Showing Posts For Hitman.5829:

[WvW] Gear non salvageable? why?

in Guild Wars 2 Discussion

Posted by: Hitman.5829

Hitman.5829

This is beyond kittened; at least allows us to get the runes back. Jesus Christ!
This also goes for karma armor JESUS CHRIST!

[WvW]Contested waypoints is a broken design

in WvW

Posted by: Hitman.5829

Hitman.5829

Spending countless hours upgrading the way point, just so that ONE SINGLE player can contest it. That is a very bad design, what were developers thinking?

[suggest]Blocking a person should mute them

in Guild Wars 2 Discussion

Posted by: Hitman.5829

Hitman.5829

Blocking a person should mute them too. I am tired of idiots spamming sounds and ruining my beautiful master piece of music.

Fix for Siege disabler

in WvW

Posted by: Hitman.5829

Hitman.5829

Siege disable is the best thing that could happen to WvW. No more 2 vs 1 for you! if you want to win fair u have to fight fair. Oh let us coordinate with JQ and attack BG you attack one tower and we attack another tower. ahahahahahaha no more!

siege disable is here to stay! THANK YOU ANET!

Siege Disabler

in WvW

Posted by: Hitman.5829

Hitman.5829

I disagree, this bomb is a saver when you are getting 2 vs 1 in WvW.

[bug] Unbreakable bell has the wrong notes.

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

The unbreakable bell has the wrong notes. The notes are shifted to the left, for

example: the bell indicates that
1,2,3,4,5,6,7,8 are do,re,me,fa,sol,la,te,do in that order

However, when you try to play music following standard music notation then:

1 = re
2 = me
3 = fa
4 = sol
etc…

the only instruments with shifted notes is the unbreakable bell.

The notes are shifted to the left. please fix this!

new tournament achievements are awful

in WvW

Posted by: Hitman.5829

Hitman.5829

Basically removing the achievement requirement during a tournament is an experimental step we took to reduce the incentive for achievement grinding. We want people to play WvW, and not focus too heavily on satisfying achievement requirements.

If we find that players prefer having numerous things to check off a list, then we would certainly take that feedback into account and consider it for future tournaments.

I agree, also DO NOT GIVE REWARDS, I repeat DO NOT GIVE REWARDS for the victorious teams because this will encourage 2vs1.

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

You’ve reported what you think is a bug. Unless you have new information about it, move on. Spamming the forums or continuing to post in this thread in order to bump it to the top is just going to get you put in time-out.

FYI, it’s not a bug (linked dev post confirms that), and it’s not OP.

It is a bug, measurement confirms that!

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

Hey guys I wont let this post die until it gets the proper attention from developers. I won’t let it die specially with the Rapid Shot casting time buffed on September patch. This needs a look from developers and a hot fix as soon as possible. Do not get me wrong, I love my ranger too but come on this is extremely overpowered.

Rapid Fire

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

This bug makes it EXTREMELY OVERPOWERED https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Archer-s-range-2000-instead-of-1500/first#post4374019

Still, I love the ranger changes. I think they are getting even at this time in WvW.

[suggestion] Pay a fee (gold) to change stats

in Guild Wars 2 Discussion

Posted by: Hitman.5829

Hitman.5829

I suggest an NPC at each city and in WvW where you can go and talk to him/her and for a small fee he can change stats on weapons and gear.

Currently I have 12 bank tabs full with gear and weapons with different stats. I have 8 characters and I have run out of space; I cannot put more gear in the bank.

This game should encourage diversity in builds, people should have the opportunity to change stats at any time without hindering the bank space.

[Warrior Nerf] Time to change to ranger

in Warrior

Posted by: Hitman.5829

Hitman.5829

Why sigil of Rage on Longbow? Why not Ice sigil, for example ?

Besides, running traps and power longbow… Dunno. Once trap is activated, you get revealed anyway. So the counterplay would be walking into traps :p.

Btw, Super Speed is better than stealth on this runeset imo.

If you want to switch professions, make a mesmer. They’re all currently playing with themselves, thinking about new fascinating ways to apply 20 torment stacks on you/spam Staff or Scepter #1 for win, together with buffs all around.

And Rangers still have their pet! So we’re not that good.

Why sigil of rage? that will make Rapid shot fire like a mini gun. Rangers will devastate anyone from 2000 range units, by the time you reach 1000 units you will be 50% health. God have mercy on their souls! My God have mercy upon my enemies, because I won’t!

[Warrior Nerf] Time to change to ranger

in Warrior

Posted by: Hitman.5829

Hitman.5829

I am going back to my ranger, the first character I created.

Superior Rune of the Trapper:

+25 Condition Damage
The duration of conditions you apply last 10% longer.
+50 Condition Damage
When you use a trap skill, gain 3 seconds of super speed.
+100 Condition Damage
Gain 3 seconds of stealth when using a trap skill.

Along with the bug described here and sigil of rage in longbow will make the ranger a ferocious adversary.

3 seconds of stealth when using a traps is what rangers needed. People will rage and complain about how ranger is OP make my words!

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

Here is one of the links, #17 in his list. https://forum-en.gw2archive.eu/forum/support/bugs/List-of-Mesmer-Bugs-Older-Thread/3750901
listed here for convenience:
“Intended. All ranged and melee skills have a 15% buffer range to take account for tracking.”

There was another post but I am unable to find it. I searched for this because there still seems to be confusion despite trying to make this clear, and showing a dev post is helpful.

Although pistol doesn’t count as ranged (nor melee obviously) because it does not have this buffer (mesmer 5, thief pistol skills, etc., not sure about engi as I haven’t played enough to see)

Nice find, however I did some more testing with the “sick-em" skill which says it has a range of 2000 just like leebe.2093 suggested. I found the longbow range to be a bit less than 2000 possibly 1960 as suggested by frifox.5283. However, if it is true that range skills have a 15% buffer and if “Sick em” is affected by this 15% increase range then the total range of sick em is 2300. This means that the long bow range is between 2200 and 2300.

Now, the longbow range should be 1500 as stated by the skill description, but if we take the 15% buff then the long bow range should be maximum 1730. Clearly there is an extra 500 range being added to the maximum possible range of the longbow. From the test it looks like the longbow is getting a +47% buffer. Thus, we can only conclude that this is a bug!

EDIT: one thing I forgot to mention is that the tests were made with a stationary golem in PvP. So, the 15% buffer might not be taking place when adding the total range for moving objects. When you think about this it makes you wonder what is the actual total range for the longbow; could it be more than 2300? That is scary! This obviously needs attention because rangers are becoming familiar with this bug and they are exploiting this in PvP and in WvW. I am one of those who use this bug, but I recognize this is over powered.

(edited by Hitman.5829)

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

More evidence:

Attachments:

Is Arcing Slice getting a new Annimation?

in Warrior

Posted by: Hitman.5829

Hitman.5829

Expect a 3 second cast time and an animation telling “here I come” in bold letters.

Like this? “HERE I COME..PLEASE EVADE”

The animation will many fire crackers going at once with bright colors and loud sound, just in case you miss the “HERE I COME..PLEASE EVADE” warning.

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

Bumped this needs more attention. This bug cannot be continued to be abused!

Is Arcing Slice getting a new Annimation?

in Warrior

Posted by: Hitman.5829

Hitman.5829

Expect a 3 second cast time and an animation telling “here I come” in bold letters.

Did you watch the ready up video showing the skill being used ?

I’m guessing not.

No one knows, we have been getting ninja nerf on the past patches. maybe on the next patch they will do it again.

Is Arcing Slice getting a new Annimation?

in Warrior

Posted by: Hitman.5829

Hitman.5829

Expect a 3 second cast time and an animation telling “here I come” in bold letters.

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

Hi, guys For some reason I cannot see the replies. I thought it might be something with my internet but for some reason does not show me anything? Anyone knows how I can see what people are saying?

UPDATE: now I see the replies. It looks like the page was full. Could that be a forum bug? should I report it?

(edited by Hitman.5829)

Warrior needs balance

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

The healing signet got Nerf about 2 patches ago. Now people want more nerf? LOL yeah make healing signet give 1 healing per second, and even then people will still complain, so i suggest make it give 0 health and hopefully the whiners will stop.

[Thief] Teleportation to non even terrain

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

Balance is not based around 1v1 sitting on a point which unfortunately is the game type. Terrain is part of combat, thieves and mesmers are to squishy to just sit and face roll like warriors, necros, and guards. Also aside from certain builds which can be beaten by ignoring it they do not produce the same type of heal or regen as eles, engies, and rangers.

First of all it’s not an exploit, a lot of terrain is designed to allow certain “plays”. Even the newest TDM map “Courtyard” during the preview they stated they designed it for classes with targeted blink/flash type mobility skills to use it, and one should presume the other maps were designed with the same intention.

If you don’t like it, then maybe you should not run such low risk crap that allows you to out sustain most glass cannons and they wouldn’t take advantage of higher ground or use the terrain against you.

However I think Infiltrator’s Strike should need proper LoS to engage.

So, a thief going up and down a step abusing the shadowstep skill to avoid damage and inflict damage is not abusing the system? Everyone else goes around the step but the thief can just abuse this bug and evade attacks? Tell me again how is this not a bug abuse?

[Bug] Warrior trait "great fortitute"

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

This traits says it converts 7% of power to vitality. However, when you equip signet of might or banner of strength the power is not being converted to vitality.

[Thief] Teleportation to non even terrain

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

Infiltrator strike and Infiltrator’s arrow are overly abused by thieves due to a bug which sometimes allows them to shadowstep to places which are uneven. For example, hills, cliffs, and steps. In PvP they can shadowstep to steps which otherwise require a normal player to go around it to get to the top.

Please fix this since it is getting abused a lot in PvP.

The bug is being abused by most thieves!

Boon Steal Spamming Thieves

in Thief

Posted by: Hitman.5829

Hitman.5829

This skill is still too much because it can be spammed. Increase initiative cost!

[Thief] Teleportation to non even terrain

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

Infiltrator strike and Infiltrator’s arrow are overly abused by thieves due to a bug which sometimes allows them to shadowstep to places which are uneven. For example, hills, cliffs, and steps. In PvP they can shadowstep to steps which otherwise require a normal player to go around it to get to the top.

Please fix this since it is getting abused a lot in PvP.

[Adrenaline] Please change these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

Note: a friend of mine asked me to post this on the forums because he cannot.

Since the adrenaline changes now punish the warrior for using his adrenaline I think redoing these three traits and adding F2/F3/F4 will bring more skill to the warrior.

Heightened Focus, Adrenal Health, Berserker’s Power are no longer traits and directly now tied to adrenaline. They are no longer stupid and boring traits.

Stage 1: Now grants 50 healing every seconds, 5% Critical Chance, 5% Additional Damage.

Stage 2: Now grants 100 healing every second, 10% Critical Chance, 10% Additional Damage.

Stage 3: Now grants 150 healing every second, 15% Critical Chance, 15% Additional Damage.

F2: Burst Heal: Sacrifices the ability to heal passively from adrenaline. Your next burst skill heals you when it lands. Medium Cooldown If it doesn’t hit, it doesn’t heal

F3: Burst Speed: Sacrifices your passive critical chance from adrenaline. Your movement speed is increased by 100% for 5 seconds.

F4: Burst Damage: Sacrifices your passive damage bonus from adrenaline. Your next burst skill ignores armor. Long Cooldown. If it doesn’t hit, it goes on cooldown.

This makes the Warrior very active and skill-based, as well as adding unique skills that give them their own edge.

Old Traits are now:

Berserker’s Power: Now adds 30% damage to the active “Burst damage”

Adrenal Health:Adds 25% more healing to the active “Burst Heal”. (NOT THE PASSIVE.)

Heightened Focus: Now adds 5 more seconds to “Burst Speed.”

These are still worthy of their grandmaster but now your adrenaline (when you lose it.) matters a lot more, and this also builds up a lot of class structure which warriors really need.

What do you think?

[Balance] Thief initiative needs a rework

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

Dodge, move and play the game. Are you kittened or do you only play thief and are blind? Thief s if any class already have a lot of active defenses . You got a kitten load of blinds and jumps and you still moan how to survive. What the hell. UHHH … QQ I actually had to COMMIT to an action like every other class. QQ I can’t kitten up and be instantly gone again. QQ my mistakes actually stick to me QQ .
Seriously. Stop. You clearly don’t know how this game works.

I really am awe struck by the stupidity of this entire statement. I usually try my best to stray away from such statements on the forums, but I’m really getting fed up with unjustified thief QQ. A bad thief will not survive at all period. if my CnDs dont connect due to an extremely wide range of possibilities, I am beyond vulnerable. And mistakes are very noticeable on thief. if I mess up in a fight, there’s a very good chance that it’s going to bite me in the kitten unless I can work around my mistake. Same with other classes, although classes such as warrior and guardian and much more forgiving. And a 10s revealed would completely destroy thief. period. There’s nothing we could do for 10 whole seconds to stay alive w/o stealth like other classes can. it is our means of survival, with he exemption of Evade builds, but people complain about those too.. Seriously, is there anything we can do for you guys to not hate us?

This post is not about stealth, this post is about how thieves have semi-immunity to chill. We want to discuss how thieves should be penalize by this condition. There are various ways that the thief could be penalized for example:

  • if the thief is chilled make him deal -xx% damage (if initiative regeneration is not slowed down).
  • root the thief and freeze him and make his movement slow down to 100%.
  • chill should stop utility skill recharge to +90% or even 100% to compensate for the semi immunity.

Nobody will disagree that there is a problem with chill affecting thieves. Now, consider this hypothetical scenario:

  • imagine for a moment if warriors were semi-immune to blind. What if warriors could connect a hit 50/50 even when blinded?

I can think of lots of ways to fix the chill problem; one of the easiest solutions I think would be to get rid off the -xx% skill cool down for ALL classes. That way everyone would be affected by just -66% speed.

Maybe they should take 2000000% more dmg under the effect of chill?

Nah that’d be generous. Although being rooted on chill basically would equal something like that. Going from evading hits altogether to soaking them all up as if chill can’t get to a high duration. Maybe confusion should backstab ourselves?

That is not a bad idea, considering how many back stab spammers are there.

Sarcasm OP, please give up. You and no other supporter of yours has provided any evidence that thieves are op in this matter. Idk what BWE was like for gw2 but if it did have chill effect thieves initiative pool and it was removed before release, that speaks for itself.

And who claimed thieves are OP on that manner? All i said was that thieves should be penalized for being chilled like everyone else is penalized.

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

No…you still gain adrenaline just as fast as before, so filling the bars isnt a problem. They are most effective at max power, so using adrenaline would reduce this (which is why they are not often taken into WvW/sPvP)

Aside from some pure zerker power builds that get destroyed in a few seconds, these traits don’t have a place in many others.

What part of them do you feel is underpowered afterward the patch anyways?
using adrenaline on burst skills? defeats the purpose of the traits all together, it is a slow ramp up in power until you ultimately spend that power and have to restart. Which leaves many other traits in a much better position.
– losing adrenaline out of combat? wouldn’t even matter…not like you are fighting anything…

You make it sound like this huge nerf, as you call it, will be the end all for anything that uses adrenaline, and you couldn’t be more mistaken.

From the notes, so far we know that if you miss your burst your adrenaline will go to zero. So, blinds, dodges, and out of range will drain adrenaline. Blinds and dodges alone will make those traits trash. It is time to analyze EVERY single skill that uses adrenaline now that adrenaline is getting a huge nerfed.

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

You are hitting the enemy despite the skill being underlined with red which as far as I know means that the enemy is out of distance.
This is what I meant with range limit.

Not with warrior bow; when you have the red marker under the skill the range is still 1000 units. Try it!

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

Every ranged weapon can hit a little farther than the range limit indicates.

I did this on my warrior with a long bow and it hits for 1000 units as expected. to measure the distance i used the leap skill #2 from the sword. I used 2 leaps, therefore the distance traveled was 1200. On the pictures you see I passed a small distance of around 200 units. Therefore, the original distance was of 1000 JUST AS EXPECTED. There is no bug on the warrior bow range.

Attachments:

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

How exactly does it work? Does it require any specific traits or something like that?
How do you measure the distance?

Ps: Can you add pictures to your second post?

Yeah, i got pictures added finally. I used the leap skill #3 from the Great Sword which gives 1100 range. i used 2 leaps so the distance traveled is 2200. you can see that i passed the object by a small distance; it looks like around 200 range. Thus, the whole distance is 2000. The long bow should have a maximum range of 1500 when traited.

Clearly is giving more than 1500 looks like 2000 range; that is 500 more than intended. THAT IS A LOT!

(edited by Hitman.5829)

[Bug] Archer's range 2000 instead of 1500

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

Every ranged weapon can hit a little farther than the range limit indicates.

i am trying to post more pictures but does not let me I don’t know how to post more pictures. But this is a bug specifically for rangers that gives them and extra 500 range.

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

Actually the current meta for PVE/Dungeons includes Berserker’s Power with no use of burst skills.

It is PvE for Jesus Christ. Anyone can go naked on PvE and still kill a champion. PvP and WvW is what worries me.

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

In PvP you actually don’t play with those 2 traits

Who are you to say that people do not play with those traits?

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

Actually the current meta for PVE/Dungeons includes Berserker’s Power with no use of burst skills.

It is PvE what about PvP?

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

Gs wars done spend adren very often.

While i did like those traits in adept tier, i do not want to see them back in adept.

You guys need yo stop kittening about a relatively balanced change to the class. They could have put a cd on adren gain after it is exhausted either by hit or miss. Them i could see other changes warranted. But this is fine.

As you see most of the warriors that arent complaining are the ones who are good at the class and welcome the change and will not be hindered by it. Those that are complaining are the opposite.

We will see if warriors are quite when they get killed by condition builds. Mark my words!

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

The ones who take those traits (hint: pve). The whole nature of those traits is against use of adrenaline, while for pvp you have better options for offensive traits.

No!

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

How about no?

Those traits function best when you don’t spend your adrenaline, thus achieving full effectiveness once you fill your bar. From then on its at full power as long as you don’t spend your adrenaline, and bonuses they provide are quite significant at the moment. Essentially, it’s best not use burst skill to reap full benefit of these traits.

The change to adrenaline system touches active use of burst skills. As result, the traits that might need rework are the ones that interact with active use of adrenaline.

Are you kidding me? Who builds adrenaline and does not use it? Not even a single warrior does that!

[Death Shroud] Nerf it just like adrenaline

in Necromancer

Posted by: Hitman.5829

Hitman.5829

Enough said,
Death Shroud = adrenaline

If warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.

Warriors also build adrenaline in a couple attacks while necromancers take half a fight to build it up IF they are dedicated to it. Also, the core of the warrior’s defenses are not completely dependent on Adrenaline.

Necros gain life force with most skills used, plus they also have traits that enhance life force while in combat. Their Death Shroud should not carry to the next battle PERIOD!

[Bug]Impale on warrior offhand sword

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

You should try Thief or Mesmer somtimes. About 50% of all skills have this problem implemented. This problem will get fixed when anet decides to overhaul or redesign some of the core mechanics of this game.

Here a small vid showing how Steal is out of range…

Impale is only 1 skill, for warrior, that goes missing. I can think of at least 2 more that miss:

  • Rush
  • Bulls Change

These have, I would say from experience, a rate of +90% missing chance. Even when the target is standing still.

[Death Shroud] Nerf it just like adrenaline

in Necromancer

Posted by: Hitman.5829

Hitman.5829

Enough said,
Death Shroud = adrenaline

If warriors cannot carry their adrenaline to the next battle, then necros should not be able to carry their 100% full Death Shroud to the next battle. Their life force should decay as soon as they exit combat PERIOD.

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

+1’d but it won’t happen.

It MUST happen. Those traits where on tier 1 last year, now they MUST come back to tier 1 with the adrenaline change.

[Adrenaline Nerf] Now buff these traits

in Warrior

Posted by: Hitman.5829

Hitman.5829

With the huge Nerf on adrenaline we expect AT LEAST a buff on these traits that relay heavily on adrenaline.

Currently,

  • Berserker’s Power: 5% damage for 1 bar of adrenaline, 10% damage for 2 bars, and 15% for 3 bars.
  • Heightened Focus: 5%, 10% and 15% critical chance for 1,2, and 3 bars of adrenaline.

We expect a buff on these traits to compensate for the adrenaline nerf. How about you bring them back to tier 1 like they used to be?

[Bug]Impale on warrior offhand sword

in Bugs: Game, Forum, Website

Posted by: Hitman.5829

Hitman.5829

There are a couple of bugs that make this offhand weapon broken:

  • The projectile very often misses and a message appears as obstructed even when there is clearly NOTHING in between.
  • The sword cannot be thrown back.

https://forum-en.gw2archive.eu/forum/professions/warrior/impale-what-happen-It-used-to-work/first#post4269105

with the upcoming changes this skill impale better be in perfect working condition with 0 bugs.

  • Impale – This offhand sword skill previous had over 100% upcoming on Torment, we felt this was too much. We have reduced torment duration from 12s to 8s.

[Ready Up] Upcoming Warrior Balance Changes

in Warrior

Posted by: Hitman.5829

Hitman.5829

This will completely ruin the warrior cleansing conditions. Now you will be spammed THE SAME with conditions, and you will not be able to cleanse the conditions lots of warriors are going to die to condition kitten. People are going to rage quit and complain about this cleansing ire change because there are no changes to conditions! How many times did you die because of conditions even when you had cleansing ire?

[Mezmer] Passive damage needs a tone down

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

I feel like OP wants targets to stand still so they can lay down the damage warriors can do. Burning cooldowns on sustain and defense is totally uncool mesmers. Stop it.

Actually yes, mezmers have to many stunt breaks, evade attacks (sword), stealth, passive conditions, and passive damage.
Also, Killing their clones should not apply 3 conditions that is stupid.
Isn’t deception enough? I mean you go and kill a stupid clone thinking it is the Mezmer and you get 3 conditions, really? Isn’t deception enough?

Not only did you got deceived, but you also got 3 conditions + damage from other clones/phantasms + damage from the real Mezmer. The mezmer goes on stealth and you continue to get passive damage from their clones/phantasms really? This kitten is getting old!

[Balance] Thief initiative needs a rework

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

Dodge, move and play the game. Are you kittened or do you only play thief and are blind? Thief s if any class already have a lot of active defenses . You got a kitten load of blinds and jumps and you still moan how to survive. What the hell. UHHH … QQ I actually had to COMMIT to an action like every other class. QQ I can’t kitten up and be instantly gone again. QQ my mistakes actually stick to me QQ .
Seriously. Stop. You clearly don’t know how this game works.

I really am awe struck by the stupidity of this entire statement. I usually try my best to stray away from such statements on the forums, but I’m really getting fed up with unjustified thief QQ. A bad thief will not survive at all period. if my CnDs dont connect due to an extremely wide range of possibilities, I am beyond vulnerable. And mistakes are very noticeable on thief. if I mess up in a fight, there’s a very good chance that it’s going to bite me in the kitten unless I can work around my mistake. Same with other classes, although classes such as warrior and guardian and much more forgiving. And a 10s revealed would completely destroy thief. period. There’s nothing we could do for 10 whole seconds to stay alive w/o stealth like other classes can. it is our means of survival, with he exemption of Evade builds, but people complain about those too.. Seriously, is there anything we can do for you guys to not hate us?

This post is not about stealth, this post is about how thieves have semi-immunity to chill. We want to discuss how thieves should be penalize by this condition. There are various ways that the thief could be penalized for example:

  • if the thief is chilled make him deal -xx% damage (if initiative regeneration is not slowed down).
  • root the thief and freeze him and make his movement slow down to 100%.
  • chill should stop utility skill recharge to +90% or even 100% to compensate for the semi immunity.

Nobody will disagree that there is a problem with chill affecting thieves. Now, consider this hypothetical scenario:

  • imagine for a moment if warriors were semi-immune to blind. What if warriors could connect a hit 50/50 even when blinded?

I can think of lots of ways to fix the chill problem; one of the easiest solutions I think would be to get rid off the -xx% skill cool down for ALL classes. That way everyone would be affected by just -66% speed.

Maybe they should take 2000000% more dmg under the effect of chill?

Nah that’d be generous. Although being rooted on chill basically would equal something like that. Going from evading hits altogether to soaking them all up as if chill can’t get to a high duration. Maybe confusion should backstab ourselves?

That is not a bad idea, considering how many back stab spammers are there.

[Skill Bar] Warrior's mobility

in Profession Balance

Posted by: Hitman.5829

Hitman.5829

Why do people complain about speed warriors? That is a unique build that requires sword and great sword.

[suggestion] Make mouse arrow HIGHLY visible

in Guild Wars 2 Discussion

Posted by: Hitman.5829

Hitman.5829

On Windows, there is a mouse option that you can turn on that will make a visible circle appear around your cursor when you press ctrl. Works while in GW2 as well.

I’m not a designer so I can’t speak as to why or why not the mouse cursor is as it is, but this tip just saved me. Thank you, Olba!!

Can you guys share the secret/tip. How do you activate it?

In Windows > Start Menu > Control Panel > Mouse > Pointer Options tab > At the bottom enable location marker option

Tried that, and every time i press ctrl there is a fainted white circle and is barely visible and most of the time does not show up. It works perfectly when I do not have the game, but when I open the game and use this tip it is unreliable