I mean DPS as you should include how long a thief had to be in stealth to get the 420 extra power you assume they had all the time.
Honestly: When I started I was happy to be a noob and always said thatthe day I can calculate which gear/food/runes etc is the best for me would be the day I’m no noob anymore.
I’m still a noob but somehow see all what’s right or wrong long before others do – so I don’t get why you and the dev responsible for kicking D/D thieves out of this game don’t. That’s why I asked you to do the math – I know I’m right I want you to calculate and see that I am.
D/D has been completely destroyed with the botched SA line – the only ones “profiting” from it were D/P thieves who used other traits to which they still have access to. Those who are happy to play with DA have a huge advantage over CS, which is another D/D line, not so much D/P.
I don’t jump after big fat Norn or Charr – honestly you ask if this really has got any effect? Didn’t do the jumping puzzle much, did you?
You have to be really concentrated to do the JP – I often feel as if my toon alone distracts people, although I’m not on my big fat Charr.
The JP counts as PvP, yet “standard model” doesn’t apply.
ETA I completed the JP 249 times – and have been called a bot today for no idea what reason – this event really gets the best of people.
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Balance is messed up right now- thief got the short end of the stick – we’re not able to 1 vs 1 any other class anymore.
The earliest this might be fixed is end of January – but thief still might not get a buff or the other classes some well deserved nerfs – it’s not just the elites – everything is out of control.
So yeah, better main an other class and better get HoT if you haven’t already as thief < other classes < elites.
Do me the favour and calculate the dps a regular SA thief with or without runes of strength could have.
Toning it a bit down would’ve been okay with me if not every kitten other build had gotten the best of everything.
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Actually I think no class should be able to stack 25 of anything on their own. Like ranger vulnerability f.e.
And damage is part of thief’s problem, at least for me as a D/D thief.
Don’t know about acro but every other line has got damage modifiers – so sorry, but I don’t get why might has been removed. Yeah, you could give me something in exchange.
And “stealth camping” has got a cooldown – so I don’t really get why the elitists demand that SA remains broken.
ETA: But alas as long as every other class has got revealed it’s useless anyway – can we get some new lines and delete acro and SA?
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You are right, there is such a thing as night capping. As a Australian player in a NA server, all those NA primetime players are nightcapping all my hard work during my primetime. I wish to complain too… :P
Try to get my point, ok? =)
ETA: In the end nightcapping works like this: “Okay, when don’t other servers have coverage? Okay, from 2-7 A.M.. Lets go to the forums and try to get a guild from NA or wherever who are willing to play on our server during that time. We’ll pay them the transfer and also x gold per week. Or; could we bring people from our server to change their daily rhythm so we have coverage during that time?” Although the latter often isn’t planned.
If you look at millenium or better coverage wars you’ll find the night capping servers on EU pretty quickly.
ETA²: Your work doesn’t mean much if all you do is capping empty buildings – I guess you won’t call that “hard work”, do you?
If it were, EotM players would be devastated.
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You have plenty of time to reach the end without dodging through the wind. I always just wait for it and run through, wait on side once per snowball and reach end before time runs out. ;o
I honestly don’t see it.
But I completed the JP quite a lot of times – that was just to tell the OP that none of us is really an expert – although I saw someone who had 17 runs in half an hour- kudos to them. I usually fail if a fat Norn or Charr is in front of me. So I wait = lose time. And no, that’s no problem to me :P
There is no such thing as “night capping”.
There is – we’ve got 3 time zones in EU – people need to sleep and work as well. Those who recruited NA guilds to do their night capping or who karma train before they have to work (yes that is happening) have servers with high PPT at night and they often win because of that.
Look at the scores on millenium – Desolation is a night capping server – they wouldn’t be on top if it weren’t for that.
That being said: I don’t really oppose night capping as it can be a fun time if the nightcappers are ~15 ish – but I hope that the PPK will partly take care of that and reward the servers who aren’t karma training when no one else is around a bit better.
There is such thing as night capping
ETA: And there are servers who take advantage of that. It’s not really the time “people play” as they’re being paid (in gold) to play in off times (no joke).
We all know rev is op. Range dmg is not.
Rev itself is not OP, Hammer 2 is (and probably condi rev or the way it’s set up) and a lot of ranged damage indeed is – low risk high reward. Give us all more reflects and we’re good – or just go back to some point and don’t equip each and every class with blocks, invulnerability, 15k damage skills etc. I’m curious which way anet will chose as we still have the PvE players who think the HoT maps are tough.
For the blowing wind part, i never stop, always dodgejump. Works everytime. Hope you get through this, but my best advice is to take your time even if you can do the jumping with your eyes closed. Rushing things opens more rooms for stupid mistakes.
How you can not rushing here if you get all the time damage? This was reason, why i died at the end of jp. Not because i do not know how to dodge (believe me after 1.5 years of playing with ele i know how to dodge very well), but because i am getting out of HP.
It was me who doesn’t know how to dodge =)
It sounds as if it got mixed up.
If it’s any comfort: I’m doing this puzzle a lot and a lot of people “jump with me” – so “pros”. And all of them fail at some stupid point, not every time but pretty often. Somehow the wind after the gifts hates me, so you’d be safe from that if I’m on your map as it waits for me to blow me off (I know how to dodge but apperantly I’m always dodging at the wrong time).
Did anyone promise precursers to be free?
Especially since it’s mostly passives.
"
Kind of ironic to see this on the thief forums, considering that this has historically been what thieves do to others, except that it’s evade, evade, evade, blind, evade, etc."You mean pressing buttons at the proper moment?
No one ever complained about evades, did they? The main problem people thought they had was stealth.
But yes, I agree that evades are a problem and about the same as all those blocks – with the exception that only one is passive.
Edit: just saw that I quoted the wrong person – so this is the answer to the one who originally posted it (too lazy to edit properly).
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Jana, a few posts back, you were asking how to go about handling manual upgrades, while making sure trolls couldn’t grief by ordering it at the worst possible times or by ordering the wrong upgrades on purpose. There’s a very very simple way to go about handling that.
Here’s how it works. You have three tiers.
Here’s what I loved in the past and what I kind of want back:
We’re holding paper SM, it’s about to be taken
“Someone drain supps!!”
– Ordering merchants and get 600 supply out –
That was always cool, no matter what objective but it has also been taken as a tool to troll and there’s no way to ensure it can’t be used to drag the “own server” down.
What you’re describing is still a dumbed down automated system with a manual click.
Their job isn’t just doing the chores, their job is maintaining the territory. This includes upgrades and building siege, yes, but also controlling the camps, and scouting enemy movement.
Sometimes there’s not enough people to do all of this and the question is: Do automated upgrades harm or help them.
However, since you can make more gold in 20 minutes of PvE than you can in a day of WvW, not even the farmers will come in there to karma train. They’ll just go to one of the PvE maps, leaving WvW empty.
To some people it might be that simple – I loved the community and working together. Yes for that automated stuff is bad.
If you automate the defense, it stops becoming a strategic game of players versus players, and becomes a mechanical game of players versus the environment. PvE.
There’s not much strategy about upgrades, whether it’s automated or manual. I get your point, just that it doesn’t apply here. You can argue about sentries giving enemy locations away or too many NPC guards, but upgrades?
Furthermore, if you’re on a server that doesn’t have 24/7 coverage, an off peak group can take an entire borderland without resistance, and with auto upgrades, there’s a good possibility that the entire thing could be fully upgraded by morning.
Since I’m on EU for now 1,5 years I am always on a server which has no coverage at certain times of the day, but that doesn’t mean there isn’t at least a few who try to get things back. As long as the opponent server doesn’t outnumber us 24/7 they won’t be able to hold the stuff for long. And yet again, do autoupgrades harm or help outnumbered servers? As effectively those outnumbered don’t have to have people sitting in camps and towers to click upgrades.
That group only needs to go through once, and never needs to come back.
Yes, but it doesn’t take much longer to take a T3 objective that isn’t guarded.
I’m a platinum something solo roamer/scout who does this for now 2 years. I spent ~700 gold a month (Edit: it was around 70 to 100 – math and me) on upgrades, I have been a kitten good scout, I refreshed siege, I built siege, I destroyed enemy siege when everybody else just stood around – and I think the automated upgrades are better. I get your point and that to some people all of this was important – but I promise to never again spend a dime on any upgrade – if you really want it, then do it yourselves
– that goes to every server I might be on in the future.
ETA: With one exception: Getting the supply out of something we’re about to lose – then you’ll get my gold. But anet, if you read this: You can make the costs for this as high as you like, trolls still would pay it.
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Don’t hold your breath, Snowball Mayhem has always been terrible for gifts, it wasn’t brought up to parity with the other events last year or this year, so you have a snowball’s chance in hell it’ll be next year.
Well, I got my spark from the pvp chests – so I’m good for eternity, I guess
Yeah, the rewards are crap – in former years there were additional pvp chests – that was better.
ETA: And I don’t expect anyone to bother this year. Maybe next wintersday.
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Didn’t say I couldn’t cap a fully upgraded camp sure any class can, but some classes its a pain. Personally if I am gonna go on a camp capping run I prefer my guard it kills faster and has speed to get there.
You did say it and the class doesn’t really matter but I guess necros can do it the fastest.
Jana if your on a lower tier server with fewer players and having a problem getting upgrades done its not the upgrade system that’s the problem it’s the server population imbalance that Anet has ignore to the point that most people quit playing.
I have been from deep bronze to highest gold – so I kind of guess it’s a problem to every server. Also wvw is “sick” – throwing more people in won’t solve anything and in my opinion anet should work on that before considering megaservers.
If your saying you want auto upgrades because your server doesn’t have enough players I would be more concern about getting players into WVW and I telling you that on a server that had players they all quit and auto upgrades is one of the reasons.
See above also: EU has got dead times – NA has been different when I have been there (I also was on SBI who were moaning about too few people (in general) a year ago – it’s the same on every server I’ve been to).
No idea what the rest of what you wrote has got to do with anything
No offense but it really sounds as if all you want to do is standing around in towers clicking upgrades – and that’s not what most people want. And the automated upgrades do have their benefits.
Except for the description on the Angry Gift itself on the Gem Shop which tells you to see the first contact in the chain.
I need a blinking sign to see stuff like that.
I am against anything that is automatic and takes out player participation. WVW stops working when there is no players or very few on the map. Fighting non stop just isn’t feasible sometimes people need a break and other things to do.
Haven’t been on NA for a while but if our side is idle the opponent usually isn’t. So servers on EU are “dead” at some point of the day but often at different times. So, a Karma train can easily paper everything and the few remaining on the other side have no hope to upgrade.
With auto upgrades that means stand around in keep/tower and be bored. Taking a break from fighting use to mean checking upgrades, refreshing siege, scouting, escorting yaks and maybe capping orge, frogs or dredge and sometimes capping a enemy camp so they have something to do besides cap our camps. With auto upgrades and the changes that are purposed taking a break means….
Already included this in the above, but even with auto upgrades you don’t really have idle times as camps and towers are still in danger – I don’t think anyone objects if you’re just standing around (I might though if we’re the only two in a tower that’s being attacked).
2.) Refreshing siege is well… no one does this anymore because people are all burned out refreshing siege and missing it by 10 minutes and losing it all. Siege timers need to be 3 hours so the game doesn’t burn out players.
No one ever did. I’m in wvw for now two years and there were few who cared for the siege.
3.)Cap orges? Sure I can still do this but I have no investment nor does anyone else in seeing our camps become stronger. Defending supply camps for the most part has become a “who cares” we will just recap which has always been a problem at times but is worst now with fewer players on the map.
4.) Escort yaks? Nobody likes to do this and only 1 in 100 yaks I kill in WVW do I ever find someone escorting a yak.
This has already been the case before the auto upgrades we had a case of a very smart thief though who hid in SM and kept our workers dead = it couldn’t upgrade – that was really cool. We also had a few dedicated enemies who killed our yaks for hours without end.
Btw: I had 12k escorted yaks before HoT. But I don’t always escort them as well as I’ve got better things to destroy.
5.) Cap enemy camps sure I can do this but chances are its fully upgraded and unless I am on the right character it becomes a pain. Not to mention there is no way to tell what the enemy is up to by checking camp upgrades. I use to run by camps and see if a upgrade has been ordered at least I would know a real live player had been there recently and made capping camps a tad more exciting because this player just might come try and defend.
Weakest class with weakest spec here – and even I can cap T3 camps
Time to get better!
In summary most of the reason for players being in their 1/3 have been removed from the game. When your 1/3 is a ghost town players come into WVW don’t see a tag and think kitten it I will go pve, maybe they port to the keep to see if anyone is there and when they see no one they finally decide to go pve or worst yet log out. The number of players that use to work together to defend camps, escort yaks so they could get a WP in the keep or get a tower upgraded is gone. Basically our little family of 1/3’ers looks like they are getting promoted to glorified yak runners because Anet thinks they can make us like doing things we don’t like. Players come in all skill levels and lower skilled players feel useless in WVW now. Our 1/3 should be alive with people doing things but with all these changes there just isn’t much reason to be there and that gives players coming into WVW right off the bat the impression the map is dead.
That is all nice but not all servers might be lucky to have such a dedicated group of upgraders.
I feel that the removal of auto upgrades causes two problems. The map just empties out after it has been re-captured since the home team has nothing to do. Especially, if you are playing during off hours. It also prevents people from being personally invested in defending the map. It seems like a lot of people that are opposed to manual upgrades from higher tier servers so this may not hold with larger populations.
That said, I believe the HoT way point changes cause more people to avoid the new map. The new map is annoying enough to navigate on its own, and the waypoint changes make it much worse. When I log in to the borderlands and and see a southern camp flipped my first thought is “F it! It’s not worth it”. Then I usually log out of WvW or switch to EB.
That is a point – BL seemed to have their own culture – which was a good thing.
But one thing: There’s not many difference between the tiers. The only difference might be that those at the bottom really don’t know too much about the strategical aspect of wvw (I can’t speak for every bronze server though) – everything else is more or less the same – although Gold really had no solo roamers while I was there.
So how about: Bring back manual updates as kind of a trial to see if it’s good for the new BLs? And to work on the buggy auto upgrades. Still I think the overall problems of wvw are too many to really pinpoint them as f.e. you have the manual upgrades, ok. Someone has to be there. Those defending the structures (server’s zerg) though don’t want to play because zergfights are kitten. So it might appear as if manual upgrades are worse than automated because already weak servers become even weaker – I guess you get my point. It might be worth a shot though.
And I don’t really think that autoupgrades is the reason for people to not play wvw anymore.
It’s not “THE” reason its one of the reasons.
Taken from one of my other post…
The reasons for many WVW’ers quitting is mainly…
((((((BL maps are too confusing and dreary, too much of a pve feel to the BL maps, auto upgrades was a really really did I say really bad idea(should’ve just lowered cost to upgrade). Guild changes and guild upgrading is too expensive and treats small guilds like dirt (this is a big deal).))))))
The above is just considering HoT. The main reason for players quitting since gw2 launch is population balance has gone unchecked and matches are decided before they even get assigned. Most servers have no chance to win, who the kitten is gonna play that?
I already said when manual upgrades became problematic, so what’s your solution to that?
And why do you consider manual upgrades to be that important?
(I didn’t read all posts nor was I referring to any special post, so forgive me if you’ve already explained why manual upgrades will save wvw).
And I don’t really think that autoupgrades is the reason for people to not play wvw anymore.
It’s not “THE” reason its one of the reasons.
Taken from one of my other post…
The reasons for many WVW’ers quitting is mainly…
((((((BL maps are too confusing and dreary, too much of a pve feel to the BL maps, auto upgrades was a really really did I say really bad idea(should’ve just lowered cost to upgrade). Guild changes and guild upgrading is too expensive and treats small guilds like dirt (this is a big deal).))))))
The above is just considering HoT. The main reason for players quitting since gw2 launch is population balance has gone unchecked and matches are decided before they even get assigned. Most servers have no chance to win, who the kitten is gonna play that?
I already said when manual upgrades became problematic, so what’s your solution to that?
And why do you consider manual upgrades that important?
(I didn’t read all posts nor was I referring to any special post, so forgive me if you’ve already explained why manual upgrades will save wvw).
I think that those who want the manual upgrades rarely did the upgrades themselves, sorry. So it’s kind of moot to discuss something that is then left for others to do anyway.
Your the second person that recently said something like this. I want to point out I myself spent 500+ gold a month on WVW upgrades and siege so I am not speaking from a point of view that hasn’t walked in the shoes that I am preaching. Furthermore I feel like most people that like auto upgrades probably rarely ever upgraded anything and that’s why they love auto upgrades. It’s harder for the enemy to cap assets while they’re out doing other stuff, but they fail to realize one of the reasons the map has fewer players is because of auto upgrades. Also speaking from experience is that all the people that use to run around our 1/3 on SBI during off-times have stopped logging in anymore. There are many people on my friends list, all of which came from WVW, it use to be full of people online now its full of people that are not online.
Auto upgrades was a big mistake and is one of the reasons WVW is empty. I think many people expressing a point here are discussing the purposed fixes from a narrow viewpoint. How stuff is upgraded is really a petty thing if there isn’t anyone on the map to play with.
I can’t even remember all the new people I have seen come into WVW and usually if they’ve never done a PVP or WVW type game they tend to be a tad gun-shy and usually hang around our 1/3 until they learn a bit about what WVW is all about. But in this new environment all the players that use to run around our 1/3 have disappeared and are not online anymore, so where does that leave a new WVW’er?
700-1k of gold a month here – it’s a very complicated story and I estimate it was around 10 on the server I’ve been the longest to who cared about upgrades – I felt I was the only one caring for siege though.
It was a constant “If I’m not there things will go wrong”.
ETA: And I don’t really think that autoupgrades is the reason for people to not play wvw anymore. For me it’s that one of my servers died and I didn’t want all the responsibility I felt I had anymore, also I’m sick of being a broken thief but don’t feel like ditching him and maining another class. Also people expected too much with HoT and wvw is all buggy since then anyway which is another “turn of” for me – class balance is kitten, so all fights are rather boring and already have been since June.
I guess wvw has been left abandoned for too long and people took it for too long and now it shows.
Btw: I didn’t say I was against manual upgrades just that they have been problematic.
In the end it’s server a hopelessly outnumbered against server b who does an early morning karma train (usual on EU), before auto upgrades: No one from server a upgraded anything as it was a waste anyway = even better for server b.
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In the future, don’t tell me I can’t have an opinion and share it. I am of the opinion this should have been a holiday quest for everyone to do sans gem cost.
Just that only those with HoT can use it – so to the rest of the players it would be frustrating.
I’m absolutely fine with everything about this glider – mine is as ugly as kitten and I’m really happy about that.
But without Dulfy I wouldn’t have known there was a quest.
I have been one of those who upgraded stuff. I rarely upgraded keeps (that has got a history) but usually each of our towers I came by got at least one upgrade – sometimes I cared for our whole corner in EB. It was expensive but otherwise not that bad.
I didn’t even care if someone started fortify before the WP (we essentially have no WP in the green keep since HoT anyway) as that was no malicious intend in most cases and you want a fortified keep anyway.
When it got problematic: People ordering additional guards mid fight and that happened nearly every time on every server I’ve been on (now 6). So it was very clear that you would lose that keep and we did. On the other hand that was a nice tool to deny the enemies supply when outnumbered.
I think that those who want the manual upgrades rarely did the upgrades themselves, sorry. So it’s kind of moot to discuss something that is then left for others to do anyway.
The thing I would like to have back is the “deny supply” but I have absolutely no idea to solve this with troll upgrades in mind.
Edit: Awful grammar
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While we’re arguing about semantics for no apparent reason…
What’s Winterfest?
Something similar like Oktoberfest – with lots of booze.
Anything done for disabilities often makes it to easy for others so it always a problem.
But this is a hand and eye control game in so many areas I don’t see much can be done without ruining for most.
There is even a average vs more skilled or better study players that often results in nerf that makes things boring for players with more skills or willing to study and work harder types.
Yes when possible I like to see accommodations but only in things given to players who need the help not a nerf that makes content boring or less special for others.
Then why not find an additional activity which is “equally annoying” but can be done when physically impaired.
In previous years this achievement had snowball fighting Skritt in Lion’s Arch you could hit with the snowballs. This year however this is not the case. Leaving us only with the Skritt during the escort ho-ho-tron and his dolyak event. The problem is they seem to be immune to getting hit with snowballs making this achievement impossible or near impossible to complete. Mainly because in order to even have the event happen you either have to single handed fund it in a dead map of Divinity’s Reach (a costly venture) or end up fighting the hogs who have to power through and “kick” all the Skritt even though there is no benefit for a single player to “kick” more than one Skritt once. Which I think is the problem I am seeing with this achievement. If we have a Skritt or few in Divinity’s Reach in the snowball fighting around the event hub this would remedy this issue without having to fix code so that it works properly in the event Skritt.
I agree that this achievement needs rework and that the skritt can’t be hit, not if they’re standing still and not if they’re kicked.
But if you don’t kick them, the dollyak will die after the second or third skritt attack – wasting a good amount of gifts and gold in the process. So why not trying to find a balance between the two and not blame those who kick the skritt (you sound as if you do).
Also the Karka Queen is not likely dying this fast because of power creep as one person suggesting. She’s dying this fast due to mega server creep. When we had individual servres this wasn’t the same kind of problem. Sure ascended have some affect as do conditions ,but at the end of the day, this boss has been a joke since the megaserver appeared.
You’re indirectly right: Megaservers: April 15th 2014 patch. Also with that patch: the previous trait system in which each trait had to be earned or bought inidvidually = it was very unlikely to meet someone who had all traits. As a result of this all PvE mobs have been nerfed and with that the Karka Queen who became pretty easy and even more easy after the June 23th patch.
I already said we had a 150 man zerg running all world bosses each night (2 years ago) – it took us at least three times as long to get her down. FYI: ~150 is the map cap.
Edit: It’s very likely that some numbers are off.
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Still not be in wvw as I want class balance and Rev Hammer 2 nerfed first.
We really should just kill each other with trebs, that’s sure how the fights nowadays feel. Pirate ship was melee against this.Don’t forget condi and power builds for any class that can kill a thief as well. Anything that can kill my thief is OP and should be removed immediately (/sarcasm off)
Not sure why you quoted me on this – I was talking about zerg fights who have become even more ridiculous with Rev Hammer 2 – I guess you noticed. If not: The guys in your zerg downed out of the blue have been hit by that skill. The damage in wvw is off since June and has gotten worse with HoT – it’s no fun to run in a zerg anymore. So yeah maybe everything should be nerfed.
Most of the Jumping “puzzles” in the game aren’t really puzzles anyway, so it hardly makes a difference.
They are. I did the LA jumping puzzle with a friend, we both never did it before (and I could do it another 10 times and still forget where to jump) and we really figured out where to jump next – most puzzles are like that if you’re not using a video. And it was fun doing it without any help or clue.
- I’m pretty sure RT didn’t exist when the might from SA did. Also, RT-stabbing is/was borderline impossible/overly-risky and something people only did for montage videos. Executioner and even Panic Strike were considered better; particularly for Heartseeker Heroes. Remember that Executioner was also in the CS line. DA’s only damage modifiers used to be Exposed Weakness and Dagger Training, and those damage modifiers like I said were offset similarly to the 120 extra might depending on the build. With endgame gear not being a prominent, either, the power was substantially better as well.
- Most people building one-shot builds actually did run SA because it gave more damage than DA. It’s effectively the same thing as signets without needing to cast signets. Damage wasn’t over the top because CS didn’t get the damage buffs until later, and executioner was usually not taken over HK unless like in my previous build which relied on a sigil of intelligence, but this had huge escape problems, which is why I dropped it for HK and moved to an offhand sword for pre-casted IS’s for a return point after the burst is over.
It did. And it was just an example about the damage modifiers in DA.
No one ran SA, they all ran DA and CS and used the might they got from sigils in CS.
It’s not optimal to blow all your utilities to camp in stealth, like I did for 12 stacks of might. A SA thief had a bit less damage than a DA thief, but only after camping stealth which effectively only happened in a long fight – also it depended on the rune – it wasn’t the build alone.
I still don’t think that the removal of might from that line is justified.
SA was giving more damage than DA while camping invisibility and defensive bonuses.
No, unless it has been nerfed before I started thief.
The max stacks I could get with runes of strength on my own – and with Hide in Shadows and Blinding Powder was 14 for a split second – the usual after stealth camping was 12. When I wasn’t stealthed for a longer time I had around 6-8 stacks of might.
I was at ~400 power less than someone who traited full DA, I was running 06620 – even someone with 26600 wouldn’t be as strong or even stronger than a DA thief.
I think that calculation was from before might was nerfed. But it should still be possible to find the max power a DA and a SA thief could have on their own.ETA: Screenshot – That was the max power my thief could have. The screen is from November 14th 2014. Food was usually Plate of Truffle Steak, utility: Superior Sharpening Stone – the 25 stacks are Bloodlust and also the guard stacks, of course.
Build, like I said: 06620, Armor Valk, Rune of Strength, 2 trinkets valk+ zerker, rest zerker, all weapons zerker – everything Ascended.
Edit²: He’s still got an exotic zerker backpiece at that point – so I was wrong about “everything ascended”
Edit³: I can remember that I got into an argument with someone who claimed that SA thieves are kitten and that was when I calculated all that might gives a SA thief- the ~400 is what I remember – but I might remember it wrong and I can’t remember the former traits in DA as I never really used that traitline.You’re comparing DA and SA vs CS and SA. SA given the might had objectively more power than DA.
12 stacks of might equates to what would have been 420 power. DA itself granted 300 from the trait line and no more, as DA had no source of might, and this was before DA had executioner as a bonus damage modifier, and Dagger Training was made baseline/removed, pitting 120 power vs 10% damage. Unless building signets, the might gain would scale better against both squishier and tankier targets. SA was factually dealing more damage than DA while not considering the damage from mug.Now, with the 300 power gone from traits, SA given such reverts would provide an even bigger advantage in terms of raw damage. A DA/CS/SA thief could be easily capable of reaching backstabs well over 30k while retaining almost all the defensive benefits a thief has now as DA/CS/TR.
DA has got revelaed training and a lot of damage modifiers, trickery alone gives a 15% damage increase – all those who one shotted people in wvw never ran SA, you as well, so I guess the might boost wasn’t as important as you make it out to be.
It’s still 100% optional. It is required for a skin….
You know that you’re wrong and you clearly say so. Thanks!
:)
No he explained it and also that most people become better when trying, to which I agree as this is the first year I made it. I usually gave up pretty soon, this year I didn’t. If you’re physically impaired that’s a whole different story and anet probably should take something like that into account when doing these events.
There’s a lot that’s good with how the whole wintersday was set up and some points that should be improved – as after all it’s wintersday and not some raid or dungeon meta.
ETA: But for now, keep calm, try again, try to find a helpful person or stick to someone who looks as if they know what they’re doing (that’s what I did
)
Still not be in wvw as I want class balance and Rev Hammer 2 nerfed first.
We really should just kill each other with trebs, that’s sure how the fights nowadays feel. Pirate ship was melee against this.
As long as you’re on the map while the KQ spawns and dies you get the chest at the end (if you make it to it). Not sure if also the achievement.
I do agree though that she has gotten too easy with some patch – she used to be rather hard. I think the fastest we killed her with our 150 man night world boss train was with 8.30 or so left on the clock.
Is anyone opposed to the idea of having a supply cache at the entry waypoint to Eternal Battle Grounds? If the enemy controls your whole territory and are defending,, it becomes frustrating not being able to capture your supply camps back.
Take their camps – that’s what I’m doing when they’re denying me my camps. Should be possible on EB alone, I think even with fully upgraded camps as you can use the moles, frogs and ogres.
Not really opposing your idea, I just think it’s not really neccessary.
SA was giving more damage than DA while camping invisibility and defensive bonuses.
No, unless it has been nerfed before I started thief.
The max stacks I could get with runes of strength on my own – and with Hide in Shadows and Blinding Powder was 14 for a split second – the usual after stealth camping was 12. When I wasn’t stealthed for a longer time I had around 6-8 stacks of might.
I was at ~400 power less than someone who traited full DA, I was running 06620 – even someone with 26600 wouldn’t be as strong or even stronger than a DA thief.
I think that calculation was from before might was nerfed. But it should still be possible to find the max power a DA and a SA thief could have on their own.
ETA: Screenshot – That was the max power my thief could have. The screen is from November 14th 2014. Food was usually Plate of Truffle Steak, utility: Superior Sharpening Stone – the 25 stacks are Bloodlust and also the guard stacks, of course.
Build, like I said: 06620, Armor Valk, Rune of Strength, 2 trinkets valk+ zerker, rest zerker, all weapons zerker – everything Ascended.
Edit²: He’s still got an exotic zerker backpiece at that point – so I was wrong about “everything ascended”
Edit³: I can remember that I got into an argument with someone who claimed that SA thieves are kitten and that was when I calculated all that might gives a SA thief- the ~400 is what I remember – but I might remember it wrong and I can’t remember the former traits in DA as I never really used that traitline.
(edited by Jana.6831)
Revert all nerfs made to SA on June 23.
(You can still CnD on walls in wvw, btw, not on all though)
ETA: It’s Christmas, right?
Anyway; I think it’s very hard to tell what thief needs right now as long as the overall balance of the game is a mess.
I’m running with SE, this minor healing tingy and CiS – and I don’t do enough damage (tongue in cheek as the overall damage is still something I don’t like) against thieves who took DA, CS/DrD, T – but I can’t heal as I can’t take SRej. So I feel as even in itself thief isn’t balanced. If I don’t take SA though I die to condi builds nearly instantly. Still SE isn’t as good as it was before June 23th.
I really got used to the -25% while stealthed – it’s nice to have when on siege – I even like the falling damage trait – but the stuff that has been taken from that line was more useful by far. So, I’m curious what anet is going to do and I hope I can play again and don’t have to run away from everybody.
(edited by Jana.6831)
Why are people asking for it not to be PPK but Points-Per-Stomp when it’s already a feature and in function? This really shows that people posting have played a little amount of WvW.
Since I never really watched scores that closely: Do we still have points per stomp after bloodlust is gone?
That’s the change that puzzles me, both in how it is going to work and why it’s apparently so important. I wasn’t aware hard rezzing was an issue although clearly from the responses above it has been for some. Certainly no-one’s been hard-rezzing me in combat over the last three years!
It is a problem: the bigger the enemy blob the better they can “hard rez” their dead = their numbers don’t get smaller.
I mean it from a internal class balance perspective and an external one.
Melee skills hit for virtually the same as ranged skills and ranged does not need to keep up with their opponent to do damage.
I agree – ranger rapid fire – smooth. Revenant hammer, did I have an opponent? He’s was there for a blink, all I see is dead people. Dragonhunter – hey I’m a ranger on steroids. But alas, theoretically all these skills also do damage melee.
- I’ve been playing spvp lately because I can’t stand wvw balance anymore. I know this game mode has its own balance issues, but from my wvw roamer point of view, I find it a lot better and enjoyable to play. I’d love to see a similar system implemented to wvw, with amulets etc… (and food removal). I think it would greatly help for balance, and put everyone on the same spot. It would also be an alt friendly system. Want to try a new class? Just chose the right amulet, sigils and runes and here we go.
I do like the buff/build system we have in wvw – feels kind of superior to other game modes – as I have more options to create a build (in theory) – I agree with the rest though – I can be in the “best” zerg/blobfight ever but when I see the people who were nearly full health dropping around me like flies while the enemy ship is miles away, I really want to press B and leave – I usually do after my food buff ran out as I just can’t take it anymore.
tldr:
Start reading the forum, we don’t need interviews two years late with commanders who aren’t that knowledgeable to begin with. I mean these are the same people who I see fail in the game every day.
True – but people wanted new maps on the forums – look what that brought us: I guess it’s rather hard to tell what is and what isn’t what “we” wish.
I agree on every thing that you’ve updated WvW with, I just want to point out one thing. There are plenty of commanders that I know that are amazing [by that i mean platinum and and higher without any EOTM bs and they have insane amount of WvW hours of leading that i’m proud to be part of], and no one of them were interviewed and none of them ever spoke to her, ever. I just find funny that Reyana is from EU and i can count 10 commanders that are one of the best and did not get in touch with her.
No one asked me and I’m a platinum rank solo roamer – now zergling as my class is a lootbag. Anyway – that’s why we’re on the forums right, because no one wants to interview us – and since we all seem to agree that these changes are/might be good the person they did ask seems to have done a good job.
And btw: things are not so different between NA and EU – the only thing that really is typical EU is nightcappers as NA usually has got people around the clock due to more time zones and no language specific servers.
However PPK works against nightcappers.
A.) One bottle of what? Be more specific, this is either too much or not enough.
B.) We already know we’re going to be drinking every patch
A) Something with 10% of course… oh my, you really need to ask this?
But seriously, the day the Patchnotes come out I want a guild bender.
Anyway, thief or everything is that broken in my opinion that 1k more healing won’t really solve anything.
1k?? ONE THOUSAND???
Keep dreaming mate, it’s only +434 base healing, it’ll still heal less than 5k overall.
Ok 10% – I knew it was something with 1… :P
Oh, btw can we have our “buggy WPs” that let us port for one second while under siege back?
Once you do all the other non-unlimited achieves, the only ones left for the 18th slot are either the drink or candy cane achievement.
I’m at 16/18 and the only ones left on my list that aren’t the infinite ones are drink, candy, and 500 musical notes.
Edit: I just noticed I have 17 but it only lists 16. The Grawnk one was auto filled as I had the tree already. I’m not sure if it’s not supposed to count or if this is a glitch but it isn’t right now.
I have 18 and neither candy nor booze completed.
