(edited by Jana.6831)
So… the enemy zerg wasted their time on you (for w/e reason), and then got wiped out by your zerg…
What kind of a mickey mouse operation were they running…
Yeah, Quentin’s Lake would’ve been lost for us if they hadn’t come back. I laughed pretty hard
Edit: And I do wonder why your thread has been closed as the only reason I can think of would be “whining about classes without a reason” and that’s actually what people do in this thread – not that I want it to be closed.
(edited by Jana.6831)
That is tricky, I agree.
You didn’t read the zerg part though and one of my favourite wvw scenarios was the following: I was running alone on the western side of SM (I was a worse noob than now, btw) and a zerg came running towards me. So I popped my shadow refuge and they ran over me, I was downed. So I warned in map chat that there was a zerg running towards Quentin’s Lake and tried to heal myself. Well, stealth didn’t last that long, a single thief came a long, spanked me and then stood there and waited – for his whole zerg to come back to finish me off. In the meantime “my” zerg arrived and finished the enemy zerg – all because of a single thief.
So, sorry, I don’t know the exact numbers you need to kill a thief.
I don’t see a problem at all, especially since I initially didn’t refer to anything of what you wrote and had no interest to do so anyway, but I seem to be bored.
Mesmers have clones and a lot of people have their troubles with mesmers because of that. I have no problem with either of them, so it’s your personal opinion and not a fact.
And, to you as well: have fun.
And by the way: if anet would find one solution for any of these problems without turning stealth into blinding powder, they would have a solution for all stealth related problems, so it’s not offtopic at all. but anyway: have fun.
Jana.6831
The issues with Last Refuge are already confirmed and acknowledged by developers, you are in the wrong place if you want to debate if it needs changed or not. Which is funny because 2+2 being 4 isn’t something to be debated, it’s just a matter of getting others to comprehend it. Please stay on topic, I don’t want to argue with people on this thread.
Am I please allowed an opinion? And my opinion is that last refuge is fine as it is – I wanted to voice it in one of the many threads t5hat pop up on this issue – I don’t really care if “developers” have acknowledged the issue or not, I’m just stating my opinion.
It’s simple: What I said was true: once you know the thief mechanics you don’t need 3 guys to kill him. Sweeping after a cap is always a good idea and there are all kinds of classes hiding in towers as all of them can solo towers, depending on their skill level.
I am a thief myself and have capped around 30 towers solo, I hid in few of them, I usually used a cata to open them, sometimes a treb.
That a mesmer is easier to catch is your personal opinion.
Want more arguments? Because all we’re doing is running in a circle – you don’t like thieves, we get it, you haven’t figured out their mechanics, we get it, but well.. too bad, I guess.
(edited by Jana.6831)
Alright:
“We fought a thief in a tower with three people because we couldn’t figure out where he hid, after a while we got it and killed him”
“You don’t need 3 players to kill a thief”
“You have to have more than 1 player to chase the thief all over the map”
“I was talking about the tower scenario”
“But… stealth op, we need a zerg to capture a thief”
“Buuuttt videolink”
Do you guys realize that you try to prove me wrong without any arguments as I wasn’t talking about that case?
Edit: And you only need me to kill a thief in a tower, because I’m smart and know how to counter them.
…Of course it can be frustrating, every class can be frustrating. And you don’t need 3 guys to catch a glassy thief.
A thief that has space can be very hard to catch even with a lot more than 3 people. Glassy or not.
Yeah but the scenario was a thief in a tower – most people don’t waste their time chasing after one enemy anyway, no matter the class.
Ok, let me try this:
Me and my whole guild (2 members) think that medi guard is totally OP.
…That’s a small guild…
Well… that doesn’t mean we shouldn’t have a voice, our name is very well known on two top tier bronze silver liga servers! * earnest nod* People great us with “kitten ”.
Edit: Not because we troll but because we duel all the time.
Well – yesterday we had to flush out a thief from Klovan and there were 3 other players with me and … for the first 2 minutes we never saw him but for the little black cloud. Finally understood his pattern and layed out a bit of AoE and forced him do gain stealth somewhere else and this actually made him appear for a second or so which was enough to get rid of him.
Congrats you learned how to counter a thief. Do you still want to claim stealth is op or do you realize that you have to figure out a pattern to get to him like with every other class? (Get through Aegis, evade Evicerate, deal with clones and so on).
I was told that it’s rather hard to cheat in this game and I do know of a hacker, I’m pretty sure that I’ve met someone who’s using scripts but other than that; it’s easy to claim someone is cheating – it’s a bit harder to understand the mechanics of the game.Nobody ever said it was impossible to counter a thief or eventually flush him/her out. Of course you can! All people have said was that in a WvW context stealth can be too advantageous and frustrating at times even despite all the nerf we saw over the course of the game’s life. It just goes to show just how ridiculous that ability used to be initially. It is still a monstrously powerful ability even if you can counter it or learn to cope with it. But implying that being able to counter something = it not being too powerful overall is a fallacious way to frame it. You don’t have to put as much effort and manpower to counter and flush other professions all things being equal is the point.
Well, maybe I got it wrong but I was pretty certain that the guy I answered to called stealth OP – and he just said that he killed a thief within a second after he figured out where the thief was hiding. Of course it can be frustrating, every class can be frustrating. And you don’t need 3 guys to catch a glassy thief.
Condition damage doesn’t trigger revealed.
Throw gunk does.
Yes, but only because the field has a direct damage tick.
Good, then let me rephrase this: I’d like some mechanic which prevents me getting revealed by damage I did before I stealthed, even if the tick or arrow or whatever is still in the air as I sometimes don’t have any control over it.
I actually like it as it is, it rarely is a problem to me.
What is a problem is the condi damage that still ticks somewhere and triggers revealed. I’ve learned to wait a bit until the last arrow of my shortbow is shot but I feel I have no say in the condi ticks.Condition damage doesn’t trigger revealed.
Throw gunk does.
I actually like it as it is, it rarely is a problem to me.
What is a problem is the condi damage that still ticks somewhere and triggers revealed. I’ve learned to wait a bit until the last arrow of my shortbow is shot but I feel I have no say in the condi ticks.
Well – yesterday we had to flush out a thief from Klovan and there were 3 other players with me and … for the first 2 minutes we never saw him but for the little black cloud. Finally understood his pattern and layed out a bit of AoE and forced him do gain stealth somewhere else and this actually made him appear for a second or so which was enough to get rid of him.
Congrats you learned how to counter a thief. Do you still want to claim stealth is op or do you realize that you have to figure out a pattern to get to him like with every other class? (Get through Aegis, evade Evicerate, deal with clones and so on).
I was told that it’s rather hard to cheat in this game and I do know of a hacker, I’m pretty sure that I’ve met someone who’s using scripts but other than that; it’s easy to claim someone is cheating – it’s a bit harder to understand the mechanics of the game.
Ok, let me try this:
Me and my whole guild (2 members) think that medi guard is totally OP. Guard was my third char which I played for 80 hours, so I know what I’m talking about! They maintain their aegis throughout the whole fight, every backstab I land gets reflected, they pull me out of my shadow refuge just to burn me with their greatsword 4 skill, they’re so OP, it’s ridiculous. But since I like guardians I think they should only be slightly nerfed, I think it would be fair to remove the fire conditions from their skills. And make the cooldown of their sword skills longer. Aegis should also only be availlable when they’ve already hit their opponent and their healthpool shouldn’t be that high since they’ve got these insane healing abilities. I mean I fight a guard and they reset every other SECOND! Anet, do something!
The minute a thief can be more successful in outnumbered fights or perhaps 1v1 scenarios is the moment you can call them op. But they are not. Take anyone of equal skill level and put them against each other, one playing thief and the other playing another profession, and the match will be even.
I was 1 vs 3 yesterday and won. Include “equal skill level” in that one as well as I won against guys from my former server who I know are bad – but I had no idea they were that bad.
Anyway, my friend and I are about equal skill level and I don’t stand a chance against his medi guard.
stuff
I leave you some popcorn here.
At very least the game should still show damage splashes on opponents which have been struck.
(this, of course would not apply to projectiles or ranged attacks)
I agree here. It makes no sense that stealth is more than simple invisibility. If I strike an invisible opponent with a melee weapon then I should know that I hit them, instantly.
My L2P advise: equip a superior sigil of fire.
Edit: And there are in fact 17562481756234 indicators of where a thief is: best indicator is that thief is a melee class. So where can the thief be?can you explain exactly how having a sigil of fire equipped is beneficial?
ok so the indicator is this???… assume that the thief is in melee range and hope that your melee weapon is equipped so you can spam #1 and pray to hit said invisible player?
Sigil of fire triggers a fireblast when you hit the opponent (with a critical hit).
Any yeah, fighting melee classes with melee weapons is a good choice – you can always go ranged but that won’t do much good against thieves.ok so you hit the thief while they were visible and your sigil proc but they reapply stealth, now what?
ok having a ranged weapon is useless so you are sol if you don’t have a melee weapon. gotcha. playing ranged is an insta loss scenario.
stand there swinging a melee weapon around is the best anti-stealth method. so “swing and pray” is your l2p advice. seems to be a great and well thought out combat mechanic…
You can also spam aoe you will hit the thief 100%.
Edit: And they have no blocks or anything.can you tell me all the spammable aoes per profession and build?
No, I can’t and I won’t (I see what you’re trying here) – just find them for your prefered class and equip the weapons necessary for it if you’re afraid of thieves or don’t like to spam 1.
At very least the game should still show damage splashes on opponents which have been struck.
(this, of course would not apply to projectiles or ranged attacks)
I agree here. It makes no sense that stealth is more than simple invisibility. If I strike an invisible opponent with a melee weapon then I should know that I hit them, instantly.
My L2P advise: equip a superior sigil of fire.
Edit: And there are in fact 17562481756234 indicators of where a thief is: best indicator is that thief is a melee class. So where can the thief be?can you explain exactly how having a sigil of fire equipped is beneficial?
ok so the indicator is this???… assume that the thief is in melee range and hope that your melee weapon is equipped so you can spam #1 and pray to hit said invisible player?
Sigil of fire triggers a fireblast when you hit the opponent (with a critical hit).
Any yeah, fighting melee classes with melee weapons is a good choice – you can always go ranged but that won’t do much good against thieves.ok so you hit the thief while they were visible and your sigil proc but they reapply stealth, now what?
ok having a ranged weapon is useless so you are sol if you don’t have a melee weapon. gotcha. playing ranged is an insta loss scenario.
stand there swinging a melee weapon around is the best anti-stealth method. so “swing and pray” is your l2p advice. seems to be a great and well thought out combat mechanic…
You can also spam aoe you will hit the thief 100%.
Edit: And they have no blocks or anything.
To prove to you that It is not an L2P issue.
And how would you do that?
You win: You’re a good player, since I’m likely stealthed in the fight you would show me that you know how to counter stealth.
You lose: Well, yeah how should I tell whether you’re a good or bad player?
Get my point?If a warrior is running a build that gives him enough mobility to actually escape, then he never posed a legitimate threat to begin with….
They do. Try some wvw roaming.
But at any rate at least you know where he went and you aren’t waiting to see if he is going to pop back up next to you again.
They usually come back, depending on what their initial goal was.
You know where they went and you know when they are gone…. and its not a guessing game.
They can come back just as fast as they ran.
Its hard to understand how you can attempt to justify something that needs to be adjusted without dancing around the subject at hand.
Stealth allows opponents to get away when they should have been turned into score for the other team.
No, sorry, others can get away too, it’s not just thieves and you lose out on the points as well.
Yeah lets talk about warriors in this thread about stealth…. classic strawman stuff happening right now in this thread, guys!
I play warrior in WvW from time to time, and I know the difference between having my mobility set on and having my dps set on….. You can’t change weapons in sPvP once the match has started. If you are running mobility you are sacrificing a lot of damage potential, and you are setting yourself up to lose a fight and need to flee to begin with. If you would have simply used your dps set, you would have probably won the fight, and if you are fleeing that only goes to show that you aren’t winning.
Thieves do not sacrifice any damage output to have their escape at their disposal.
Do you not see how this is imbalanced?
Ok, I see you don’t have any arguments any more so you need to divert from what we were talking about. Ok, mission accomplished, I guess, as my goal was that you guys start to wonder if not being able to fight a stealthed opponent might indeed be a L2P issue. So: have fun.
To prove to you that It is not an L2P issue.
And how would you do that?
You win: You’re a good player, since I’m likely stealthed in the fight you would show me that you know how to counter stealth.
You lose: Well, yeah how should I tell whether you’re a good or bad player?
Get my point?
If a warrior is running a build that gives him enough mobility to actually escape, then he never posed a legitimate threat to begin with….
They do. Try some wvw roaming.
But at any rate at least you know where he went and you aren’t waiting to see if he is going to pop back up next to you again.
They usually come back, depending on what their initial goal was.
You know where they went and you know when they are gone…. and its not a guessing game.
They can come back just as fast as they ran.
Its hard to understand how you can attempt to justify something that needs to be adjusted without dancing around the subject at hand.
Stealth allows opponents to get away when they should have been turned into score for the other team.
No, sorry, others can get away too, it’s not just thieves and you lose out on the points as well.
At very least the game should still show damage splashes on opponents which have been struck.
(this, of course would not apply to projectiles or ranged attacks)
I agree here. It makes no sense that stealth is more than simple invisibility. If I strike an invisible opponent with a melee weapon then I should know that I hit them, instantly.
My L2P advise: equip a superior sigil of fire.
Edit: And there are in fact 17562481756234 indicators of where a thief is: best indicator is that thief is a melee class. So where can the thief be?can you explain exactly how having a sigil of fire equipped is beneficial?
ok so the indicator is this???… assume that the thief is in melee range and hope that your melee weapon is equipped so you can spam #1 and pray to hit said invisible player?
Sigil of fire triggers a fireblast when you hit the opponent (with a critical hit).
Any yeah, fighting melee classes with melee weapons is a good choice – you can always go ranged but that won’t do much good against thieves.
At very least the game should still show damage splashes on opponents which have been struck.
(this, of course would not apply to projectiles or ranged attacks)
I agree here. It makes no sense that stealth is more than simple invisibility. If I strike an invisible opponent with a melee weapon then I should know that I hit them, instantly.
My L2P advise: equip a superior sigil of fire.
Edit: And there are in fact 17562481756234 indicators of where a thief is: best indicator is that thief is a melee class. So where can the thief be?Thanks but I wasn’t looking for your advice nor do I care for it. I was simply sharing my opinion on a slight flaw in an otherwise good game mechanic. Something aimed at the Devs that may or may not read this thread.
And I just told you that there already is an indicator you demanded – sorry that I tried to help.
Yes I know you main thief, you said so less than 5 minutes ago. I’d like to prove to you that it is indeed not an L2P issue so you might actually listen instead of lumping legitimate complains with those which are frivolous.
Why would I need to duel you to see that stealth is no learn to play issue? Makes no sense at all, that was why I was asking.
back on topic….
When an opponent without stealth begins to flee….
You can see them as they flee and properly pursue since you can tell where they are headed.
You can swap to a ranged weapon, and actually hit them, since you have a target.
You can snare them; immobilize them, cripple them, freeze them, etc much more reliably.
You can see their hp, and know if it is worth to chase for an extra second or if you should abandon your cause and head back to point.This thread is about adding damage splashes to stealthed opponents.
Why are you and many others who play thief so afraid of having damage splashes added?Do you not think that is fair?
You can’t hit a fleeing warrior, except as a ranger. And even that might not really bother them. Try it.
We are rather annoyed because you guys don’t know anything about thieves but demand nerf after nerf and thief is nerfed and nerfed – it’s not that hard to understand, I guess.
At very least the game should still show damage splashes on opponents which have been struck.
(this, of course would not apply to projectiles or ranged attacks)
I agree here. It makes no sense that stealth is more than simple invisibility. If I strike an invisible opponent with a melee weapon then I should know that I hit them, instantly.
My L2P advise: equip a superior sigil of fire.
Edit: And there are in fact 17562481756234 indicators of where a thief is: best indicator is that thief is a melee class. So where can the thief be?
I’d be happy to duel you 1v1 and I’ll show you its not a l2p issue.
The point is that your argument “If an enemy flees, you’ve won.” does not cut it.
I should not lose out on a kill because someone stealths and runs away.
…especially if it just gives them the opportunity to come back after a moment or two and try again.
You do know that I main a thief? So why would we duel because I see you standing around clueless while I’m stealthed?
We can do that if you’re on an EU server.
My point was that other classes who have no or little access to stealth can run away as well.
Edit: Try to catch a warrior – good luck with that, even if you know where he’s headed, same goes to other classes who have specced into “mobility”.
(edited by Jana.6831)
Stealth is not challenge. Why? Example; if fight opponent in boxing ring and opponent health is almost down, than sudden opponent disappear and appear with full health. And opponent repeat same over and over, is challenge fight? is challenge hiding instead fighting?
This is main problem with thief class; too much stealth repeat and time waste. Other mmo game do not have this because game would not be challenge and fun and would waste time for player and game. So why arena net put it in game?
Again, main problem with stealth
1. Too much stealth repeat
2. Too much time wastePlayer do not want waste time in game, player want challenge and fun. Stealth is enemy to fun and time waste in game.
If you waste time while your opponent is in stealth, then it’s your bad – thieves aren’t invincible when stealthed.
Sometimes I think I’m talking to small children “I’m sooo afraid of what I can’t see”.He is right though…. unless you are a psychic, even the most experienced players lose track of stealthed opponents from time to time if he/she fails the guessing game.
Think about what stealth is.
Its purpose as a mechanic is to make your opponent unsure of where you are and what you are doing.
With thieves in particular, this gives them another opportunity to retreat and ooc when they feel like the fight is not going/will not go their way and when they want, they can simply return for another cheap shot. Unless you properly guess which direction the thief is retreating in, this will go on forever until someone makes a mistake.
It is literally impossible to predict where a fleeing opponent in stealth is going with 100% accuracy. Sure you can make educated guesses, and you will be right some of the time… but you will also be wrong some of the time as well.
All in all…. Everyone defending stealth always claims that its “not that hard” to know where stealthed opponents are. It’s “not hard” because difficulty plays no role in it. Its about making guesses, and if you guess wrong the stealthed opponent gets away.
I don’t lose track of thieves as I main a thief myself. I sometimes lose track of mesmers, engineers and rangers as they’ve got different mechanics.
If an enemy flees, you’ve won. Warriors are faster than any other class, eles can be faster than most other classes, engineers can be faster, so sorry but I still don’t get your point and think it’s a L2P issue as those who say it’s not to hard usually know how to counter a thief. The best method to learn it is to have a thief. Enjoy =) it’s a great class but people insisted it to be nerfed into the ground because they are afraid of stealth – so you might die a lot.
I usually run with my wvw setup = 06620 (D/D thief)
And in path 1 (that’s the one with the door, right?) I swap to thieves guild and open the door – I actually think that’s the best thing thieves can do there, just takes a few seconds to open the door.
Otherwise equip signet of malice and daggerstorm if you have to be under the shields. And equip shortbow as your second weapon set so you can hit a lot of mobs at once with cluster bomb. But don’t forget to switch your skills back to more useful skills when you know there’s a single boss ahead, it’s difficult to hit him often enough to make signet of malice work.
I’m slowly trying to get away from my SA learning wheel but that might take a while, especially since I’m not really a team player.
Stealth is not challenge. Why? Example; if fight opponent in boxing ring and opponent health is almost down, than sudden opponent disappear and appear with full health. And opponent repeat same over and over, is challenge fight? is challenge hiding instead fighting?
This is main problem with thief class; too much stealth repeat and time waste. Other mmo game do not have this because game would not be challenge and fun and would waste time for player and game. So why arena net put it in game?
Again, main problem with stealth
1. Too much stealth repeat
2. Too much time wastePlayer do not want waste time in game, player want challenge and fun. Stealth is enemy to fun and time waste in game.
If you waste time while your opponent is in stealth, then it’s your bad – thieves aren’t invincible when stealthed.
Sometimes I think I’m talking to small children “I’m sooo afraid of what I can’t see”.
No, zerker is fine, we already figured that those saying otherwise don’t know too much about the game. And I hope anet won’t listen to them, rather give me some more NPEs or whatever so these threads won’t pop up every other day.
Yea 11k on a glass cannon that is pretty weak for something that is suppose to be a burst skill. You have a pet warriors have adrenaline too bad its been nerfed so much.
Nah 11k is pretty decent given that glass cannons have a health pool of around 15k.
No, thieves skills are great – learn to play, the lot of you =)
My main character is a thief, and thieves have a bunch of fun skills like traps, caltrops, venoms and elit skills like dagger storm.
But why would I use them?! They arent that effective in pve, they are too weak.
You better put zerk armor and all your signets and just burst damage by spamming backstab.
Even short bow is used only because of its 5th skill for mobility and thats it.
If you like this style, be my guest. But I think arenanet need to make other builds more liked and wanted.
SB 2 is the nicest blast finisher in game, caltrops stack bleeding, daggerstorm is a swirl finisher.
A firefield and blast = might stacks, a smoke screen with blast = stealth, a static field with blast = swiftness, a light field with blast = retaliation (I think) and so on – daggerstorm + fire field = fire bolts, + smoke screen = blinding bolts and so on.
Not an argument against zerkers as I use all these things with my zerker thieves but don’t underestimate skills and more importantly combos.
Can I please have my blinding powder back like it has been before?
Edit: Well, maybe it isn’t too bad, just didin’t really work in a blobfest yesterday.
(edited by Jana.6831)
Thank you all for your replies , if i start on a particular EU server , then decided a while later to try a different server EU , will i be able to take my characters with me….
Or am i stuck on the EU server i choose and then pay a fee to move servers !?!?
once you choose a server you have to pay in gems (c.q. real money) to transfer.
but it really doen’t matter wich server you choose, it only matters when you want to play WvW.
p.s. you can transfer to an other server for free, but you have to delete all your toons.
You pay for transfers with gems and gems cost either gold or you can buy them with real money.
Servers only matter if you want to play wvw, otherwise it’s all megaservers, so everybody on EU is mixed together (with preferations though, so if you’d chose a German server you encounter more German speaking people). You can set your options to only read the language your game is in, for times in which the 10 languages in map chat are getting too much (people are mostly able to speak English though but they like to troll). Anyway if you go NA then you will have more lag.
Oh, and btw: I like Gunnar’s Hold a lot.
nerfing berserker won’t do anything but cause a massive outcry in the community. What needs to happen is an overhaul of PvE to counter pure-dps tactics.
No, what needs to happen is that people realize that this game isn’t pve alone. And I think there’s no other way to construct pve like it is at the moment as everything else would lead to some kind of trinity. And I personally don’t like to carry around a second gear, so I’m not so sure I would like bosses that can only be hit with conditions.
Do you see what they did there? this is a role playing game and you have one role for pve.
Then defend your world from other worlds and go wvw – this is your role as well, as a good citizen..
And if you dont wanna talk about healers, then what about a mere supportive spec? there is no need for that either. Why arenanet chose to give armor stats like healing power and vitality if no one uses them?
We do use them in wvw and pvp.
What if pve was never meant to be that important? What if every one of us was expected to play pvp/wvw?
You dont thibk being a zerk is lazy? lets demonstrate it with thief ,shall we?
put all your signets, sword and pistol and just spam the 3rd skill and kill all foes.
Or an alternative, use d/d and just backstab everything by constantly pressing 5-1.
And with the right traits, you dont die that quickly.
Make a video about it – I’d love to see that.
Edit: And yeah, I really mean that you should go out and spam 3 on S/P or spam (really?) 5-1 on D/D. You’ll soon realize that it takes a lot of skill, even if it’s against npcs.
(edited by Jana.6831)
Well, the devs already promised to look into that…
2 years ago
Alright, I’m a zerker or valk/zerker thief with 300 healing power. If any ranger is around I heal a bunch of people for 10k if an ele is around for 6k – yay who would’ve guessed, right? Even though I’m full dps I can heal without any trinity in this game!
Suggestion: You guys look more into how this game works and then we’ll speak again.
I would try to unlock as many as possible. A friend of mine is rather new to this game. He laughed at me when I asked him if he wanted to go unlock some traits as he was simply buying them. In the end we had to run around with an alt of his to farm skill points so he could craft ascended armor, his main already had 100% map completion, so this character might get into trouble when trying to get traits – at some point he’ll either have to delete a character or to try to be patient (which won’t work).
:P There won’t be any balance at first.
I think you know me pretty well ;) I know, I know.
I want to backstab/heartseeker someone with a greatsword – Just imagine the animations!
Other than that I’m curious how balance will turn out.
No, I think you think pve is more important than it is actually. It isn’t that hard, until you try to solo anything and I think even mesmers solo dungeons.
And well stuff that works on this boss doesn’t have to work on that boss – like I said: you have to adapt – you can’t interrupt a lot of bosses, so are you going to complain about that as well as you have to have to interrupt everything? Anyway, I’m out, i think I said everything that I think is important on this topic, at least to me.
It’s funny, because I’m leveling a thief as well. :D How far above your level did you go? I’m interested to see exactly where this level-gap nerf takes place.
Mine’s level 35 right now, so I headed to Bloodtide Coast to check it out. The first mobs I encountered there were level 45 drakes – so I smacked them around. Took me forever to kill even one, and I drew a whole horde of them from quite some distance. All my blows were glancing, and interestingly, my conditions didn’t even tick. They weren’t even applied, until I disengaged. Weird, huh?
First picture shows the aggro range. If I take one step forward, they aggro. Seems far to me, to draw aggro from a drake. Second picture is the mass bleed tick after I used SR and ran, since I was hurt. ;__;
I think 15 level above me was the highest I encountered when I tried to find some mobs ~10 level above me. I did it like this: Getting to 35 and I think I also got my first trait there, crafting all yellow gear, got to a 45+ zone and killed as many mobs as possble with a level as high as possible. When that got boring I used tomes to level 50, crafted all yellow gear again, a level 60+ zone until I was bored, tomes, yellow gear, high level zone… Like I said, I didn’t notice anything unusual, I was usually downed after I allowed them to hit me twice and it took me a while, but other than that it was like running around on an 80 – et least to me. I will repeat that eventually but not at the moment as for now 3 thieves are enough ;) But the next time I will have a closer look.
(edited by Jana.6831)
if you go 7 ot 8 levels compared to self and any mob that sees you will come running to slaughter you…. Also your armor and weapons will not do much, being 10 levels underleveled will mean even wet noodles will pawn you like there’s no tomorrow…. even with full tank setups…,
You might avoid some but eventually you’ll run into something and you will notice it’s safer to poke a stick into an africanized beehive then it is to move too far ahead.
-Note: if you do ever poke a stick in an africanized beehive you do so at own risk, serious health issues are sure to occur.
No, it worked, they didn’t really come to slaughter me, I noticed nothing unusual. I have been an underleveled zerker thief and I love the challenge, that’s why I did it. Like I said, I have no idea if I gained more exp but it was a lot of fun.
what does spamming your skills have to do with anything?
mesmer has a skill, which places a cripple on the floor, that you can turn in to a pull. It used to be instant, and you could use it for quick interupts, saves, or controlling monster positions.
You mean the temporal curtain? 0,5 seconds is still pretty fast and you could also equip a GS if you want to interrupt – not every weaponset has got the same skills, so you have to adapt. I have no interrupt at all.
But you’re right, I got you wrong, that skill has got nothing to do with cooldowns, but still teach Billy how to play.
Edit (let’s see if I finish this before you reply)
: I get your point, I really do, i have been a pve player myself and never got why my vitality depended on wvw, I still don’t but since my focus has shifted to wvw and even pvp I don’t get what pve players are complaining about. And I guess that was the motivation behind my reply. I have no idea why the different games modes aren’t separated but I can imagine that doing a different balance for all 3 is a lot of work and might lead to some other problems “we only want warriors in our party” which then might make even more sense as in pvp the classes are balanced on how they compete against each other so they’re ideally “equally strong”
(edited by Jana.6831)