congratulations you are the first… no wait..
the whole pvp community has been waiting on updates. 2 years with the same game mode? really?
and yes i agree, when i want to play with my power ranger it usually destroys my leaderboard ranking. a non rated soloQ would help here too instead of character leaderboards.
the sad thing is, there is no word from the devs if they’re working on something, no word of a new balance/pvp patch just Point of Interest and Living Story 2 crap.
im not a big fan of the glyph, you could swap that one out for arcane wave. damage and 1x extra blast for your water fields. you could also use frostbow instead of the glyph.
other possibility would be to go celestial, will increase your damage but lower the healing.
another possiblity to deal high aoe damage would be to cast meteor shower and turn into a tornado. this will increase your base power and your damage will be higher at the cost of the elite glyph.
the question is, are those elites good? should they be that powerful? are they better than the gw1 elites?
the actual defense of a glass ranger using longbow is kiting and crowd control. sadly this doesnt work with a) classes that have stability b) classes with so many gap closers c) condition immunity against immobilize d) passive traits that lower immob/chill durations.
sword is imo a very bad weapon when it comes to evading. sure it’s got 2 evades but the auto attack is very limiting. again this is no matter of l2p. compared to all the other sword chains the ranger’s IS limiting and is STILL not fixed.
of all classes ranger has the worst defensive mechanics when played as a berserker. try to deny it but it is the truth. otherwise tell me 1 class with a worse defensive mechanic.
of course everything can work if you try hard enough but in terms of viability rangers are far behind which is a shame. when you look at other classes and how easy some of them are to play it feels just wrong.
you were talking about berserker stance / endure pain. ranger has guard me and the traited signet. problem is when you use guard me your pet usually insta dies, the skill will not even last 6 seconds and it does not protect you from conditions.
the signet is a bit better / even worse, up to you. it protects your for 6 seconds which is nice but you have to waste a gm trait to make it work and tbh read the wind is “way better” than sotbm. again this does not protect you from conditions.
so when you compare a warrior with the ability to get 3k armor while still hitting for decent amounts with 20k hp endure pain and berserker stance to a ranger with, im using my stats here, 18k hp and 2000 armor you can clearly see the huge gap and if you ask me this is a flaw in the class design.
doesnt longbow with 1500-1800 range already decimate point campers? they have to move from the point to attack you. otherwise they will just eat all the damage, and that can be 2-3k per auto attack.
about the axe, this has nothing to do with player skill. you are more vulnerable on point as a glass ranger you cannot deny this.
you can pretty much avoid all the damage if you trait for sanctuary 9 seconds, your block heal, aegis, 2-3 dodges, blinds, focus if you bring it, shield 5 if you bring it and strifing. not that hard.
had to laugh when i read this. necros must be really op when they can 10 shot op-but-nobody-admits-it bunker guardians.
Trading Post NPC for HotM pls.
never tried. what would you swap in for it? sword?
i usually use the gs for escapes/killshots. maybe sword/axe.
maybe but in a teamfight you are meat thats the problem. if you snipe single targets like necros from far away thats more useful than dying to aoe or focus. if they send a thief or a mesmer after you thats one player less on the point. with the ability to kite and map knowledge/awareness this is better than burst and 2x evade imo.
the problem is that power ranger is inferior to almost if not all damage/roamer specs. if you ask me the hierarchy would be (talking dps roam specs):
ranger lb/gs < warrior gs/x < s/d fresh air < medi guard < sd engi < well necro < mesmer < thief
if only it could he brought on par with stuff from the middle of that hierarchy i would be very happy. lb/gs is certainly fun, pew pew from afar, but as soon as you run into a “hambow-wall” or an annoying thief, it can get quite frustrating.
can swap sharpening stone for malicious training and spider.
(edited by Jekkt.6045)
this thread has almost 250 replies and still no answer from devs gg
because a) it consists of a lot of flaming b) they dont care c) they dont care that they dont care
am i imagining this or are they ninja deleting some posts in this thread lol
no its not a minor issue anymore. more than 50% players i play with/against run those kitten runes. its getting really annoying when you have to play against classes carried by a kitten bird. killing the bird is often not an option if you’re not a class with a lot of aoe.
Would love that but i think thats indiscutable.
you should not be able to selfres with certain skills, neither util nor elite especially when not every class has access to it.
change those skills to only affect other players and not yourself. i am not talking about ranger/guardian downed skills.
when you put effort in downing somebody you should be rewarded with a kill.
ofc there are ways to block the selfres but cmon… this should not be possible.
He has mentioned a lot of things that are annoying, so let’s keep it real. Even when I play full glass warrior/axe I don’t achieve 10K eviscerates whilst having 24K health and 3K toughness. Please don’t over exaggerate the facts. I have hit 9.8K evis on thief and ele’s, yet at the same time I have also only hit 3.8K hits on necro’s that are tanked out. The ability to hit a 10K+ is more dependent on how low toughness they have and vulnerability. A full glass canon warrior has 18K health 2.1K toughness, no cleansing power at all apart from generosity (Which now takes away from being FULL glass.)
I have made a post about this issue already and agree ele water line healing scaling is exaggerated for a weapon skill. The amount of spawn on hit pets with 16K health, 30% evade and 2.5K crits is getting over bearing. A fire elemental, a minor elemental and bird, or Ranger pet such as spider that stands at range, a bird and a melee ranger using evades under minds anet “visual based game” One cannot watch three things at once, especially thru the obscene particle. They have a serious point, the annoy factor currently in game makes PvP something to be endured, rather than enjoyed.
Believe it or not, i play axe/sword sometimes and those are my stats with soldier amulet. I admit i dont hit 10k everytime but its not the first time i hit 10k+ on a glass necro ele mesmer or thief. 10k would be “fine” if i was glass too but im not. I have 24k hp 3k armor. Ofc this is with 15-20 stacks of might which i can stack by myself.
changed my mind.
(edited by Jekkt.6045)
dude you complain about almost every single spec. i understand some concerns but not everything you listed is op lol.
spam111 power necro made me laught. 1st if you spam 111 you will die to almost every competent player and 2nd why would you use other skills more when dagger1
and deathshroud1 are your main damage skills?
axe warriors cant kill with only impale and pin down. use cleanses.. more important about this build is 24k hp 3k armor and 10k eviscerates on cloth armor.
birds/mm/turrets – welcome to gw2 pvp
s/d acro thief most proken spec right now
fear necro is weak IF you have cleanses/stunbreaks/stability. overall necro is weaker than most classes.
spirit ranger is underperforming against other classes. doesnt mean its a skillful build.
support guardians one of the most op builds in this game. what doesnt kill doesnt bother right?
if you have problems against staff eles im sorry for you. #1 squishy in the whole game.
pu mesmers are op because of a different reason than spam and watch, namely PU. just kill phantasm mesmers.. as their name indicates, phantasms are their main damage source.
d/d ele is only strong because of the might stacking and the burning damage. the healing is fine, they dont bring a lot of armor.
problem is, as good as courtyard looks, its a crap map for 2vs2/3vs3. the map is “too complex” and there is too much stuff on it.
arena maps need to be simple, some walls and some pillars to break LoS but not all that bushes n stuff. thats why nobody is playing it and because there is no queue for it.
MM necro is not op. It’s far too easy to completely negate the minions if you aren’t really really dumb. Makes really kittenty players ok but almost nerfs better players.
never said it was op. its just an idiot spec which is “too viable” while too easy to play. thats why i didnt put it in the same line as thieves and strength runes. same for turret engis.
nerf:
- sd acro thief
- runes of strength/max might stacks → resulting in too much damage from war/ele with tank stats and too high cond damage without cond stats.
- runes of balthazar
- turret engi
-mm necro
buff:
power rangers
many other useless specs/skills/traits
new grandmaster and krait runes. the build is pretty lame and you wont win against decent condition classes except maybe engi because of their bad cleansing.
people dodging your cloak and dagger? how about you immobilize them.. people tend to forget that pistol 2 does that.. takes 3 more initiative but at least you get your stealth instead of wasting 5 without going into stealth.
as a thief why would i even care. if i wanted to i could get some distance between me and the warrior, wait those 4 seconds and have the same result…
sorry but this is the most stupid idea i have ever heard. all i can think of “nerfing” stealth is making the thief flicker for a very short amount of time when you damage him, or as a good start, show damage numbers when you hit the thief with something else than conditions.
Hang on op, so every class is op (except rangers)? Doesn’t that mean the game is actually balance?
And all you have done is list the most efficient builds. Of course ppl are going to play what works best. That’s what a meta is.
im saying that power creep is at its best. i listed all the classes i met in tPvP and my thoughts on them.
i did not name any OP classes, i just listed builds and what they do.
if you want any op stuff here we go:
runes of strength + soldier warrior. 4,5k earthshakers, 10k eviscerates against dps players. 500 burn ticks. damage + 3000 armor + cc + 300 hp/s is what makes it op.
runes of strength + celestial ele. the damage is lower compared to hambow but you can achieve higher cond damage because of celestial. with 25 might stacks my conditions tick for 680 on burning and 250 if i use doom sigils. at least eles dont have 3000 armor and 24k hp.
evades and the damage they do on thieves. such skills should be either or. gap closing a thief has access to. evades + gap closing paired with high damage is what pushes other dps classes out of the meta.
although enigs are not taken much anymore for teamfights they are too strong with runes of balthazar. without them they would be “fine”. bomb/nade spam is another problem as conquest mode encourages on point spamming. what i dont like about bombs is the short cooldown they have compared to something like ranger traps which take a full util slot when bomb kit takes 1.
IP passive needs to go. dhuumfire was changed so its only fair to change IP too.
turret engis. very hard to kill and very hard to stay on point. compared to old decap builds the turret engi also brings sustained damage. the new grandmaster trait with the boons made this possible..
might stack cap should be decreased to 10 or 15 in pvp.
balthazar runes need to be changed.
Going off topic a bit from what’s currently being discussed, I think bashing the tournament for this is a bit unfair. Grouch confirmed this via a post today, and this is something that I have been saying for a long time. When they run events like this (Gamescom) and ToL it doesn’t take away from the balance team or PvP teams that are working on the actual game itself. There are third parties (like Mistpedia, ESL, and DPS) and actual devoted people at ANet working on these events.
Some of the more hardcore players and community members have been starving for an event like this to stimulate the stagnated PvP scene for months now, and Im sure a lot of them along with myself are extremely appreciative they are finally doing a live event. Im positive balance and pvp development would continue at the same speed regardless of if a tournament was happening or not.
On the “why should we have a tournament when the balance is kitten” note, I don’t agree with the point at all. Starcraft tournaments don’t get put to a complete halt because David Kim refuses to nerf Protoss, and Im sure similar balance concerns were around during large DOTA / LoL tournaments.
The biggest thing I want to put it is that yes, the game is not perfect, and there are outstanding balance issues, but from my own point of view if we were to have a LAN event I would much rather have it in this meta than in either of the previous two balance iterations.
Just my 2c on the matter.
i know that it is not the balance team working on the tournaments.
if they host tournaments i want the game to be balanced. cmon if you want #esports, idc about LoL or starcraft, gw2 should aim for being better.
and 3rd, the berserker/quickness meta would have been way more enjoyable to watch than the current tank meta. especially the us meta, remeber?
Naturally, all might stacking QQ gets put on Warriors.
its not just warrior. its every class with high access to might stacking and conditions on top of a power build. naturally thats warrior and ele.
you can also mightstack on a power necro, you will get around 15 might stacks and thats it. you dont have perm access to burning, thats a big difference too.
no they just need to reduce the max amount of might stacks in pvp. its that simple.
funny how people still try to pretent that some builds are not broken but fine. and always the same lame argument: people dont know how to play.
the pvp forum always makes me laugh.
the damage output of some tanky builds is too high right now. they really need to ajust some stuff before those tournaments.
as a power ranger you care less about berserk stance than about stability.
ot: escape with your sword, let the warrior debunker the point. its better than dying and losing the point completely.
2nd option is to use all your evades and protection on dodge.
seriously how can you even think about hosting tourneys when the current balance is just a blatant joke?
coming back from wildstar pvp to play some queue matches just to get frustrated…
many builds are just not balanced…
hambow is still omnipresent and way too strong even in full soldiers…
10k eviscerate on a light armor class with full soldier, 15 might stacks, offhand torment 15k damage lol.
longbow #3 6k aoe crits pls
cond warrior? np if you’re an ele. if you play a class with few cleanses you’re as good as dead.
same for d/d ele with celestial, 20k burning damage in a fight, 3,5k-5k burning speed and fire grab
hello runes of strength, while they are decent for some classes they’re totally broken on others. reduce max might stacks in pvp to 10 or 15. reduce 6th 7% dmg to 5%.
thief is too much damage with too many evades/gap closers. there is no downside at all except the low hp pool. s/p pw spam was reduced because s/d is superior, not because the lame initiative nerf was good. thieves destroy the game for other damage dealers because they are a) faster, b) harder to kill, c) make range kiting useless because they can inf strike + steal and your distance is gone.
necro is dead, cond necro, power necro. minion necro is still easymode although the other specs need way more skill compared to this one…
engi lolkicks you around with turrets while getting boons, heal blast finishers and sustain damage. you cant kill what you cant touch. hi balthazar runes and condspam.
power engi is fine.
spirit rangers, still just a sad AI spec but at least one which isnt op anymore (because all the rest is just stronger).
power ranger? i dont know because i didnt see one.
ranger in general, bad because everything else is better.
bunker guard still #1 bunker and a must have for pvp. other bunkers have no chance.
medi guard, very annoying to play against with the amount of leaps/blinds/blocks/ports it has access to, fun if you play it.
mesmer? i just really hate the stupid AI everywhere… but i dont think mesmer is op in any way (except PUcond which nobody cares about in tPvP) gw1 mesmer > gw2
there are still many useless traits/weapons/skills, make them worth using.
and not to forget: skyhammer why are you still here?
this might look a bit like a rant thread. well it is a rant thread. most of those specs have been broken for a long time and still nothing has been changed….
i have 10 characters and i play each class in PvP, some better some worse. i know about most of the meta specs and i can play them myself thats why i know their strength and weakness, some have almost no weaknesses at all.
this is not balance.
im not a new player either, i play since headstart, 2770 hours, pvp rank 80, ex soloQ rank 23, 2900 PvP matches.
hope we will se some balance patches till TOL2 or at least Gamescom… but hey at least we get living story 2…
(edited by Jekkt.6045)
Sorry but you have no idea how to balance classes.. 95% of those changes you listed are bad and will destroy balance even further.
- Grenth’s Balance
Elite Skill. If target foe has more Health than you, transfer half the difference from that foe to yourself and nearby allies (divided equally). Cooldown 210 sec.No. You honestly have no idea just how broken this skill is capable of being. I mean, REAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAALLY no idea. You ever go fight Tequatl, THW, or any of the other “mega” bosses? That’s the last thing we need, bunch of necros sitting on 1-5% health popping this skill on bosses and eating away millions or tens of millions of hp in a single skill.
so hard to limit a skill… be creative pople. make the max hp it can steal the same as your max hitpoints.
snip
Now how about pvm. If such a change would happen a lot of people would maybe consider playing conditions. The problem here is the condition cap..
Every player should get his own conditions. You have your own 25stacks of bleed 1 fire 1 poison etc. It doesnt make sense that there is a condition cap right now because there isnt a cap for a max amount of swords able to hit the boss either.snip
a thread i once made. the answer i recieved was “too much work to implement, not gonna happen.” been saying this for a long time that conditions need changes. same for healing.
its not hard to balance. if you ever played final fantasy 14 a real reborn; every player has his own set of conditions which are not overwritten or capped by other players conditions. for pvp, make cleanses cleanse kinds of conditions. if you have 54 bleeds stacks thats 1 kind of a condition; bleeding. when you cleanse, all 54 stacks go away.
you have to see conditions like delayed axe or swords hit of whatever class. there is no cap of how many swords can hit you. same should apply for conditions.
Due to the current meta conditions are getting a lot of hate and people call for nerfs. If condition damage gets nerfed all the whiners will be satisfied. The whining wont stop but increase. Conditions themselves are rather weak in my opinion and even deserve a buff. Ever tried to run a dungeon with a condition build? Got kicked? Then you know what i mean.
What makes the cut strong are not the conditions but the fact that you can spec for full tank and still deal a decent amount of damage.
Now comes the tricky part: im not really calling for a nerf here but a change…
Low risk due to high defence shouldn’t be rewarded with that “much” damage.
First lets increase the condition damage:
Make conditions crit! A new stats set (cond/critdmg/prec) would open many new ways how one could play conditions!
Crits deal 50% more damage even if you have no stats in crit damage (correct me if im wrong). With a full set of cond crit stats it would increase your cond dmg by ~160% making bleeds tick for up to 300! To keep traits and sigils balanced such things could only trigger by a weapon crit and not by cond crits.
Now you can call me insane and conditions op etc but im not done yet:
Make damage mitigation (armor/traits/boons) affect conditions.
That way such a “condcannon” bleed wouldn’t tick for 300 but for 200(armor) or even for less with protection. You may think that even 200 bleed ticks are op but dont forget that such a player has no defence anymore and current berserk glass cannons deal about the same damage if not more.
With the armor affecting conditions cond tanks wouldnt be that strong anymore and some builds (cond/prec/though) would remain almost as they are now.
This would also open a new path for hybrid builds as they would benefit from the crit dmg in direct and cond dmg.
Now how about pvm. If such a change would happen a lot of people would maybe consider playing conditions. The problem here is the condition cap..
Every player should get his own conditions. You have your own 25stacks of bleed 1 fire 1 poison etc. It doesnt make sense that there is a condition cap right now because there isnt a cap for a max amount of swords able to hit the boss either.
Now my last point are non living objects. With the loss of power stats due to the new crit cond prec stats this gets a bit difficult. Either let cond dmg take the role of power (would need a bit of scaling for example cond dmg *2 “=power” or let certain conditions affect objects. Well a tree cant bleed but it can defo burn!
Tldr
New stat combo: cond crit prec
Conds able to crit (not triggering on crit effects)
Armor and protection/traits affect conds
Every player gets his own cond cap (25 stack bleeds etc)
Dmg to objects either affected by conddmg or by certain conds f.e burnLet me hear your opinions!
Kind regards
a thread i once made. the answer i recieved was “too much work to implement, not gonna happen.” been saying this for a long time that conditions need changes. same for healing.
staff ranger please.
for a good pvp balance arenanet should aim for multiple viable pvp builds and not just one. in a pvp encounter i want to have to find out which specs enemy players play. right now i can almost always tell what build they play just by looking at their class… imo that is very wrong and takes away a challenging part of pvp.
Agreeing with sword auto and death blossom. A wider range for c&d would be fine but not at the cost of a slower attack animation because it already is slow imo.
Death blossom kinda needs a rework. It needs to be faster, evade better, hit harder and maybe reduce the hits it does (to make it faster).
Looking for more ideas/feedback
and some words of a dev would be awesome
Look how people cry because of the tol exclusive mini llama. Gw2 community is too spoiled for exclusive rewards. Same with gamescom mini mr sparkles.
Sadly it’s true with the aoe cleave. There is just too much of it. Back in gw1 there were far less cleaves than in gw2. Although the sword is regarded as sutained dps the damage can still be quite bursty..
As for d/d hybrid i dont think that it couldve worked just because of how the skills were designed. When specing into rampagers the direct damage is too low and the condition damage isbt high enough either while having no armor. It only works if you bring enough def and heals to make it work eg som, caltdrops etc.
Ive been saying this for a long time, the balance patches take way too long. We need them every 1-2 months. Hire more people for the pvp balance team to speed processes up or move them from another team. As it is now is not enough.
nerf heartseeker to do massive damage on 33% rather then 50%.
heartseeker was nerfed a long time ago to do “massive” damage at 25% health instead of at 33%. the damage it does at 50% isnt that high if you are facing your opponent and not being light armor glass cannon. imo heartseeker is fine.
Give CnD a slightly wider attack range so it is slightly easier to land during the heat of battle. Animation slowed down accordingly to make sure it is properly telegraphed but still usable for competitive play.
the c&d hit range is not as small as you think. you can cast it and flank-hit somebody and it will work. using cloak and dagger in the heat of a teamfight is not hard when people pay less attention. it is hard to land in a 1vs1 or a 2vs2.
making the animation slower would be a hard nerf for the skill no matter how far/wide the hit range is. a dodge evades an attack no matter how big it is.
the precast right now is 1/2s. lowering it to 1/4 might solve the problem a bit.
unnerfing the -50% damage nerf for dancing dagger and the -33% damage nerf for cloak and dagger would be very nice.
Dancing dagger applying torment would help for p/d condi specs but i dont think they need any buffs because they already have access to torment. And that build is already considered “cheese”. The problem with death blossom is, as i said, that its the only condition skill in a power set and even for condition specs it sucks.
Believe me, i tried all the builds and d/d condition maybe used to be good on release but with all the buffs to “real” condition classes it cant compete anymore. So it would be best to make it a power skill.
C&d giving fury is a nice idea just 2 seconds are not enough when stealth lasts 4 seconds.but i dont think it will solve the problem of a too high risk for a mediocre reward. Still thank you for your feedback!
(edited by Jekkt.6045)
Dear community
as a thief main since headstart who used to play d/d until i started to play tPvP on a more serious base, i want to start a CDI aiming to make (power) dual daggers viable in competive PvP.
as a start i will list the problems that i think are the most important ones.
the set consists of 2 power skills, 1 condition skill and 2 utility skills which are situational.
d/d compared to d/p brings less survivability, less group utility and almost the same amount of damage.
going into stealth requires less initiative than a smoke/leap combo but is also a bigger risk. c&d off a high ranked pvp player is very difficult because it can be anticipated and is the only way to get the d/d damage rotation off.
now i will talk about the 5 weaponset skills:
auto attack
the auto attack was always strong and i never had a problem with it. the poison is very useful especially against warriors.
heartseeker
a very strong skill in the right situation. useless when used the wrong way.
death blossom
a condition skill in a power set. the bleeds can easily be cleansed as its only one type of conditions. the evade is very unreliable compared to other evading skills (FS or PW). The raw power damage is very weak and i have yet to come across a power d/d thief using this skill in an actual fight pressing its button on purpose and not on mistake.
dancing dagger
i remember using this skill on headstart against players on walls in WvW hitting bouncing 2,5k crits. then they nerfed the damage and now im hitting around 1k in tPvP which is about the same as a shortbow auto attack which costs no initiative at all. the only nice thing about this skill is the 100% finisher which is still meh at the end of the day.
cloak and dagger
offhand dagger stealthing skill. the damage used to be strong until they nerfed it. the skill is slow and can easily be dodged by a good player. a thief closing in on you is a big “telegraph” for trying to stealth.
how can these skills be “fixed” in a way that d/d can become a viable spec?
death blossom
remove or decrease bleeds/duration and increase the damage so that this skill can actually crit for around 4k. make it a reliable evade the same way you did it with flanking strike. as death blossom kind of roots you instead of moving to your target this skill would be more balanced. maybe increase the intitiative cost again.
dancing dagger
either unnerf the damage or give this skill a secondary effect like 20% chance to strip a boon.
cloak and dagger
either unnerf the damage or make the skill animation a bit faster. thief closing in would still be a sign of trying to stealth.
now i ask you, what should be the role of this weaponset? for me it is supposed to be a quick burst weaponset for taking down single enemies in teamfights or helping out on far nodes.
maybe some traits could be changed aswell as the efficiency of d/d relies on shadow arts to stay alive.
Please post your constructive feedback on how to make power d/d a viable spec for tPvP. Please do not post QQ about other specs. The purpose of this thread is to talk about d/d and not about how strong s/d s/p or runes of strength are. thank you.
If this thread gets good and constructive feedback i will also make a CDI for the Pistol/Pistol weaponset which is by far the worst weaponset the thief has.
looking forward to your posts
(edited by Jekkt.6045)
Thief d/d spec needs some love in pvp. Been years since i saw somebody using it in tpvp.
The main problem is that it is a bad hybrid set that does not synergize very well.
- deathblossom: very clunky, the evade is unreliable, the damage is low and cleansing the bleeds are easy.
Change it to a power skill with a reliable evade and maybe increase the ini cost by 1. Remove the bleeds or tone down the duration. The damage needs a big boost. ever been hit by the inquest d/d npcs in coe story? Thats what i call a death blossom.
- Dancing dagger: a very useless skill with low damage. Shortbow auto attack is superior and costs no ini. Either increase the damage back to its old value or give it a secondary effect like 20% chance to strip a boon. Another option would be a short 1s immob but we already have that on a different weapon.
- Cloak and dagger: unnerf the damage or make the skill faster.
Some traits need an overhaul too. 5% damage on dagger training could be increased to 7%.
Imo d/d should be a high risk high reward burst spec but atm it is by far inferior to all other thief specs except p/p.
Maybe its time for d/d and p/p CDIs.
I wish they would turn d/d thief spec into a viable high risk high reward build. But as death blossom and dancing dagger are useless, c&d damage was nerfed and the dmg/survivability just sucks even compared to d/p it will most likely remain a distant dream.
thats something i understand but im talking about players selling it for under the current profit price. when they do that it can lead to a price drop especially with slow selling items. either it gets bought right away or it stays on the tp and after some time the same will happen again, a price undercut and all the previous sellers will lose money if this downwards spiral continues. as a seller you are either forced to wait until all the items get sold or you take it off the tp and lose the 10% fee you paid and relist it for cheaper making even more loss.