Showing Posts For Grimwolf.7163:

Area Stealth

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Dunno how many people know of this combo field but I just discovered it by mucking about.

Bombkit’s Smokebomb + Big Ol’ Bomb gives us about 2-3 seconds of stealth.

Anyone else found any other combo fields that are not too well known?

If you think that’s good, try dropping a Smoke Bomb + Big Ol’ Bomb, then Rifle 5 + Rocket Boots.
Rocket Boots alone is a good one, since it lets you get far away AND stealth together.

Engineer Defense

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I keep getting the crap kicked out of me in sPvP on my Engineer, because I don’t understand how to properly defend with one.
Could anyone tell me where an Engineer primarily gets their defense from? Like Thieves dodging, stealthing and blinding, or Guardians/Eles stacking boons and healing, or Mesmers creating a wall of decoys.
I think it would be crowd control, since that is what I typically need to do to stay alive in PvE, but that doesn’t work well in PvP. Players have blocking, dodging, condition curing, stun breaking, stability, etc. All of which can easily negate crowd control. More than that, the crowd control typically only affects one person or a small area, so 2+ people will just cut through you like paper.

Personal Portal

in Queen's Jubilee

Posted by: Grimwolf.7163

Grimwolf.7163

If so, it will probably be prohibitively expensive, just like all the other “quality of life” permanent items we don’t actually need. RE: Portable crafting tables, bank access, merchants etc, all of which are made moot by the ability to go straight to WvW from anywhere.

Wait, wait-wait-wait-wait-WAIT!
Were the gemstore portable crafting tables permanent!?
I avoided buying those BECAUSE I thought they were crappy one-shot items.

Watchwork permanent?

in Queen's Jubilee

Posted by: Grimwolf.7163

Grimwolf.7163

The GW2 world seems to be going into a more mechanical/steampunk look based on recent living stories. Like sky pirates, sky merchants, and soon watchwork tech.

And this makes me incredibly happy.

New Fellblades?

in Queen's Jubilee

Posted by: Grimwolf.7163

Grimwolf.7163

The Sovereign skins are very cool, some of my favorites so far. I’d describe them but I don’t think I would be able to do them justice. You’ll just have to log in and see.

But what kind of theme do they follow? Like the Aetherized ones being Steampunk, or the Schlerite ones being alive.

Supply Mastery

in Queen's Jubilee

Posted by: Grimwolf.7163

Grimwolf.7163

Does it seem really weird to anyone else that this and Supply Capacity are different things? They both serve the same niche and basic function.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Regarding the gun kits, you could easily get rid of the backpacks there since the weapon itself is being held.

- Flamethrower – add two barrels of fuel attached to the waistline where one would normally carry one-handed weapons.

- Elixir Gun – gun can be standalone
- Tool Kit – character holds wrench in hand
- Bomb Kit – character holds a bomb belt with visible bombs in left hand. Can flap about when moving, but ideally should have more heavy gravity affecting it to hang downwards. Add additional bomb belt to waist.
- Grenade Kit – can be same as above, but loop the belt and make it float a bit more. Add additional grenade belt to waist.
- Med Kit – carry first aid box in left hand by a handle.

That is actually a remarkably succinct idea… Just add an object that you carry in one of your hands, just like the Toolkit, instead of a pack. Remove the pack from the kits that already have a hand-held object attached.
If people want a hobo kit, just get it as a regular back piece. There are at least a couple, and they could turn the kit packs into regular back piece items as well.
Then you could solve the Legendary issue by making it sheathed while the kit is active.

Also, I could have sworn this used to be larger than a mere 4 pages.

(edited by Grimwolf.7163)

Braham/Phoenix/Magitech armor in gemstore!

in Black Lion Trading Co

Posted by: Grimwolf.7163

Grimwolf.7163

The Phoenix, Magitech, and Braham armor skins some of you saw in the pvp locker last week are finally in the gemstore! 800 gems per armor skin as usual.

Here are some pics and preview codes: http://dulfy.net/2013/07/24/gw2-phoenix-magitech-braham-armor-gallery/

You know, at first, I was in love with the Braham armor. So thoroughly that I built a Warrior just for it.
After looking at them more though, that Magitech armor is amazing too. So I just got that for my Engineer instead and ditched the Warrior.
Power-armored trench coat is crazy awesome. Now I just need that hammer, and to not have to ugly up that suit with packs <_<

Infinite Gathering Tools

in Black Lion Trading Co

Posted by: Grimwolf.7163

Grimwolf.7163

Any chance we’ll see the previously released ones re-released at some point? I don’t know why they were only temporary in the first place.
I finally decided I wanted that mechanical axe, just a single day too late
Turning down money doesn’t seem like good business.

Venom Rework

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

No, I mean you get more activations from the every X method when attacking multiple people, rather than attacking a single person with the every X method. Which counteracts the chance of applying it to someone you don’t want.
Say you’re attacking one person primarily, but catching a second person with ricochets or whatever. You have a 50% chance of hitting the person you want, but you’ll trigger the venom twice as often.
Besides, how is that worse than ALWAYS having a random chance of applying it to who you want?

Venom Rework

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Consistency in the every X attacks is much better than a random chance though; it prevents you from getting a bunch of wasted back-to-back activations or drawn out gaps of no activations.

Every X attacks makes it hard to use effectively for certain setups – who wants trickshot wasting a venom trigger on a turret, or choking gas applying it to a rock dog, or a ricocheted unload shot applying it to a jagged horror?

If you have things like that hitting multiple targets, you may risk losing the venom to a random enemy you may not want, but you also get more activations overall.

Sword/Sword would be cool, but...

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I take this silence as unanimous agreement. We need sword-daggers.
http://wiki.guildwars.com/wiki/Shiro%27s_Daggers
http://wiki.guildwars.com/wiki/Law_and_order

Heavy up the thief

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Are you all serious? You want to put the THIEF in plate armor just so you can get an extra ~140 Toughness?
That would be completely ridiculous.

Venom Rework

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Consistency in the every X attacks is much better than a random chance though; it prevents you from getting a bunch of wasted back-to-back activations or drawn out gaps of no activations.

Venom Rework

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I realized something else this would fix; right now Venoms are weak because, with the proper Grandmaster trait, they can be shared with your group.
With this change though, only the Active effect would be shared, and the Active effect would need to be toned down to fewer hits to compensate for the passive.
This means that much less of the skill’s effect would be focused on the shareable portion, and so there would be far less need to limit its power.
Since Venomous Aura would then become a weaker trait, it could also be moved down to the Master tier and become far more accessible.

Venom Rework

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Devourer’s is useful in certain builds, but I wouldn’t really call it a “strong” skill. The Immobilization doesn’t stack with itself, so you only get 2-3 seconds of Immobilization, literally nothing else without traits, on a 45 second recharge.
Compare that to something like Throw Bolas, which gives a flat 4 second Immobilize on a 20 second recharge. And Warriors have infinitely more potential to abuse an Immobilized target than Thieves do.

(edited by Grimwolf.7163)

Venom Rework

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Venoms as they are now are very flawed. They’re dull, and they’re kinda weak.
I think a great way to improve them would be to add a passive effect along with the active effect, similar to signets.
There are any number of ways they could be differentiated from signets if necessary, like having the active effect not disable the passive while on recharge.

Have them passively apply an effect on every X attack you land, just like the Guardian’s Virtue of Justice.
For example, Devourer Venom could passively apply a few seconds of Cripple on every 5th attack that you land, and apply Immobilization on your next attack when you activate it.

This would make them feel much more like Venoms should as well as giving them a generally more interesting mechanic. More importantly it would make them more useful.
One of the bigger problems with Venoms is that they just frontload a bunch of conditions at once, which in some cases can’t even stack with their self, and in many cases will just all get cleansed off together. This change makes them more spread out as they should be.

Sword/Sword would be cool, but...

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

A simple pair of exceptionally long daggers, like shortswords, would be cooler. ‘Cause then you’d hold them with a reverse grip.
I would like to see this.

Guardian or Warrior?

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

Well, you all make good points and I would have expected to prefer the Guardian, but I decided to delete a lower level character I don’t really play to make the Guardian (I already had the warrior around 10ish occupying my last slot, which is where the testing of both issue came in). I played them both for a while in the mists, and I actually prefer the Warrior significantly more.
Everything that was said was basically true of each, but the Guardian just didn’t have a very visceral feel to it. The attacks all felt kinda… boring? Maybe?
Anyway, the Warrior was great. Regardless of actual viability in PvP, it was just way too much fun to be able to flip through weapon sets on a whim and really rip people apart with massive pressure, and spend the Adrenaline I built through said pressure to spike people down.
The defensive and tactical options could certainly be much better, but it was surprisingly awesome to play a walking meat grinder.
I enjoyed the utilities more than I thought I would as well. The Strength ones at least.

Guardian or Warrior?

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

Play w/e u like.

Well, yeah, that’s the problem. I can only make one, and I don’t know which I like more.

Guardian or Warrior?

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

After seeing the Braham heavy armor coming out, I’ve decided to make a heavy armor character. But I have most of my character slots used up already, so I’m torn on which class to choose; Guardian or Warrior.
I like having a lot of skills to press, having interesting mechanics with lots of tactical potential (high skill cap), and flashy effects.
I do not like long skill recharges, heavy group focus (skill has a weaker effect on yourself, but boosts your allies in return), or a lack of flexibility/versatility.
I’ll also be using a Greatsword as one of my two weapons at pretty much all times, and favor sPvP/WvW, but still enjoy PvE.

The Warrior seems like it would have more active gameplay, because it has easy access to 5 second weapon swaps and generally lower skill recharges. I love how the Greatsword can wreck people with low-recharge Hundred Blades if you can get the person pinned down.
A lot of the utilities are boring in general due to a limited theme. I absolutely love Kick in every way, but due to the pushback it has very limited viability for a melee character so I won’t likely use it that often.
The Warrior is also supposedly quite bad at PvP.

The Guardian has some cool and flashy looking skills in general, and a more interesting class mechanic. I love the blue spirity magic theme tied into the melee combat, and I love a fair number of the skills which are very interesting both visually and functionally.
But most of the skills have very long recharges which seem like they’d make the gameplay too slow and passive. Greatsword in particular lacks any straightforward attack to just tear into people, and the recharges on it are all remarkably long.
The Guardian also has a heavy team focus, and a lot of skills/traits seem to rely on teammates being close by at the expense of individual performance.

New Armor Preview!

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

Man, GW2 really dissapoints with their armor designs.

The only well designed armor is the t3 cultural in my opinion.

In which armor type (light, med, heavy)? For which race?

Either way, I think you’re on crack. There are several armors, across all 3 tiers that I personally love. I’m always game for more variety, but I think you’re not giving them enough of a chance if you’re that narrow.

Most of the t3 cultural for all races and types I like, besides that, there is only about 1 set I like per armor type.

Out of all the mmos I have played (warhammer online, aion, rift, tera, swtor) GW2 has some of the worst designs. GW2 just doesn’t have a lot of cool factor, a lot of designs are thick puffy dresses, trench coats and lady gaga/clown/jester masks and attire.

GW1 was an abomination as far as armor design, so this is all still miles better.
Take Assassins for example. There was not a speck of variety, and EVERY SINGLE SET was full on S&M; skin tight leather with buckles and blades everywhere. And not blades as in like daggers stashed everywhere which would be awesome, but blades as in just metal spikes poking out everywhere. Like a porcupine.

Then there’s WoW, where armor is literally just painted onto the skin.

(edited by Grimwolf.7163)

Suggestion: Reduce Stance Recharge 60 secs

in Warrior

Posted by: Grimwolf.7163

Grimwolf.7163

As only a single example, my main is a Thief, and seeing Bull’s Charge after using Scorpion Wire for so long is absolutely disgusting. Significantly weaker effect + twice the recharge.
Granted, Thieves have significantly less ability to exploit that gap close + knockdown; most Thieves consider Scorpion Wire horrible still, whereas Bull’s Rush at least gets use from Greatsword warriors. But less range and doubled recharge? No way.

(edited by Grimwolf.7163)

DirectX 11?

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

Guild Wars 1 w3as originally a DX8 game . Took them until Factions’ release to make the game DX9 .

No DX11 is a crime against any computers built after 2009 .

MMO or not, not having DX11 support in a PC EXCLUSIVE title released in 2012 is a joke especially when games run better in dx11.

Having it in Direct X 11 would upset people with Direct X 10 cards, which there is still a fairly high number of compared to DX9 cards now. I could see this game going as far as DX10 for now but not DX11 and I highly doubt GW2 will upgrade to DX10 to begin with. If there is a ‘Guild Wars 3’ game in the future, maybe it will use Direct X 11. But it doesn’t really matter though, the game looks great either way.

Also wouldn’t this topic be better suited for the Tech support forums?

Why would it upset anyone? DX11 support doesn’t mean DX9 won’t be supported anymore… DX11 would be for those who own a gaming rig and DX9 for those gaming on a computer from Bestbuy lol

Bestbuy? I run GW2 on a freakin’ TABLET and I have DX11.

8 months and zero optimization

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

+1, needs more optimization. in the meantime, I’ve found that putting shaders on low gives me a nice FPS boost.

But shaders/textures is what makes the biggest difference in graphics-.- I can’t set those two to anything lower than High.

dunno, I don’t think it’s that big of a deal

Take a pic of your character on shaders low/mid/high and compare them three, there’s a huge difference.

There really is; it affects things like hair, armor and skin. Looks way, way worse when set low.

[PvP] Down-state Evaluation

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

I like the down state itself and that it allows allies to rescue you, but I HATE, HATE, HATE the ability to rally off of kills in PvP. There are SO MANY problems with that mechanic that I won’t even try listing them.

New Armor Preview!

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

I swear to god, if this goes the way of the Aetherblade weapons and we don’t actually get that armor, I’m’a STAB somebody!
o_O

…The light armor is awful on guys though.

(edited by Grimwolf.7163)

Suggestion: Reduce Stance Recharge 60 secs

in Warrior

Posted by: Grimwolf.7163

Grimwolf.7163

I find that stances have an incredibly long recharge time of 60 seconds.

Who else wants stance cool down to be reduced?

I’d like to suggest-a trait that reduces stance recharge times by 20%-just like the trait that reduces signet recharge time by 20%.

What does everyone else think?

Stances? MOST Warrior utilities have god-awful recharge lengths. There are only 2-3 skills with reasonable lengths on them.

New Armor Preview!

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

AAAAAAAAHH!!
I can finally wear Norn-style armor on a human! THANK YOU!!
I’m making a Warrior RIGHT kitten now JUST for the Braham armor.

So... Dragons?

in Living World

Posted by: Grimwolf.7163

Grimwolf.7163

Are they not still out there trying to wipe everyone out?
We’ve had nothing dealing with them since the personal story the game launched with.

Why the Abaddon Fractal is Irrelevant

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

Like you’ll never find out what happened there if you don’t get the Thaumanova fractal?
All it would mean is that you won’t play it out first hand in a fractal.

Thaumanova – more robot bosses on the way

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

This considered I favor the Fall of Abaddon. Why? Because this will be one of the few opportunities we’ll have in GW2 to revisit “pure” GW1 lore. No dragons, no nothing from the last 250 years. Just straight up an episode that would feel very much at home in the original GW trilogy.

You already had four GW1 games and 6 years to experience GW1 lore, stop being greedy.

You already had an entire dungeon, city, zone, GW1 game and fractal to experience Asuran technology-focused content and lore, stop being greedy.

Personally, I’m way tired of Asurans.

(edited by Grimwolf.7163)

Thaumanova – more robot bosses on the way

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

Wow, you must show me this time travel device which you used to know the fractals that are to come out.

Also, the margonites are still humans during the Fall of Abbadon.

If you lack any ability for critical thinking, then you have a big problem.
I don’t need a time machine to know that any particular person was born from a mother and father and will eventually grow old and die.

Thaumanova – more robot bosses on the way

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

Does anyone really enjoy either the Crucible of Eternity or the Mad Asura fractal? Because I’m quite sure it’ll mostly just be more of that in the Thaumanova Reactor.

Exit Polls (updated 8/2)

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

why do I have a feeling 80% of the ppl voting for kiel only votes for her for the cheaper waypoints?

More likely, the majority of people voting don’t use the site and have no idea what either is actually offering, and simply like the person they know and view as the “good guy”.

Weapon Swapping on Thieves

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

Since thief skills use initiative instead, what if weapon swapping also cost initiative? Then thieves could decide if it’s worth trading off fewer skills in a rotation to use the second weapon set. It would also prevent thieves from gaining a huge advantage over the other classes, in terms of sigils with on-swap benefits.

No doubt other changes to initiative would also have to be made, in terms of traits, costs, and so on.

On Swap sigils already have a recharge on their effect, and it wouldn’t be imbalanced even if a Thief could swap freely, considering Engineers can swap kits freely AND do not share resources between them.
If there were no recharge at all, but it cost like 1 Initiative to do, I don’t think that would be too bad. Much better than what we have now at least.
Maybe the Quick Pockets Grandmaster trait could then just remove the Initiative cost of swapping.

(edited by Grimwolf.7163)

Has anyone seen Evon's birth certificate?

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

I will give half of my wealth to charity, if he just shows us his birth certificate to confirm his legality.

You’re only doing this because he’s black!

Suggestion for Perma Stealth Thieves

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

Increasing the Revealed duration further would be a god-awful “fix”, and do nothing to fix “perma-stealth” anyway.
They should go with their old plan to have Revealed always occur after leaving Stealth, regardless of attacking, and make combo field Stealth unable to stack with existing Stealth just like the Mesmer wall skill.

Weapon Swapping on Thieves

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

I’m not too keen on moving a Grandmaster trait to be an inherent ability that allows someone to run D/P + D/P and get initiative even easier.

Would you be in support of the recharge reduction then? That’s what I’d personally prefer anyway.
Regardless of which change were made, Quick Pockets would still need to be replaced.

Exhaustion

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

so the sigils also share the same cooldown if they are on a diff weaponset?

I believe so, yes.
For the same reason two weapons in the same set share a recharge; the recharge is tracked on the player, not the weapon. They probably don’t even have the proper game mechanics available to track it on the “weapon”.

I feel utterly Ripped Off.

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

$50 & Some gold = 4500 Gems

4500 Gems = 50 BL Keys

50 BL Keys = 50 Chests Opened

Results:

1 Claim Ticket
13 Claim Ticket Scraps
22 Support Reminder bags
0 BL Keys

You’ve effectively put me off purchasing anything from your gem store for a good while, Until I decide you guys have stopped treating us like stupid cattle.

Regards,
Formerly Paying Customer.

Well, they got theirs.

Weapon Swapping on Thieves

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

The way it works right now feels like an Engineer without any Kits.

Weapon Swapping on Thieves

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

Due to the way Initiative works, weapon swapping on Thieves is incredibly lack-luster relative to other professions.
I have a very simple request to remedy this; either make Quick Pockets baseline so we gain some Initiative on swap to use the skills of that weapon, or cut the base recharge on weapon swap in half so we can swap more easily without having to commit so hard to that particular weapon.
Since we gain no Initiative right now on swap, unlike other professions we cannot swap to the other weapon to use extra skills. They all pull from the same source. Our ONLY real reason to swap weapons then is for niche usage of particular skills, like swapping over to a shortbow to Cluster Bomb some Mesmer clones.
The problem then is the 10 second recharge blocking you from switching back to your main weapon for a fair length of time.
Overall, it drastically reduces the Thief’s versatility relative to the other professions.
We either need to be able to swap over to continue attacking like other professions, or we need to be able to easily swap back and forth for usage of niche skills as the situation demands.
The downsides of swapping weapons on a Thief right now are so harsh, most people very rarely even do it.

Exhaustion

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I really think that just moving us over to recharges without Initiative like everyone else would be a massive improvement for the Thief.

No, give Ini to every class, that would be an improvement. CD’s are boring, and also
just picking what is free to do stuff very easily.

And it would be an absolute balancing nightmare. We already have perma-stealth and evade-spam with Thieves. One can only imagine what nightmares other classes would inflict upon the game with similar abilities.
Necros chain-fearing everyone to their deaths, for one.

Exhaustion

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I really think that just moving us over to recharges without Initiative like everyone else would be a massive improvement for the Thief.

Why the Abaddon Fractal is Irrelevant

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

1. A god is a god. Anet can bring any of their gods into the game any which way they choose and at anytime without actually ruining anything lore-wise. Why? ugghhh… it’s gods. Do whatever with gods, isn’t that the point of some higher power that apparently controls and owns everything?

2. With the reactor fractal, Anet has a chance to offer something so outlandish and new to the lore, it could even affect the gods. Ooooooo…

Also,

#TeamKiel

Why the Thamanova Reactor fractal is irrelevant;

1. People only want it because they don’t know exactly what happened, but we’ll find out regardless at some point. We just won’t be able to play it out and see it first hand.

2. SPOILER
Unicorns did it.

(edited by Grimwolf.7163)

I'm the law around here...

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

Can’t possibly mean anything else.

Interesting Case Study

in Cutthroat Politics

Posted by: Grimwolf.7163

Grimwolf.7163

…That goes past “bias” into full-blown insults toward anyone supporting Evon. If you really want a viable analysis of all this, you shouldn’t be the one doing it.

Exhaustion

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

The subject line says it all.

I’m pretty much fed up with a class design allowing those who pick up the Thief class to spend less than a day with it and compete with some of the best DPS metagamers to ever put their hands on GW2…by pressing 2…a lot.

Now before you crazed defenders of all things Thief get all up in arms over another thread calling for a nerf, please read, let this idea bounce around in your head a bit, and then reply with an actual opinion.

Are you ready?

Are you sure?

Ok, here it is:

New sPvP and WvW Feature: Exhaustion “when activating the same non-auto-attack (#1 skill) weapon skill within 2 seconds that skill gains a 1.5 second cooldown that stacks in intensity.”

As far as I can tell this only effects skill spamming and doesn’t circumvent the initiative system, but rather encourages learning to play the class as intended. Pressing one key to victory is pandering to bad players and trivializing the class as a whole. Watching an initiative bar and playing Wack-A-Mole with the 2-key should not be the back bone of a play-style.

My biggest problem doesn’t stem from being attacked by this type of play style, oh no. I beat those kids like it’s a Chris Brown and Rihanna RP. The problem is my difficulty in learning the class. Everytime I try to get into it, I get myself into a situation in which repetitively pressing 2 is the best choice (cloak & dagger, backstab, they run…soooo heartseeker…still alive, still running, sooooo heartseeker…still not down? still running…heartseeker!) Other classes, of with I have 4 fully exoticed at 80, I’m forced to use something else, because the skill I’d like to use is on cool-down, so I have to figure out what to do with my other options. This is how I learn, and this prevents me from playing a non-2-spamming thief. I burn out my initiative pressing 2 and if it doesn’t kill them I stealth away and recover…and then try something else only to end up doing it again, which actually beats other thieves more often than anyone else, which is dumb, since I’ve collectively put in about 10 hours of game time into the class and only in sPvP.

That would be a straight up Thief-only nerf. And initiative only exists to allow the same ability to be used consecutively, making initiative nothing but pure downsides without any benefit.
A better suggestion would be to just scrap initiative and give us recharges like everyone else. I could get behind that.
Despite whatever they may have intended initiative for, all it does now is allow bad players to perform well at the expense of overall performance and ability to balance.
It’d have the extra benefit of completely squashing perma-stealth and remove the need for Revealed, which breaks certain traits.

well idk about ALL that but some i agree with. i don think it allows bad players to be good. but i will say that it makes them seem more agressive. i would much rather fight a spammer anyday. i think any thief here will agree. if u wanna spam plz do.

Without Initiative, spamming isn’t even a thing.
With most classes, you HAVE to use your skills carefully at the right time. Initiative allows you to put out good damage by just spamming Heartseeker, or come back from a mistake by, for example, using Cloak and Dagger again right after the first one fails to connect.
Such things do still have downsides, since you will still run out of Initiative, but nothing compared to what most classes need to do to perform effectively.
If you spam skills you certainly won’t perform optimally, but you can still get by doing that.
If a Ranger with a Greatsword tries to block someone and the other person just holds off their attacks, that block is gone for the next like ~15 seconds; you can’t do it again. Whereas with Initiative they could immediately block again when the enemy tries throwing out a big attack after the first block ends.

At the same time, Initiative vastly limits the number of skill activations you can use.
It allows you to use far fewer in succession, you recover from a series of skill uses more slowly, and weapon swapping does very little since you gain no resources from it like other classes.
Attacks also do less damage in general, simply because you CAN spam them, and if they did normal damage the burst potential would be too great.

(edited by Grimwolf.7163)

Exhaustion

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

The subject line says it all.

I’m pretty much fed up with a class design allowing those who pick up the Thief class to spend less than a day with it and compete with some of the best DPS metagamers to ever put their hands on GW2…by pressing 2…a lot.

Now before you crazed defenders of all things Thief get all up in arms over another thread calling for a nerf, please read, let this idea bounce around in your head a bit, and then reply with an actual opinion.

Are you ready?

Are you sure?

Ok, here it is:

New sPvP and WvW Feature: Exhaustion “when activating the same non-auto-attack (#1 skill) weapon skill within 2 seconds that skill gains a 1.5 second cooldown that stacks in intensity.”

As far as I can tell this only effects skill spamming and doesn’t circumvent the initiative system, but rather encourages learning to play the class as intended. Pressing one key to victory is pandering to bad players and trivializing the class as a whole. Watching an initiative bar and playing Wack-A-Mole with the 2-key should not be the back bone of a play-style.

My biggest problem doesn’t stem from being attacked by this type of play style, oh no. I beat those kids like it’s a Chris Brown and Rihanna RP. The problem is my difficulty in learning the class. Everytime I try to get into it, I get myself into a situation in which repetitively pressing 2 is the best choice (cloak & dagger, backstab, they run…soooo heartseeker…still alive, still running, sooooo heartseeker…still not down? still running…heartseeker!) Other classes, of with I have 4 fully exoticed at 80, I’m forced to use something else, because the skill I’d like to use is on cool-down, so I have to figure out what to do with my other options. This is how I learn, and this prevents me from playing a non-2-spamming thief. I burn out my initiative pressing 2 and if it doesn’t kill them I stealth away and recover…and then try something else only to end up doing it again, which actually beats other thieves more often than anyone else, which is dumb, since I’ve collectively put in about 10 hours of game time into the class and only in sPvP.

That would be a straight up Thief-only nerf. And initiative only exists to allow the same ability to be used consecutively, making initiative nothing but pure downsides without any benefit.
A better suggestion would be to just scrap initiative and give us recharges like everyone else. I could get behind that.
Despite whatever they may have intended initiative for, all it does now is allow bad players to perform well at the expense of overall performance and ability to balance.
It’d have the extra benefit of completely squashing perma-stealth and remove the need for Revealed, which breaks certain traits.