I am still waiting for the pistol whip damage to be unnerfed… since all of the reasons given for that nerf (quickness) are already long gone.
But to get real – I pretty sure they would be capable of something like stealth stacking nerf, shortbow nerf. Maybe even pistol range reduced (since warriors are complaining a lot about new immobile on pistol 2)
Give us, the engineer community, the ability to write our own AI for turrets to suit our needs
It’s poor design. Hard counters, unlike soft counters, SHOULD NOT HAVE INSTANT CAST. Just make it 1/4 or 1/2 cast time and I will totally be okay. Not that this skill will ever be anywhere near useful without total redo.
The problem is that turrets have a hit box of a DRAGON. Warrior with a greatsword hits turret that is BEHIND that warrior’s back.
Sometimes YOU are shot and turret that is just near you (not between you and attacker) takes damage instead of you.
we are engineers. they should give us ability to write turret ai ourselves. On per-turret basis.
I would really love to make net turret to shoot at moving targets, rocket at clumped ones, rifle turret on the target that took/is taking the most damage. Maybe even so turret combinations.
Well I could also partly put official forums to blame. Originally Guild Wars did not have official forums – but that still resulted a massive community that was closer to ArenaNet back then than GW2 community (if it even can be called “community” now) is now.
Back then people were very clearly (eg. even different forums) separated by their interests in the game, and the game moved on fulfilling those expectations (the two-dimensional division of the content on almost independent parts). Here, everything is lumped together – almost any change – instead of solving small problem in some definite context the whole thing is being turned over. Making one part of community shoot rainbows from joy and other one – to rage even more.
I am probably a minority. Probably also someone who does not make GW2 much more profitable (by buying gems). I can find valid excuses for many bad things happening to GW2 without Anet having to write and point all of them down. But as a GW1 and, thus, ArenaNet fan I expect them to VALUE the very thing that made GW1 the best – the community. Community that freely socialized with developers, developers that felt obliged with something to community.
I won’t say I am sad/mad or anything with this very particular update – I’ll just point out that ANY changes (including the most hardcore of nerfs) in GW1 were presented in a way were the most dumb ones could not question their legitimacy – except very few mistakes that were still quickly fixed.
The way updates are delivered now in GW2 very much remind me of Blizzard in some of their worst days with changes that were made “it was decided”, “it was needed”, “it had to happen” and so on without a single reason given. Because reason is not WHY something is happening but WHAT is the aim of that happening.
I will say it only from my own name – I don’t care as much about the promise to deliver new content every two weeks (and I do believe it is a one hell of an effort) as about (at very least) patch notes treating me as a valuable player and not like some kind of have-they-fulfilled-their-quota inspector.
Well the 2 out of 3 founders that left were responsible for horizontal progression and leveling system in gw1.
I understand that everyone wants money. The question is about why someone as good as creators of GW1 decided to buy people with cheap marketing instead of quality and advanced community.
You know for example in GW1 even armor clipping between different sets was getting fixed… While in GW2 even mechanics are not anywhere near being in place. Not even to mention the outstanding (even though DX9) graphics… with eye-bleeding animations and skins.
I do feel this game going wrong way when my guildies tell me that hair clipping during any movement and 1 meter long daggers held at the very tip of handle is normal.
I am a 5 signet warrior. I have huge problems with thieves. They need to be toned down.
First of all, they have stealth. When they stealth, I can’t hit them. This is stupid. I use my skills, they go on cooldown but nothing happens to thief. With one skill, thief ignores anything I can put on my skill bar. It needs to be nerfed.
Secondly, mobility. I understand thieves must be superior at movement, but not to this extent. I, while considering myself a decent warrior, am unable to use effectively any of my melee weapons against a thief. Sometimes, they manage to attack me in melee and get out of range before I can retaliate. That is so wrong. Thief mobility should be toned down.
Thirdly. The skills they spam. Why do I and 4 other classes have more or less balanced skills with balanced cooldowns while thief alone gets skills it can spam infinitely? If I use my skill to defend myself against a thief attack, my skill goes on cooldown but thief can use that attack again. And again. It is simply unfair. Thief skills should have longer cooldowns and higher costs.
Lastly. I thank developers for listening to me previous suggestion (about thieves being able to strip a boons from a 60-second cooldown skill with a PRESS OF A SINGLE BUTTON ANY TIME THEY WANT) and reducing the amount of boons stolen s/d dual skill. I still think it will be op and will need further nerfing.
/sarcasm
It seems we came to a disagreement with engineer’s place on the battlefield.
Anyways, what I care about is smooth and believable animation. Okay, it may be hip shot, but not what is in game now.
Its just already poorly designed (though with great idea) class is on top of it the most unfriendly to sight. Where as the sole other bearer of rifle (i just love rifles in mmos) is a warrior. I know this game is about warriors and warriors will always get a lot of love but consider just for once what would happen if someday the rifle animations for warriors (heavily armored flashy WARRIOR) and engineers (medium armored back-line support) were switched. I would believe warriors, that excel and were created for close combat are the ones that should be hip shooting around (why stay at long range with all that shiny and thick metal armor?). And I would believe also that it is engineer who needs to spot and snipe potential threats to back line. And, lastly, I believe if that does happen, the warrior subforum will explode with rage.
And that is the point of this thread I think. If we can’t be all equal in combat we could at least be treated equally.
pve: you don’t need condition damage even if you use damaging conditions
wvw: dire, with rabid bit behind
Well I am sorry then. In my language “rifle” and “smooth-bore rifle” are a very, very different words.
But the point I wanted to make is that GW2 uses target system, not free aim and collision detection. With that I assume that bearers of the rifles are more concerned with hitting their target – meaning I would personally prefer aiming animations over the hip-shot ones. The blunderbuss skill is okay, the overcharged shot is so-so (would be much easier to lose your balance shooting from higher point) but the auto is just… ugly. Not to mention everything that goes with it (dancing skirts, haircuts, backpacks and all other clipping wonders)
You don’t hip shot with rifle. Blunderbuss or shotgun okay, but not rifle.
But as it does not concern warriors I doubt it is anywhere near even middle of priority list.
Warriors sword chain finisher was remodeled cause it was “clunky and ugly”, but thief’s one (that uses the very same animation warriors had) wasn’t.
Hope you got the point. Play a shiny and graceful warrior like majority or bleed your eyes for couple of more years.
i love how everyone, including anet, assumes that magic find is ridiculously awesome and worth investing into and that everyone is so eager to increase it.
I did tequatl 2 times got 2 rares.
And since I get 600 karma for daily I don’t even bother doing them anymore.
Just sitting with gold and gems, spending my time chatting with guildies.
The difference IS big.
Before ascended gear, the mob in cursed shore i was running testing on would be two-shot only if both of my CnD and Backstab would crit. After introduction of ascended, you would kill the mob most of the time with just ONE crit on those two attacks. With ascended weapons I suppose this will be a sure kill.
Now imagine same situation in wvw. I don’t know about you, but for me on both thief and engineer running away at 200-1000 hp is a usual deal and that is exactly how much more damage people will do in average.
no
moving
turrets
No, charges must stay to provide synergy for the traits. No proc rates, just stable proc and cooldown on it.
Cooldown of a venom remains at 45/36 for the same reason – so that traits affecting venoms will still do exactly what they did before. No buffs, no nerfs. The change for venomous strength is actually the only one I justify to bring it in line with traits of the same rank and all other aoe might availabilities for all classes. The fact that might will proc on a venom application rather than venom skill usage will also move a part of damage further into combat.
The problems are tried to solve with my suggestion:
1) Residual venom for Basilisk Venom – previously, you had to WAIT (alas, stop attacking) for the duration of the first stun to use second one effectively. Now you don’t.
2) Condition stacking – previously, the application of all conditions at same time is too strong against someone without immediate removal, but too weak against someone with lost of removal. Spreading possible procs at least on a stand-alone person balances that out a bit.
3) VA – currently requires a set of conditions to be used to full extent – most noticeably the requirement for 5 people to be within range at the moment of the VENOM SKILL CAST. Considering its obvious that spreading procs (leeching venoms too) its counter-productive – to use venoms effectively, you must not use them at same time, but to use VA effectively you must use them at same time. Making VA persistent on thief would be a more open for team play – rather than having thief say “please stack I’ll share venoms” it will go into “if you want venoms/leech hp stay near me in battle”. So it will be less of a THIEF’S problem.
4) Venomous strength – at best 8 might for 20 seconds at cost of 3 utility and elite skill. 9 initiative alone give 9 for 20 seconds independently from skills as long as someone in party has fire field. 15 might stacks is what is usually doable with zerk thief on a single fire field. Without losing anything.
5) Leeching venoms – alas, using 4 poisons at same time with residual results in potential loss of 10 leeching venoms procs PER PERSON. And my suggestion ensures that IF A PARTY MEMBER/BYSTANDER is WILLING to PUT EFFORT into coordinating with thief for his own benefit, that as long as he puts in that effort, he fully benefits from my role as a support.
I wonder. If i apply 5 stacks of 1 sec burning on myself with 300 con damage, then noone will be able to burn me with theirs 1300?
How long would it be? For a 2000 y range skill without los requirement that might be a bit too much if its over 3-5 seconds… And I sure do hope this WILL NOT put thief into combat.
At the cost of A LOT of utility and damage poisons at best provide the very minimum of bonuses, and only in really specific conditions.
Outside leeching venoms and venom sharing (in a ideal group) only devourer venom has use (even more so with immobile stacking from next patch) and a basilisk venom, which is already an elite.
I would for example be satisfied with something like this for venoms:
cast/cd same, new description:
for 45 seconds you ( /with VA/ and up to 5 allies around you within 360 range) inflict poison/chill/vuln+torment/immobile/stun with all attacks ( /with venomous strength/ and gain 1 stack of might for 10 seconds) but not more often than once every (cooldown/procs) seconds, no two venoms can proc on same attack; leeching venoms remain the same; quick venoms remain the same; residual venom remains the same;
This accesses the number of issues: spreads the leech spike over time, provides more consistent benefit to allies with less requirement, spread condition application to not get hindered by incoming balance patch – and no increase in total amount of applications. The venomous strength is buffed a bit to (at best) 19 stacks of might for 10 seconds spread over 36 seconds to make it at least comparable to might spam from cluster bomb.
edit: I talked with few thieves and one other rather interesting idea was to change VA to remain completely on the thief – instead of applying the venom to 5 allies at cast it might just be worth it to make instead the proc AURA the persist around thief for as long as thief has some venom activated and not run out. This would enable the people that did not stand in VA aoe during cast to still benefit from the VA (without increasing the total count of possible procs across the board of course).
For example – you cast Spider venom with all poison traits including VA. You get 6 stacks of venom on yourself and additional icon with 30 more stacks plus an aura around yourself. Your stack are used as described above. When some ally comes in range of VA, he starts using up the second icon stacks, but not more often than described above. If he leaves aoe, he can no longer procs poisons. If he enters again, he can proc again but with same cds between procs. In addition to what was mentioned above this will also greatly increase the value of the thief in a group.
(edited by Ichishi.9613)
What do you expect in a game solely about warriors (and guardians as their weapon bearers)?
You know warriors got sword auto 3 reworked, got movement skills pathing fixed, and traits reworked numerous times for better synergy in builds?
Engis got ugly sacks (untouched), ugly rifle animations (not that pistol ones are better, untouched) and traits that hinder each other and whole trait lines that question the very existence of engineers in pve. In addition to rocket boots with immobile at the end of leap half of time(in addition to the invisible range-wall, teleporting to the leaping engi projectiles and unstoppable slide) and a hellish ELITE MORTAR that shoots teddy bears(damage wise) and does not work with anything engi has or knows.
That is why I am not getting legendary on engineer. Not only you can’t see it most of the time, but you can’t even benefit from it most of the time.
The issue is that you get ascended weapons/mats, gold, precursors and everything else by just zerging champs on one map 24/7. And it’s sooooo difficult that mouse macros can handle most of it.
While those who complete lvl 52 fractal don’t necessarily get even a single rare.
I would mean by skill an ability to adapt to, overcome and finally counter a difficulty that cannot be solved by utilizing tactics that were used in incomparable environment.
For example, feign-casting a long cast time heal skill to make an opponent waste an interrupt.
Or, placing a protective field to area you plan to be knocked back to.
Well it cost me a whole year worth of casual playing in terms of mats to get to 440 in weaponsmith without TP. That’s what I did today, on my first free day after update.
If, by any chance, I had 500 already, the mats I gathered this week amount to roughly 10% of an ascended weapon.
Well even if I am againt better gear, I don’t really mind it. BUT. For what reason I should spent every bit of my free time working to get the mentioned upgrade at least by the time ascended armor is introduced on brainless grind-zerg-fest instead of actually having fun?
I went to Grenth’s temple today with a though of finally buying my engi exotic accessories (she is wearing lvl 40-50 ones). And I didn’t. Because I realised that with the new “balanced” karma gains (we get luck instead now, yeah, the whole luck thing should go and burn to hell) a single piece of karma gear would delay creation of my legendary by more than 2 months.
so. 6150 karma was traded for 50 luck.
I don’t need luck.
Please, ANET, turn all of my 65% luck into karma for at the same ratio, and turn any luck i gain into karma instead.
You could play gw1 24/7, farming FoW, UW, DoA, voltaic spears, froggies and own every armor, weapon and minipet in game. And that would not make you any stronger or weaker than any other player, casual or hardcore alike.
Here both credit card and time spent make you stronger. Even more so after last patch.
Reminds me of good old days when I wanted to buy a Kanaxai mini in the middle of duping fest. Then bans came and price skyrocketed like 200 times.
I am mad by the fact that they destroyed GW1, not giving anything capable of comparing to it in return. That’s it. GW2 is a successor only in name and a tiny, tiny bit of setting.
I would not have a single complaint if I could still play original Guild Wars.funny I was just playing it last weekend. How did they destroy it again?
Anything that involves players from not the same place playing together result in a rather unpleasant experience, especially in pvp since there are only two pvp servers and both of them in america.
Constant lag spikes and freezes all over the place even in gvg all the way since the server load optimization.
I am mad by the fact that they destroyed GW1, not giving anything capable of comparing to it in return. That’s it. GW2 is a successor only in name and a tiny, tiny bit of setting.
I would not have a single complaint if I could still play original Guild Wars.
Gw1 took a day-two to prepare, day-two to learn and years to complete.
Gw2 takes (under perfect conditions and a credit card) day-two to prepare, day-two to learn(multiplied by the amount of chars you need to make to try everything) and… wait. We completed it in step 1. Anything we didn’t complete we already missed.
I don’t mind ascended gear at all. By for what reason should it (the obviously better gear) be so much harder to obtain? Where are the promised “awesome” skins that should be our long-term objective?
I can’t stop facepalming at 99% of armor skins. I can’t stop facepalming at 99% of weapon skins. I can’t stop facepalming at 99% of animations. And what we get is BETTER in terms of stat gear, by-far-mediocre skins and rocket jump increase in time spent.
I don’t get why this game keeps getting better just profit- and screenshot-wise. Like every friend I originally started to play this game with, I quit long ago. And like many of them, I returned for the sole promise of “new weapons and weapon skills for all classes by the end of the year”.
No. In GW2 gear matters. Because GW2 gear has STATS on it. Stupid unbalanced snowballing stats. When you are being one shot by a single player in wvw you will not think he is in common gear.
Edit: I prayed to gods we would not have extra 1% crit damage on ascended 1h weapons. So glad they answered.
WTB lag fix for GW1
LFM FotM 10 daily. Min 45 ar, 50+ pvp rank, 60 wvw rank and 10k+ achievement score. Only warriors with GS.
Its that game.
20 from fury, 7 from behind, 5 while above 90% health, 9 from signet = you need 59% crit rate to not lose any. full zerker gear, scholar runes, power infusions, bloodlust and sigil of force + 30 in critical strikes would put you to 101% crit chance total while behind enemy and over 90% health. With ascended weapons I suspect is will go to 103%. There is just no way you need more precision. Unless you will get like double of the current max crit damage.
with coming ascended weapons you already will be well over needed crit rate in full zerker gear
Well if Anet won’t find time to address this properly, it will be nerfed to the ground for sure.
Like it always was. Introduce > QQ > nerf > QQ > forgotten. “new content”.
In guild wars 1, it was normal to devastate a stupid opponent with a single skill. Why should GW2 become so casual and hard-fail-friendly all the time?
full zerker 25/30/10/0/5, use d/d backstab spam whenever possible, where ranged is needed switch to pistols and pistol traits.
Most of trash is S/P or D/P for blinds.
And, if you are a thief, contribute to our usefulness, and teach warriors/eles/engis/etc to use fire fields before fights for might stacking.
I don’t use this. But I love the idea of random people dieing from not bothering to stop spamming skills.
Condition that does nothing if you do nothing.
I can hardly imagine engi without at least bomb and/or tool kit on his bar. Tool kit is a must have tool for survival, and bomb kit is just too good for everything, especially with increased area trait.
the initiative system makes thief really easy to graps (low skill floor) but the very same initiative severely limits the facerolling tactics at some points in game (high ceiling).
Serious initiative management and proper decision making makes (at highest points) thief harder than “cooldown management classes” with an exceptions of some elementalist builds (I would say they are matched, though gameplay for them is not really comparable) and whole engineer class in its extreme (engi is THE skill ceiling of this game at this point, no discussion).
Fun thing is though, even not with highest skill ceiling, thief’s one is the best in terms of efficiency (solely due to the poor general balance in the game) – because where those elementalists and engineers quite literally “fill the gaps” in their weaknesses with high level of play, most of the time the going high on thief would means pushing one of it’s strengths to an extreme.
Its just a feature of the game where defense and offense don’t balance each other out – we are quite lucky that to be able to push our (for thieves, I mean) damage, to push our ability to survive rather than filling that gaps in our defenses and offense – that is why I consider thief to be if not the best – at least the most efficient profession in situations where game mechanics are not deliberately altered to decrease the efficiency of solely one profession.
Thieves were lucky to incorporate some of the gw1 features. Just like warriors were lucky to incorporate some of gw2 promises.
You know, I played thief so much that I made engi my main. And the moment ANET announced “all weapons for all professions” aka new skills – I deleted my old thief, together with gear, mats for legendaries, gold and guild – to start a new one.
should be something straightly passive, like “stealth lasts (much) longer while under 25% health” or “recharge healing skill on 25% health”
118% crit damage + 4035 power heartseeker alone can crit for 8900 in perfect conditions on 3800 armor. With no might and no vulnerability. Easily 10k+ish with might and vuln.
full berserker 30/30/0/0/10.
The immobile trait on 50% + devourer venom = hard unloads and with access to interrupts. Watch out for the reflects though.
at the moment one only. and its 30 sec cooldown overall, not just on target you immobilised
if you play with yor necro friend a lot you gotta love dagger 4 on wells.
And if you prefer doing content over farming queensdale conditions are the way to go – p/d or d/d – just make sure you necro has epidemic and you still have enough power to destroy non-npc objects.
its in a 30% con duration trait line
thing is that majority of the population believes all thieves to be no-skill dead-brain cannon fodder that dies from one hit of everything.
Truth is actually that thieves have THE BEST single target dps and capabilities of making content almost infinitely easier (blind bots and stealth running/ressing).
So for a thief you will have to find a solid group of people to who you will be able to proove your worth as a thief. And then they will love you.
If anet didn’t nerf underwater thief or didn’t give dredge immunity to blind (plus if we didn’t have such a bad reputation and maybe a bit more health) thief would have been a must have party member for any pve content.
You know, the only reason thieves are not soloing everything is because they lack reliable heals.
Oh and. If you roll a thief and plan to go far in pve, you’d better become a god of dodging. Or you’ll hate your downed state and people will hate you.
torment on heal?
It should not break stealth and it still won’t be worth it I would say.
Thief has no healing skills he can afford to use to just apply torment.