… nothing. no chest, no gift of tarir, no thieve’s cache, nothing.
which, kinda sucked. but hey, it’s a known issue (I believe) and it’s getting fixed. (I believe)
that said, I’ve been holding off on map completing the other maps, since… I don’t want to waste my time right now.
so I was doing guild missions today, with my guild. the bounty and treks were fine, and I got all the appropriate drops there, but despite having run through the Proxemics lab with some guildies, I didn’t get any loot at the end. this is odd, because I definitely contributed to all three stages, and I should have been eligible (in fact, it says I still am) , but nothing dropped at the end of the mission.
I was wondering if anyone know what’s causing either of these issues, and if there’s a way to fix them?
thanks.
might be worth adding that these are the least widely distributed weapons in game – only 2 classes can use either.
You all do realize that there are currently 7 MMOs under DDoS attack here in the states right?
All of them with over 100ms pings and some even hitting Europe.
If it were ddos it would be MUCH higher than 100ms… IJS…
The last time we had a DDoS (Confirmed by ANet), they averaged between 100ms to 120ms.
That’s a slight speed bump in the information superhighway, not a DDoS. Add an extra zero to the end of each number, and you’d be somewhat closer to the truth.
you do realise that there’s no set outcome to a DDoS right? usually the goal is to overload a server and bring it down, but if the DDoS doesn’t use enough requests, or if the server can handle the attack better than expected, then the end effect is reduced. so a poorly executed DDoS against a well prepared server could conceivably result in little more than a minor ping increase.
I think the pic’s just because in the film, toothless is a nightfury, no?
Feather drops from Tengu in Auric Basin.
Coin drops from Pirates
they both give pretty obvious hints in the descriptions…
I cannot believe I am reading this. So, you regret not being able to add more gore and blood to this horrid contrived death of a beloved, iconic Character.
Seriously?
I think it’s more – without the blood and gore, you don’t realise how badly they were injured, and so you might think they could’ve been saved when they couldn’t have.
Gray – suggestion noted. Original post now in spoiler tag just in case people missed the thread title. Sorry for that. :-)
not a problem. I’m not too fussed about spoilers, but I know some people can be.
and thanks for the quick reply.
The pace is deliberate for this expansion, so some of the other things you mentioned (lack of awe, shorter dialogs) are tied to that. We wanted to set the tone to be one of utmost urgency…a race against time to get your friends back before the worst can happen. That informed a lot of our decisions, and while I too appreciate a more languidly paced story and more dialog (provided it’s interesting), I can tell you we had a lot of discussions on this back and forth on the team to find what we felt confident was the “sweet spot” between too little exposition and not enough.
Eir’s death – This was definitely not motivated by the decision to have an appropriate backstory for the guardian elite specialization. In fact to my recollection, I think Jon Peters took this plot point which we knew early on as inspiration and ran with it so if anything story helped give rise to the Dragon Hunter and not the other way around. Eir’s death is also hampered somewhat here by our Teen rating, because we really wanted to show just how badly Faolain’s attack had left Eir, but we’re just unable to show copious amounts of blood and gore. The idea though is that there was no time for anyone to help her in this situation…she was dying, and she knew it. Eir had but a moment to choose between a slow, painful death as her lungs filled with blood, or a legend’s death facing her end defiantly and head on.
just a suggestion – maybe put dev post spoilers in spoiler tags? I was flicking through the dev tracker, and the spoiler warning there’s not particularly noticeable, and it’d be a shame for this to happen to other people too.
I’m a guard, so I know the pain of facing unlockable attacks. Just gotta break the Daredevil’s momentum with some aoe or traps of your own.
Also lol@hitting through block being considered as being outplayed.
hmm yeah, it’s totally unfair when a class is given a mechanic that pretty much invalidates one of your major sources of damage mitigation.
like, I dunno, revealed?
it’s not masteries to unlock. it’s hero points. and those come 10 at a time in the jungle, so it’s not so grindy
still whole new weapon is nothing to sneeze at i mean that’s a bigger game changer than the new dodges but obv. not everyone is gunna go grab a staff i suppose
true, but no more so than greatsword for reaper or hammer for scrapper.
it all boils down to whether or not the daredevil’s “mechanics” are really on par with the other elite specs, which has been discussed elsewhere.
the point was to work towards just like when you were leveling up 1-80 if you didn’t see this coming that’s kinda your own fault as they explained this same w/ the mastries…
so many tears for no reason the point was to play the game
I don’t think the complaint is that we need points to unlock the full spec, I think the complaint is that – as discussed elsewhere – the Daredevil is the only spec where the notable mechanic is on the grandmaster traits, and not on the initial minor. so while all other classes get their shrouds, overloads, and burst skills from launch, we don’t get our dashes.
this might actually be one of those ridiculously simple-yet-genius ideas. I seriously hope something comes of this.
Well let’s be fair here, it’s not like ANY of the streams were worth a kitten .
The mesmer one was pretty good, since Helseth had footage and in depth analysis o things that mattered.
Mesmer gets done well while thief is ignored? I don’t believe it. I simply don’t believe it.
Because rev is a forced class and they took all of the interesting ideas to make other classes better and called it revenant.
I like the revenant, but mechanically, this.
S/S and Shiro feel like what thief should be, and I’m pretty sure the other legends more or less embody what other classes were supposed to be.
I’d say this is proof either that daredevil’s “core class mechanic” is pitiful, or that no-one’s thinking about things from thieve’s point of view anymore. maybe both.
(edited by Gray.9041)
Tome of Knowledge only give levels, or, if used at level 80, spirit shards.
hero points can only be gained via levelling and hero challenges.
so on day 1, daredevils get to be like thieves.
but, thieves minus a offensive or defensive traitline.
I know elites aren’t supposed to be better, but they’re not supposed to be worse either…
Built around an all-or-nothing playstyle, and has had the all consistently nerfed with little or no buffs to the nothing part.
You don’t even play thief do you LOL.
Wow
Watching the pro-players do exactly that is enough IMO.
no offense but… that’s really not how it works.
I mean, I can listen to musicians all day, doesn’t mean I know what strings work on a guitar.
Thief don’t even need to go around the map looking to +1, they just need to stay in a node doing DPS.
Alas, it will take a while to get rid of this +1 meta-mindset.
that’s nice and all…
but all they’d need to do to win that fight would be to… send… anyone. literally anyone. (possibly excepting another thief…)
as an afterthought – there is one advantage to vault – it doesn’t do pathfinding. so it won’t get the no vaild path error, and can be used on things like JPs, much like rocket jump for engi.
I’m no expert OP, but I think you’ve got the numbers wrong?
dashing, dodging, etc use 50 endurance a pop
staff master will return 10 on vault
Brawler’s Tenacity returns 10 per physical skill, so the heal gives 10 endurance, not 210 (no idea where you got that number)
the 50 on steal’s correct, but generally the fastest mobility is out of combat, so steal’s more for defensive/offensive dodging, not mobility dodging.
and signet of agility gives 100 endurance, not 200. (remember, our max as daredevil is 150)
I’d say:
- dash is a decent distance, and the swiftness is big (first reliable swiftness we’ve had, as far as I can tell)
- Vault’s not bad, but unless the animation’s been sped up or the aftercast reduced, probably not on par with SB#5.
- Staff Master’s a good way of getting initiative back for more vaults.
- Brawler’s Tenacity is pretty useless. 10 endurance per physical means you’d have to pop an entire skill bar of physicals for 1 dodge. or, y’know, grab signet of agility for 2.
- overall, SB#5’s probably better for mobility, but I can see staff being good for disengage.
I had a fun moment last game I played in PvP.
we were on forest of nilfheim, half the teams were up mid, duking it out as they always do. I was (attempting) to cap the henge/mine, keep us afloat points wise.
but these two necros and a mesmer wouldn’t let me. the second I was anywhere near capping, one of the necros would appear, and me, being a thief, would trot off like a kid found with a hand in the cookie jar. no point in fighting, especially not a necro (as a condi thief, I’ve got no chance).
on the rare occasion that I would be allowed to get away (staff 1 had a way of catching up to me, and if I stealthed I got AoE all over my face) I’d either find the other necro or their mesmer at the mine. suddenly, there’s no undefended points, no fights I can make a notable difference to, and I had no idea what to do. there was nothing to +1, no points being neglected, and nothing I could contribute.
it’s a pretty depressing feeling, if I’m honest.
I currently run conditions with a venomshare build, and this is one of the two venoms I never use.
Spider’s a must – sweet sweet poison.
Skale’s not bad – torment and vuln is nice.
Basalisk I mostly use in PvP, no real use elsewhere.
Skelk is an option when I want a slightly less selfish heal.
but I find that as a damaging-condition dealer, Devourer and Ice Drake venoms just don’t do anything for me. it’d be nice to get a bleed venom, or a condi cleanse/transfer as you suggested.
I’ll probably jump to 80 more or less instantly. I’ve got 9 level 80s already, so these days I tend to notice the time between new features quite keenly, and it just feels grindy to me.
(not that the levelling experience is grindy, but most of the fun’s been had by your tenth character)
first, it’s only a third dodge at the start of the fight. since our endurance regen doesn’t change, it make no difference over an extended fight – especially since none of the endurance-refill skills affect the third bar.
I originally felt the same way, but having played with the extra dodge it’s very easy to regenerate, especially with all of the endurance regeneration boosters a thief has. Between Staff Master, Steal giving 50 endurance, Signet of Agility, and Vigor… It’s really easy in practice to get above 100 dodge during combat assuming you only dodge when necessary.
true, they can. but the same could all be achieved by using two bars and dodging more frequently. nothing here requires, or is even significantly impact by, the third dodge. sure, it’s an extra dodge you can store, but with all the regen you just mentioned, you don’t really need to.
you mention the interaction with the third dodge, but as far as I can see, nothing interacts with the third dodge. sigil of agility ignores it, there’s no bonus for having it, and anyone who has all three bars full is probably using the class wrong.
Swiftness on dodge, caltrops on dodge, condition clear on evade, vigor on evade, the grandmaster effects on dodge, healing on evade… There are a ton of things that interact with dodging on a Thief.
again here – these are all based on dodge. not on the third dodge. nothing here couldn’t also be done with normal thief with the endurance regen it has. the things that would affect the third dodge specifically would be things like signet of agility, or sigils of stamina, which – last I checked – specifically don’t. nothing you’ve listed is directly tied to having 150 max endurance – all and any benfits are indirect.
while I’d agree that the third dodge is the mechanic, not the different types of dodge, I don’t really see how this lives up to the name. it’s a far cry from any other profession’s mechanic – base or elite spec – and it leaves the daredevil feeling weaker for it.
I do think the Thief is one of the most undertuned classes right now overall, but as far as just the elite specification Daredevil goes, I think it’s in a great place, especially with all of the fancy new damage modifiers and the damage reduction we got on the weakening strikes trait.
just so I’m clear – do you think that – given the undertuned nature of thief – daredevil is as good as any other elite spec, but is hampered by it’s base class, or are you saying that daredevil is on par with other elite specs despite the current state of thief?
and I do think many aspects of Daredevil are quite good. but the “altered class mechanic” is certainly not one of these. I don’t think it’s significant enough to be considered for the name, and I don’t think it brings a huge change to the class.
for example, a reaper without reaper shroud would play very differently. a druid without celestial avatar would be barely a druid at all. like them or hate them, overloads are a big part of tempest.
but a daredevil with 100 max endurance would be very, very similar.
The new animation is REALLY good! Can’t wait for a Nevermore!
I think the Daredevil is finally ready.
now fix revenant’s staff melee animation
Plz don’t. It’s fine the way it is. I want at least one class to use spinny animations.
Yea it actually fits revenant. Maybe with just a little tweak on the Charr, but no need to change it completely.
^this. the problem was not that the animation was bad, but that it was more suited to a magic-based profession, which the revenant is.
I can’t say if this is good advice, but:
for my part, I prefer Vitality over toughness. for one thing, vitality does help against direct damage, though not as well, while toughness does nothing against conditions, meaning that vitality covers more forms of damage. secondly, thief’s pretty weak to conditions as is, so more health always felt like a good idea to me.
so I tend to favour vitality over toughness, but realistically, just keep testing until you find what works for you.
I can get behind this…
without using F1.
seriously though, that’s a small change, but it’s a big improvement.
@Hannibal.5739
skills wise, shadowstep does do the same thing as SB#5, except it has a 50s cooldown, while SB#5 has no cooldown – it depends on initiative. as such, SB#5 is much more frequently available.
utilities wise, it depends on your build. I run a condition D/D build, so I’m usually running Spider and Skale Venoms – which provide a decent chunk of my conditions.
Shadow Refuge is quite important, as the stealth (and therefore healing/condi cleanse) it provides are important, but it is visible, and you’re very vulnerable to AoEs while in it.
Wait, so where does one acquire this staff skin?
Elite Specialisations are provided through a levelling track – much like traits or skills – with each entry requiring hero points to unlock. the traits, skills skins and upgrades (runes, sigils) relevant to the spec are all entries in this track.
tl;dr – hero points, trait tab.
can’t say for D/P specifically, but a lot of pew-pew rangers like jumping to awkwards spots and using that to their advantage. stealth + steal makes taking that advantage away quite fun.
that’s a great attitude, and I’d agree with you on most fronts.
but if you want to have fun with that mindset, then GW2 PvP isn’t the gamemode for you. you can play it that way if you like, and if you honestly enjoy it, good for you, but I don’t really see it working out that way.
but you will die, a lot.
you won’t be a match for any class – even other thieves. you get into a fight, you’re gonna lose 9 times out of 10.
and you won’t excel at anything. your survivability will be the lowest in the game, your damage will be mediocre at best, and your mobility negligible.
I’m not saying you should change your playstyle, and I’m not saying this is fair, but this is what you’ll experience, so you’d best make peace with it.
also, you don’t pew-pew with shortbow. you only use the 5 – the shadowstep. it’s the only decent skill on shortbow, and it’s the skill that makes it mandatory. you get in a fight, shortbow only comes out as an escape tool.
(edited by Gray.9041)
snip
As a engie i say a 3rd dodge is not so bad believe me
on any other class, you’d be right, but the thief needs these dodges. we don’t have the healing, passive tankiness or distractions (minions, pets, clones) that other classes do. even stealth’s been getting weaker and weaker, so the third dodge barely brings our survivability to the same level as other classes – probably still quite a bit less.
the thing to remember is that if a thief mistimes a dodge, gets the angle wrong, or even just gets caught without endurance – that’s it. no more defences, no second chances. dodges feel a lot like stealth used to – it’s an all or nothing defence.
Everything OP just said was pretty much exactly how I’ve felt about the Daredevil since reveal.
the “profession mechanic” is the third dodge more than it is the dodge traits themselves. The interaction with that extra dodge is already awesome, competitively strong, and useful.
I’d disagree here, for a few reasons:
- first, it’s only a third dodge at the start of the fight. since our endurance regen doesn’t change, it make no difference over an extended fight – especially since none of the endurance-refill skills affect the third bar.
- secondly, you can’t really tell me that one extra dodge at the start of the fight can possibly be compared in any way to reaper shroud, celestial avatar, rage burst skills or any of the new profession mechanics. even dragonhunter virtues – which, I believe, were considered mildly underwhelming – are far more impactful that this +50 max endurance.
- you mention the interaction with the third dodge, but as far as I can see, nothing interacts with the third dodge. sigil of agility ignores it, there’s no bonus for having it, and anyone who has all three bars full is probably using the class wrong.
- while I’d agree that the third dodge is the mechanic, not the different types of dodge, I don’t really see how this lives up to the name. it’s a far cry from any other profession’s mechanic – base or elite spec – and it leaves the daredevil feeling weaker for it.
daredevil staff’s the best thing I’ve seen so far, but I’m hoping at least some of the new weapon skins will be melee staff skins – especially now that Nevermore’s clearly a caster staff.
Outside of spamming 5 and 2 have you guys ever feel like using other skills on Staff? dunno why but they just FEEL bad and create risk to use them, and as a thief i dont rly need 100th risk 99 is fine…
I also use the auto chain on staff, the damage isn’t bad, and the reflect’s nice.
snippity snip
you listed two condi-viable sets (and forgot the bleed on stealth skill from one of them), one power set that has a really weak poison on auto (an auto that already hits like a truck), a utility set, and freaking pistol/pistol.
even more so, you acknowledge that just slapping a condition to the skill is not a good solution.
and yet you want it. you want condi damage on an otherwise obviously power-geared weapon.
it’s like asking for infiltrator strike to inflict torment, just because.
giving bleeds to staff won’t make it, or dust strike, any better.
I don’t actually want bleed on staff, I just wanted to Illustrate that there’s no history of sensible decisions regarding thief weapons and conditions.
also, those two condi-viable sets don’t stop thief being the worst class for condition builds.
they really just need to pick a set and make it a condition weapon. as is, they all feel like they don’t know where they’re at, and our condition builds suffer for it.
Bleeds won’t be a good option, considering there’s no other conditions on staff.
D/D – poison on AA, bleeds on Death Blossom
P/D – bleed on AA, torment on shadow strike
P/P – bleed on AA,
D/P – poison on AA,
SB – bleed on detonate cluster, poison on choking gas
there’s not a single thief weapon set with access to more than two damaging conditions across more than two skills. it’s not stopped them before, why bother now?
if I recall correctly, Anet made a pretty big change a while back that meant that swiftness and chill (or was it cripple?) no longer affected the distance of leaps. this was because they didn’t want movement buffs affecting the range of leap skills.
so how come they’ve not fixed this for quickness/slow?
currently, it seems that all leaps will travel at the same speed, but the duration is altered by these buffs. so a player with quickness will not leap as far as one without, as their leap is the same speed but for less time. slow is the opposite, increasing the length of leaps.
firstly, this is exactly what they said they didn’t want when they changed how swiftness/chill worked.
secondly, the effects here – even if intentional – are the opposite of what one might expect. surely a quick individual should move further, no?
so does anyone know if Arenanet is aware of this and/or has a fix in the works?
It’s been bugging me for a while, but I’ve noticed that the Trickery specialisation for Thief has been pretty much mandatory since the june 23rd patch, and this almost entirely comes down to the Preparedness minor.
simply put, that extra three initiative is so important to the class that you rarely see a thief without it.
from my point of view, any optional trait which is used by the vast majority of players is either overpowered (very much not the case) or is something which the class needs to be viable.
and anything a class needs shouldn’t be optional, especially in a way that locks 1/3rd of your traits for you.
so looking at the many comments I’ve seen, on the forums, in game, and elsewhere, and also at the experiences of myself an a number of other thieves I know, I’d like to ask and/or suggest that Preparedness become baseline, as we have seen other widely-used traits become baseline in the past.
They can keep these traits as GM traits. I think they are GM traits plus if we get some slight tweaks on Bounding dodger and Impaling lotus.
true, the dodges are worthy of being GM traits.
but the extra 50 max endurance is not worthy of being our new class mechanic.
it’s not so much that the dodges don’t belong in the traits, as something else belongs on the mechanic, and the dodges are the most fitting thing there.
cut!
Typo has been fixed.
You know you typed it wrong twice right? :P
Anyways, he’s just being nit picky…at least some of us know what you’re talking about.
I was genuinely confused. I figured it might’ve been about Weakening Charge, but I wanted to be sure.
People complaining about withdraw, we still only have one good elite. =/
Lower TG by 60 seconds( 120 base cd)
Make DS CONSISTENTThen we talk about withdraw. Unless you guys are willing to help me campaign for dagger storm being consistent (standing on top of someone and getting 0 hits is bogus).
this is a fair point. Basalisk Venom’s the only good elite and it’s only really good in PvP/WvW.
Re: Weakening Strikes – That’s sort of an intent for Weakening Strikes, in that against players and smaller creatures you have to work for your damage (positioning-wise)… While in encounters against larger creatures, high damage is easier to maintain. I’m not sure that it’ll keep that design, but at this point it’s fairly set.
I am very confused – Weakening Strikes doesn’t do damage? do you mean Weakening Charge or have I missed something entirely?
not had time to look over everything, but early impressions would be:
Staff
- Auto Attack damage is better, but animations still leave it feeling clunky
- ~Weakening Charge feels a little underwhelming. the weakness duration is short, so you really have to spam it if you want any decent duration, but that’ll drain your initiative.~ the animation’s looking nice though. Edit: the targetting on this is actually pretty awesome, and much less# suicidal. nice work there. More Edit: seeing the damage on this, I’m actually leaning more on feeling this is a pretty nice skill.
- Debilitating Arc – pretty good, no complaints. it’s not a bad skill, but not outstanding either.
- Dust Strike – another underwhelming defensive skill, this also fails to negate much damage. the nature of the skill means that 9 times out of 10 it’ll be single target (cone would be better than line), and canceling a single attack is pretty negligible when the enemy uses a repetitive skill like Hundred Blades or Rapid Fire. the sped up animation looks better.
- Vault range seems to be off, which is a pain
Utilities
- Fist Flurry’s still a pain to land. slight re positioning on even dumb enemies can render it useless, and I find it hard to believe my thief can’t turn slightly to land a punch. (I’m still a fan of the whole Palm Strike with stun -> Fist Flurry -> Pulmonary if all strikes land) all things considered, the payoff just doesn’t justify the setup.
- Impact Strike -> Uppercut -> Finishing Blow: this skill still feels pretty underwhelming in PvE, and I’ve found it tricky to land in all gamemodes due to the short range.
- Signet of Agility – only refils 2/3 of endurance, not sure if bug or not, but it feels a little sucky, espescially since it basically ignores the daredevil’s new mechanic.
Class Mechanic
I still think that the 50 extra max endurance is an incredibly weak class mechanic, and having the different dashes as Grandmaster Traits feels quite limiting. (having one at a time is fine, but we’re losing out on valuable trait space)
Overall
I’m warming up to daredevil, but I don’t think it really adresses the problems thief’s been facing. the defence we need simply isn’t there in a usable way, and we’re now expected to be running sustained damage rather than burst – leaving us open to more incoming damage that we do a poor job of negating. the condition cleanse on Escapist’s absolution is one of the strongest we have, but requires dropping the other two good traits daredevil has to get it – both of which are sustained damage traits.
Pros:
- dodges give us a defence that isn’t stealth
- staff is a reasonably decent direct damage weapon
- Escapist’s Absolution is one of the best Condition Cleanses thief gets
- I do like the theme
- the new dodges are pretty nice, even if I disagree with their implementation as traits.
Cons:
- 150 max endurance really doesn’t match up with Reaper Shroud or Berserk Skills as a class mechanic.
- the adept traits are lackluster
- the Master traits are all good, but don’t feel optional – EA is borderline mandatory.
- the staff’s 2-4 skills are more utility than damage.
- Dust Strike negates too little damage for the initiative cost.
- Impact Strike -> Etc doesn’t feel useful in or suited to PvE.
- Daredevil doesn’t seem to fix many of Thief’s base problems.
- if you want to run conditions, 90% of daredevil is useless to you. Staff, 5 of the utilities, and all but one of the traits.
(edited by Gray.9041)
Stealth is not the problem; Mesmer actually does it BETTER right now and they’re one of the top three professions in PvP.
the problem is, a few professions have stealth – mesmer, engi (moreso with scrapper) – but only thieves are balanced around stealth.