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Petting zoo dare!!

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Posted by: Jumper.9482

Jumper.9482

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Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

The numbers for hybrid on P/D don’t add up at all.
I’ve tested Rabid, Carrion, Zerker, Rampager specs.
tl;dr, if I remember correctly:
Carrion>Zerker>Rabid>>>>>>>>Rampager(hybrid)

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Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

@Bruno
The problem with the Necro is moreso the lack of counterplay available than the dps output.
P/D doesn’t have that problem… Also its single target and melee…

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Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

I don’t think that you realize that amping up the damage will make it more spammable. What’s going to happen is that, high Crit Chance with Condition on Crit Sigil will dominate this set, and all you have to do is spam #3 even more.
I spec 25 into DA for this very reason, so I know fully well where this is going and how it can be abused.

Earth Sigil is the only on-crit condition sigil, and it was nerfed in BWE3 to have a hidden 1s ICD for this very reason. That is only 1 condition, which Pistol already has plenty of.
What I suggested is increased damage for each condition type, similar to the Warrior’s Destruction of the Empowered. If you indeed do spam 3 with only bleeds, you wouldn’t be playing at top efficiency.

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Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

Not gonna happen only because it will make D/P broken.

That’s why I first suggested it as a trait, likely in trickery, forcing either Thrill/Uncatchable, Bountiful Theft, Or Sleight of Hand to be given up. D/P cannot spare any of these, whereas P/P could.

I don’t think D/P would be too powerful with headshot as a 1x-confusion base, either though. It would be a very small buff, but indeed, D/P is quite balanced already, I wouldn’t want to disrupt that.

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Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

I would intend on P#2 becoming either mostly a utility/situational and/or power-based weapon skill with a (very) small amount of burn to compensate condi specs. It would be made slightly less effective initiative-wise than using Sneak Attack or Shadow Strike on a P/D condition build, but ideally offer a small condition “burst”. This is, if the numbers are tweaked well-enough.

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Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

Well, I was thinking something like 1-2 second of burn for 4-5 init and see where that stands. Something like how the D/P trickery build is, you almost always initiate with a bp>seeker>stab, but then very rarely use it mid-fight.

Note: If it were given flat damage, it would not be able to give yourself stealth while hitting a burn, so that is another balance decision that can be made. Personally, I think this would be ideal, forcing the player to decide and/or be aware of nearby enemies when trying to enter stealth. Also it introduces counterplay to the enemy by seeing a P/P thief drop a BP and knowing to walk into it to counter the thief going into stealth, wasting a huge chunk of the thief’s initiative leaving him vulnerable.

The base damage and initiative could also be set at a relatively high amount, opening more options for Power P/x specs. Although balancing these numbers along with the burn would require much effort.

I would go even further to balance this skill by implementing a .25ish sec cast time in which you are locked in place (or the cast is cancelled) rather than having it instant+aftercast like most of the thief’s abilities. This opens up even further skilled and counter-play.

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(edited by Jumper.9482)

Pistol Suggestions by Jumper X

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Posted by: Jumper.9482

Jumper.9482

Ok, so Perplexity runes opened my eyes to how incredible ANET could make this set.
With the current implementation of Perplexity in PvE it feels pretty balanced, yet incomplete, much like S/D. I’ll be examining what needs to be done to implement and balance this kit for PvP.

Sneak Attack: The most balanced stealth attack, it deals good damage and the opponent is actually able to dodge most of the damage reactively.
Auto Attack: Deals very low damage, as expected.. it’s an autoattack.
Body Shot: Incredibly niche design and useless in almost every scenario.
Unload: Waste of Initiative in a condition build, hits too low for a power build and was nerfed in BWE due to 3-spam.
Headshot: Alone, an incredible skill used to interrupt important skills such as heals or resses. With Perplexity, a skill-based rather than spam-based dps source.
Black Powder: Smoke field, nuff said. Incredibly useful especially for P/P.

Suggestions:

Headshot: Ok, so first off, we all know Perplexity is over the top and classes like Engineers would become out of control with such power. My suggestion to avoid completely killing it for thieves, is nerf the confusion stacks interrupt to 2-3 and passive to 1-2, whatever would be considered balanced. Second would be to give thief the same effect implemented as one of their traits for 1-2 stacks of confusion. Alternatively, it could be implemented as part of the base Headshot skill.

Unload: To keep synergy, as well as open up room for hybrid/power play, I’d suggest Unload to give additional damage per condition on the target. This would eliminate the “3 spam” style of play which was present and un-welcomed in the beta weekend events. Players would be forced to looking to use other skills in their kit to apply conditions to amp up the damage on Unload or coordinating it with another player, rather than simply hitting frenzy and mashing it.

Sneak Attack/Body Shot: There are very limited options to get into stealth with P/P. To give body shot some utility, at the same time giving P/D the buffs it needs, I suggest a remake to Body Shot. This was suggested previously by another user, but I feel a good way to take it would be to make it a small radius (160-250ish) blast which burns nearby foes for a short duration. This would enable P/P and P/D another condition to punish players in melee range as well as blast a Black Powder for stealth, enabling Sneak Attack. Balance the initiative cost so that it is only effective situationally, using a black powder that was used to blind an important attack, for example. We wouldn’t want to see a boring 521 521 521 repeat rotation.

Further detail:

I was thinking something like 1-2 second of burn for 4-6 init and see where that stands. Something like how the D/P trickery build is, you almost always initiate with a bp>seeker>stab, but then very rarely use it mid-fight.
Note: If it were given flat damage, it would not be able to give yourself stealth while hitting a burn, so that is another balance decision that can be made. Personally, I think this would be ideal, forcing the player to decide and/or be aware of nearby enemies when trying to enter stealth. Also it introduces counterplay to the enemy by seeing a P/P thief drop a BP and knowing to walk into it to counter the thief going into stealth, wasting a huge chunk of the thief’s initiative leaving him vulnerable.
The base damage and initiative could also be set at a relatively high amount, opening more options for Power P/x specs. Although balancing these numbers along with the burn would require much effort.
I would go even further to balance this skill by implementing a .25ish sec cast time in which you are locked in place (or the cast is cancelled) rather than having it instant+aftercast like most of the thief’s abilities. This opens up even further skilled and counter-play—what this game so desperately needs.

For P/D:

I would intend on P#2 becoming either mostly a utility/situational and/or power-based weapon skill with a (very) small amount of burn to compensate condi specs. It would be made slightly less effective initiative-wise than using Sneak Attack or Shadow Strike on a P/D condition build, but ideally offer a small condition “burst”. This is, if the numbers are tweaked well-enough. Whether or not P/D needs buffs or not is irrelevant, as it is still an incomplete kit with not much synergy across each skill, similar to P/P and S/D.

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(edited by Jumper.9482)

P/P Condi First Impressions VOD

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Posted by: Jumper.9482

Jumper.9482

10/30 would assume you would be going Power damage.
Power with perplexity is not very smart imho. Every headshot you fire is initiative that could have gone to an unload or stealthing for backstab or something. It will also be doing half-damage.
The only possible scenario I can see a power/perplexity setup working is with S/P PistolWhip, in which case Ogre runes would easily outdps it (one exception being a shortbow spirit ranger with 0 awareness). That’s if PistolWhip were viable in the first place…

Again, you don’t lose anything running Mug in a Carrion spec since Mug isn’t affected by precision/critdmg. It will hit ~1900+~2k in poison in a condi spec and ~2000+~1k in poison in a power spec.

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(edited by Jumper.9482)

P/P Condi First Impressions VOD

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Posted by: Jumper.9482

Jumper.9482

Well, since Mug can’t crit, you really aren’t losing anything by taking it on a condi spec if you run Carrion. It also puts out a good amount of poison with the reduced cd due to 30 Trickery.
Sneak Attack doesn’t do that much more damage than Mug with poison, so I don’t feel it’s worth taking it.
Hard to catch also finds a potentially useful niche here.
Sleight of Hand+Bountiful Theft combo is INCREDIBLE utility (The only reason why D/P is viable atm) and no way I’d want to lose that.

I can agree with you about the mug serving no purpose on condi, or taking little to nothing from condi spec, but with this spec you want to be able to survive. There is little to no mistake that should be made with P/P. If you use mug trait while having the hidden thief trait(stealth on steal) you will go immune, which will then serve no purpose to having mug. Yes the poison is nice, but with your short bow you can always use choking gas, or for your 3rd utility skill you can use the poison utility venom.

Hard to catch is always a good thing to have, but i rather t3 my shadow arts tree rather than acrobatics. Toughness over Vitality is always the better option. While maintaining good condi removal in stealth, access to a proc’d stealth via last refuge, and hp regen.

I watch your video and you said the that unload “3” was not one of the main sources of dmg to be used while running this spec. I would have to disagree.. Shoot i’m not here to give a lecture.

but you guys get the point

Sorry, I mis-worded that, I meant to say Mug was not worth losing over Stealth on Steal.

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S/D thoughts

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Posted by: Jumper.9482

Jumper.9482

A 10% dps nerf would be enough for me to shelf S/D, pick up D/P again, and never look back.
I wouldn’t mind it though, because D/P is actually a complete kit and more fun to play.

How do you feel S/D could be balanced purely as a set?

I am asking since a lot of top players felt it is too powerful and it was mainly your build that made the set spread in popularity immediately after Sword #3 was patched.

An aftercast buff on CnD, enabling TS to be used as a viable interrupt (at the same time buffing D/D). And/or revert the nerf to CnD and buff Tactical Strike damage.
And giving Dancing Dagger something extra. Torment (to help p/d condi as well) or a mini stun on the first hit when landed from behind the target.
This would go, in hand, with nerfing FS/LS dps by about 5-15%

I like poison (only on first target hit) more than Torment, as it helps all Dagger OH specs, rather than just P/D

I wouldn’t want it to be redundant, design-wise, since poison is applicable through DD’ing through a poison field. Plus, torment or mini-stun meshes with the concept of DD being a movement impair. Plus, poison would probably make S/D far too strong.

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(edited by Jumper.9482)

S/D thoughts

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Posted by: Jumper.9482

Jumper.9482

A 10% dps nerf would be enough for me to shelf S/D, pick up D/P again, and never look back.
I wouldn’t mind it though, because D/P is actually a complete kit and more fun to play.

How do you feel S/D could be balanced purely as a set?

I am asking since a lot of top players felt it is too powerful and it was mainly your build that made the set spread in popularity immediately after Sword #3 was patched.

An aftercast buff on CnD, enabling TS to be used as a viable interrupt (at the same time buffing D/D). And/or revert the nerf to CnD and buff Tactical Strike damage.
And giving Dancing Dagger something extra. Torment (to help p/d condi as well) or a mini stun on the first hit when landed from behind the target.
This would go, in hand, with nerfing FS/LS dps by about 5-15%

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(edited by Jumper.9482)

S/D thoughts

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Posted by: Jumper.9482

Jumper.9482

A 10% dps nerf would be enough for me to shelf S/D, pick up D/P again, and never look back.
I wouldn’t mind it though, because D/P is actually a complete kit and more fun to play.

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P/P Condi First Impressions VOD

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Posted by: Jumper.9482

Jumper.9482

Well, since Mug can’t crit, you really aren’t losing anything by taking it on a condi spec if you run Carrion. It also puts out a good amount of poison with the reduced cd due to 30 Trickery.
Sneak Attack doesn’t do that much more damage than Mug with poison, so I don’t feel it’s worth taking Stealth on Steal.
Hard to catch also finds a potentially useful niche here.
Sleight of Hand+Bountiful Theft combo is INCREDIBLE utility (The only reason why D/P is viable atm) and no way I’d want to lose that.

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(edited by Jumper.9482)

P/P Condi First Impressions VOD

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Posted by: Jumper.9482

Jumper.9482

The only time I was pseudo-“spamming” #4 was when it was in duels vs the thief.
Shortbow attacks are near instant. You just have to predict when he’s going to use it and time it perfectly, rather than watching and reacting, like against the Warrior.

Sure, the first few fights playing this build I started out by just trying to 141414141. I found out very quickly mindless play like that doesn’t work and just eats your initiative leaving you helpless.

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(edited by Jumper.9482)

P/P Condi First Impressions VOD

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Posted by: Jumper.9482

Jumper.9482

Any experience trying this with D/P or S/P?

Just as good, worse, better?

In theory, doesn’t sound very good, no.

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P/P Condi First Impressions VOD

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Posted by: Jumper.9482

Jumper.9482

I hope this build makes it into pvp.

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[merged] Warrior's New Meta Unkillable Rematch

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Posted by: Jumper.9482

Jumper.9482

Ask your self as a non-thief: Would you rather fight a tanky target that you can actually hit? Or a glass cannon target that hits you 100% of the time and you can’t hit 90% of the time?

The thief that is two-shottable 50~70% of the time is the obvious choice here.

Anyways, to clear some things up:
S/D Shortbow is very niche.
You give up TONS of dueling and diving pressure for a bit more body cleave.
I also ended up usually throwing my 10 points into Mug to help survive against Necros (a more selfish trait choice than taking Thrill) while offering a bit of much needed poison for other classes/downed bodies.
One important thing to note is the abundance of protection that goes onto downed bodies. 33% reduction in healing? Well, I think I’d rather take away his 33% mitigation and give it to myself, instead. Not to mention I’m not killing myself with retal. So, assuming your team has some other source of poison, it can be even more beneficial to be stealing protection rather than bringing a shortbow.

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Helseth's rant of the week

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Posted by: Jumper.9482

Jumper.9482

Regardless of whats “fun” or not, ANET should be able to discern what is anti-fun and try to do something about it.
This, meaning, instantcast abilities with no counterplay, Asuras being too small, abilities sharing the same animations, aoe spam which forces dodge spam which forces aoe spam.

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Reaction time

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Posted by: Jumper.9482

Jumper.9482

I think people are confusing what reaction time means. Reaction time in the game would be seeing what happens, assessing the proper action, and then responding appropriately before the enemy takes another action that requires you to act differently

In game as a D/P thief vs another D/P thief, I always have escape routes (shadowstep locations) running through my head in case I get opened on. I usually even keep my cursor on or near that location. Same thing with heals, once your target hits around half hp you realize that means he’ll be wanting to heal. At this point it becomes pure reaction to interrupt it. Or, as Caed says, “All of my targets are sheep”.

The game can become very high skill-twitch/action-reaction based if ArenaNet decides to push/balance the meta towards this goal.

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(edited by Jumper.9482)

Map ping and sounds.

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Posted by: Jumper.9482

Jumper.9482

Map ping sounds are crucial to Solo-Queue.

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Reaction time

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Posted by: Jumper.9482

Jumper.9482

For D/P, however, it seems like the aftercast from Heartseeker is about twice as short (possibly faster) in comparison to Cloak and Dagger.

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Reaction time

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Posted by: Jumper.9482

Jumper.9482

high 0.16’s avg with the occasional 0.2’s
I don’t think I’ve ever been hit by a backstab combo by a D/D thief.

Ps: I practice with Osu! I used to have a ~.25 reaction time at one point.

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(edited by Jumper.9482)

No tPvPer but in the Leaderboards

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Posted by: Jumper.9482

Jumper.9482

Just look at these images:
Img1, Dreamer#1 (July 2nd)
Img2, leaderboard decay knocked Dreamer off top 25 (July 7th)
Img3, Dreamer plays 1 game and becomes #2. (July 31st)
All he has to do is play 1 game a month and he’ll stay top 5.

It took me 23 straight wins to gain 3 ranks. ;-;

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Another, /sigh SoloQ post

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Posted by: Jumper.9482

Jumper.9482

I wouldn’t mind Solo-only, but having the option to duo (ala LeagueofLegends) would be much more fun.

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(edited by Jumper.9482)

Finally, my build, explained.

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Posted by: Jumper.9482

Jumper.9482

I don’t die because I maximize the efficiency of aftercast and evasion frames in conjunction predicting and outplaying each burst from my opponents.

“The Soldier’s Amulet [+Zerk Jewel] is going to increase your lifetime damage amplification the most”
…It gives 15% less critical dmg and 28% less crit chance.

Nowhere throughout all of your semi-meaningless calculations do you compare the straight up damage potential of each build with Zerks and the 14% crit chance and 30% critdmg loss from 30CS resulting in a total of 42% less critical chance and 45% critical damage.

Your post is incredibly misleading for newer players, claiming that “my build does more damage cause I’m tankier!” when clearly you deal roughly half the damage on average as a thief with Zerker and 30 in CS and as such, you are potentially half as useful to your team.
Not to mention, not taking Shadow Refuge is EXTREMELY selfish especially due to the fact you are bringing half as much as a 30CS/Zerk thief is.

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(edited by Jumper.9482)

Finally, my build, explained.

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Posted by: Jumper.9482

Jumper.9482

You’re not looking at this the right way.
Imagine, this same argument on a LoL carry, let’s say Tryndamere.
Sure, you can spec Bloodthirster GA and do infinitely more damage relative to your personal defense. But then you turn around and see that your entire team is dead because the amount of pressure you put out for your team is >300% (estimate) less than the enemy Tryndamere running Phantom Dancer Infinity Edge 2-shotting your teammates. The same concept can be said for a ranged ad carry for an even more extreme example, if you can imagine. The one exception being Urgot because he is basically a ranged AD Caster and doesn’t scale the same as other ranged ad carries.

I play a 5v5 game. Not 1v5.

And PS: It’s rare that I get myself killed more than once per match.

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(edited by Jumper.9482)

S/D Guide Now On IntoTheMists

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Posted by: Jumper.9482

Jumper.9482

Updated with more gameplay tips (class specific). More coming later tonight or tomorrow.

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Y Add Dhummfire then Nerf it 50% devs?

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Posted by: Jumper.9482

Jumper.9482

It usually takes a Necro 3 seconds to kill someone anyways so I can’t see this making too huge of a difference.

It still gets me every time… I’m sitting there tickling someone with my Larcenous Strikes, and then all of a sudden POOF the guy gets feared and just drops instantly. I turn around and see my allied Necro standing on a ledge 1200 distance away laughing to himself as he epidemics hitting the entire enemy team for half of their hp.

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(edited by Jumper.9482)

Y Add Dhummfire then Nerf it 50% devs?

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Posted by: Jumper.9482

Jumper.9482

i don’t even see the problem, necro still dishes out enormous damage and is a lto more tanky than before.

still op as kitten, but i can see the point in bashing devs for their " we don’t want whack a mole" when it’s exactly what they’re doing.

This is the only example of Whack-a-mole they’ve done so I wouldn’t give them too much crap for it.

Giving Necro a 60% uptime on Burning in the first place as well as a new DS#5+Terror in the same patch.

50% Nerf on Dancing Dagger, 33% Nerf on CnD, and 15% nerf on Cluster Bomb all in one patch.

Shattered Strength 1→3xMight/Shatter (24Stack Mesmers dealing 18k burst). Hotfixed back to 1.

Frenzy Nerfed by 50% (GG Warriors)

Mug no longer crits and Trick Shot no longer hits moving targets.

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4 sec Revealed and Permastealth.

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Posted by: Jumper.9482

Jumper.9482

D/P isn’t really affected at all by 4 second reveal.
Whatever was left of offhand dagger gets destroyed by it, however.

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S/D Guide Now On IntoTheMists

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Posted by: Jumper.9482

Jumper.9482

http://intothemists.com/guides/guide.php?id=250

Let me know if I missed anything, thanks.

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Headshot, Why?

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Posted by: Jumper.9482

Jumper.9482

What you are seeing is the aftercast from the previous skill.

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If hotjoin stays - revision ideas

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Posted by: Jumper.9482

Jumper.9482

There needs to be a new kill bonus introduced.
Contester (or something…): 25 glory for kills on neutral nodes. Defender should also be bumped up to 30. Neuting a node should be ~15-20
Basically, just put re-evaluate the value to each action and reward it accordingly to how much it contributes in a team’s victory.
This would give a huge push to the gameplay in hotjoins towards where it should be.
Now, values like 25, 30, and 20 are a bit high but thats roughly the scaling I feel should be in relation to the current 10 points per action, 15 points per kill. (Adjust my suggested values lower and lower all other actions accordingly to preserve the rate of aquisition)

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(edited by Jumper.9482)

[What if?] Stealth as a Boon

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Posted by: Jumper.9482

Jumper.9482

That would be really fun lol. Larcenous Strike skillshot steal someone’s stealth away.

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Current state of the meta.

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Posted by: Jumper.9482

Jumper.9482

As I’ve said, if we split EVERYTHING and maintained 3 versions of every skill in the game (PvE/WvW/PvP), we’d be adding a LOT of work for the balance team. As it is, we try to keep most things consistent, and only split where we feel it is needed.

Isn’t it harder trying to make compromises between the three? Rather than tweaking numbers a little between each?

I mean, they are already incredibly split due to the overwhelming effect critdmg and foodbuffs have. It would be nice if we could get some consistency between modes through number tweaking.
eg. Killshot 1shotting people in WvW while being near useless in PvP. Backstab critting for upwards of 14k in WvW while D/P thieves are considered only a tier above warriors in PvP.

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(edited by Jumper.9482)

Rush is still terrible.

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Posted by: Jumper.9482

Jumper.9482

I think the animation of Rush needs to be reworked the same as Shadow Shot on D/P Thief was. Atm, it will miss if you try to hit somone who is running away (the same as the old Shadow Shot).

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Current state of the meta.

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Posted by: Jumper.9482

Jumper.9482

I crafted my build a week before the buff to S/D in preparations to the buffs. My inspiration had actually come from a thief that played for only a few months after release known as “Deeja”. He ran a double shortbow perma dodge ‘spam 3’ build.
However, obviously it did zero dps and offered very little in teamfights. Especially after the Cluster 15% nerf very early on (and subsequently the 900 range and heatseeking nerfs).

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thieves "burst" is 1 skill -_-

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Posted by: Jumper.9482

Jumper.9482

Just move their burst away from backstab and put it in a skill out of stealth.

The issue has always been a burst that is not telegraphed. Every other class’s burst can be mitigated with certainty. The thief is just guess work and a gamble.

Scepter Ele.

Mesmer pressing F1.

Also, both of these are far more valued in high end play than Thief has ever been.

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Current state of the meta.

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Posted by: Jumper.9482

Jumper.9482

Jzaku; while mesmer damage is high its probably one of, if not the most fragile class in the game, it is very weak to both condi and power damage.
Also in high level tournament play, mesmer is almost extinct, with almost no teams running mesmers anymore.
-snip-

Funny, that reminds me of D/P Thief.
Before the Curse tournament it was like:
“Hey guys, group for Curse? I got this highly experimental build I think is going to end up to be really strong”
“Lol you only play thief. No. L2p mesmer or s/d ele.”
laughs at the idea of a Thief not playing D/P
…A month after patch
….Last minute signups:
Ostrich: “Hey, um we need a 5th and have no other options so I guess we’re stuck w/ you.”
Me: “Ok…” wrecks face
Everyone else: “OH GOD S/D THIEF SO OP EVERYONE GRAB THE NEAREST THIEF AND ROSTER HIM NOW”

If it were so painstakingly brainless, overpowered, and etc… why did it take only my actions to flip the meta 1 month after the patch?
From patch day 1 Necros have been completely dominating the scene with their 30/30/10 or 30/20/20.

You know, most players I group with still won’t even let me try to play D/P 10/30/0/0/30. “Just reroll mesmer or ele” they say.

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(edited by Jumper.9482)

Current state of the meta.

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Posted by: Jumper.9482

Jumper.9482

Problem is they’re fixing things that aren’t broken.
For Necro, they weren’t working because 0 disengage.
The fix? Just double their damage.

Thief?
Oh, we see S/D is a viable yet rarely played set so we took a third of your daze duration away. We also added 1 more second till you could stealth again, drastically affecting your daze upkeep even further. Also we cut your dagger offhand damage by 50% and 33% respectively. Oh and about half a year ago we broke Runes of the Mesmer and Sigil of Paralyzation for Tactical Strike and haven’t fixed it.
A couple months later…
dev1:“Hmm I wonder why S/D isn’t played anymore”
dev2:“Well it sure isn’t dancing dagger and cloak and dagger. I mean look at how many people take D/D over D/P and the advantages it brings.”
dev1:“My god, you’re right! Let’s just superbuff their #3 ability! We’ll make it their primary utility, defense, as well as dps!”
dev2:“That was sarcasm…” facepalm
dev1:“Too late! Done!”

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(edited by Jumper.9482)

Outplayed.

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Posted by: Jumper.9482

Jumper.9482

I’ve tried both… and they both hate me =[ Scorpion wire pulled people 2 feet every time I used it, and tripwire never seemed to want to go off – only worked once.

If you pull after the glass is broken it won’t pull them through it. Same concept with shadowsteps.

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[VIDEO] Jumper's Decap Recaps

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Posted by: Jumper.9482

Jumper.9482

I know you think you’re “special” and should be considered better than every other thief because you’re using an underpowered build and performing at or below average with it.
But you don’t have to spam every single thread with it…. Seriously.

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[VIDEO] Jumper's Decap Recaps

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Posted by: Jumper.9482

Jumper.9482

…The difference being I don’t kitten my entire build by speccing into doing so.

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[VIDEO] Jumper's Decap Recaps

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Posted by: Jumper.9482

Jumper.9482

Nice video. Demonstrations like this are very valuable when trying to build the community. Keep up the good work Jumper.

P.S. My spirit ranger build did pretty good against you (hint hint)

:(
Not fair, didn’t have my Lyssa available.

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[VIDEO] Jumper's Decap Recaps

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Posted by: Jumper.9482

Jumper.9482

Post.
This game was 2 days ago.

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[VIDEO] Jumper's Decap Recaps

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Posted by: Jumper.9482

Jumper.9482

Gameplay highlight walkthrough from Jumper X S/D Thief POV.
Explaining my line of thinking with rotations and disengages during a high end tourny game between the newly merged PZ+TDM vs JBUO.

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Jumper's Decap Recaps (VOD)

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Posted by: Jumper.9482

Jumper.9482

Gameplay highlight walkthrough from Jumper X (currently #3 on leaderboards) S/D Thief POV.
Explaining my line of thinking with rotations and disengages during a high end tourny game between the newly merged PZ+TDM vs JBUO.

https://forum-en.gw2archive.eu/forum/pvp/pvp/Jump-s-Ultimate-PvP-Teef-Wishlist-Jump-Doc/
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Necromancer not OP. People need to L2P

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Posted by: Jumper.9482

Jumper.9482

Does anyone remember the days when warriors would wreck entire groups on point with hundred blades spam and how every kept calling for its nerf? I do. Now people call warriors useless. What happened? HB wasn’t nerfed. People just learned how to play. Give it a few more weeks. If we’re still blowing “groups” of people up (game is not balanced 1v1), then something needs to change.

That was mostly Blade Trail being exploited and hitting entire teams for 40k each.
After that the Warrior count in tournaments dropped to near-nothing.

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Shadow trap

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Posted by: Jumper.9482

Jumper.9482

The ability is absurdly overpowered as it doubles as a powerful stunbreak (and potentially self-res), a farnode decap, a treb repair, and overall generally insane mobility on a 45sec cd.
I’ve had it bug out (fail to port) very rarely. I’d say about 1-2% of the time so far.
[Alot of] You guys probably don’t realize that after 10k range, it turns into a shadowstep susceptible to LOS (Or maybe it ports you to the 10k mark between you and the trap—more testing is needed). Anyways, always make sure you’re within range.

Also, yeah its pretty funny that the “trap” portion of the trap is tried to generally be avoided and you should put it where you think players won’t think to walk over.

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(edited by Jumper.9482)