Showing Posts For Kaon.7192:

Shadow trap nerfed

in Thief

Posted by: Kaon.7192

Kaon.7192

the fix for the return ability is more complicated than just making it work like portal. In wvw, it creates a serious issue if thieves are able to leave a shadow trap in a keep, then port back (even with a time limit). At that point they can res a fallen mesmer and portal a zerg back into a keep that they just lost / failed to attack.

I think the way portaling works right now is fair, and thieves can still achieve this goal with permastealth within a keep, but at least an observant opponent can detect it. The shadow-trap option would completely break this.

So then what if it works like portal but will not cross a wall? That sounds fair, except what if you are outside a keep, and just happen to move in such a way that the keep wall is between you and the shadow trap…well then how does it count? I think these are the sorts of tough pathing issues that the devs are working on. I think the fundamental code needs to separate locations into neutral/ours and theirs. And the limitation on shadow-return should be that it does not take you from “neutral/ours” and deposit you in “theirs” but otherwise, all locations are fair. If attempting to go from neutral to theirs, it should deposit you as close as possible to theirs within neutral territory. Anyhow, that’s what I’d like to see…not sure how easy it is to code that.

Some good points in here, but I don’t agree with what you’re suggesting in that I don’t believe a single Thief shadow trapping back into a keep would be any more broken than a Mesmer portalling a whole zerg in like they can do at the moment.

They did say that instead of taking away that ability from Mesmers they would like to give similar options to other classes instead, and I think shadow trap would be a reasonable way to achieve it for Thieves.

In order to pull off that scenario, a Thief has to first place down the trap inside the keep and hope that no one triggers it, turning it into a shadowstep that won’t go through walls, get out of the keep without dying while staying within 10k range of the trap, and trigger the trap within within 2 minutes after placing it, and then stay undetected inside an enemy keep for an additional 3-5 minutes for invulnerability to wear off, before he can make anything out of the situation.

As you can see there are quite a few variables in play that can cause things to go wrong, some which are out of the Thief’s control. If the enemy teams are sweeping the keep for Mesmers in the first place as they should, there would be a reasonable chance that the trap will be triggered no matter how carefully it is placed. If the enemy team is pursuing the Thief on his way out of the keep, it would be fairly difficult for him to remain within 10k range of the trap. The time limit of 2 minutes is actually a lot tighter than you would think because in order to place it in a reasonably well hidden place, he would have to do so well in advance of any enemy presence, and by the time he needs to use it, it is likely that the trap would be close to expiring. And when teleporting back in there’s a chance that he would be discovered immediately as the trap doesn’t grant stealth if not triggered.

(edited by Kaon.7192)

Shadow trap nerfed

in Thief

Posted by: Kaon.7192

Kaon.7192

Also we need a range indicator that actually works.

When you put down the trap the range indicator is always red unless you have a target selected, in which case it would always show as in range because target selection itself is capped at less than 10k units.

The range indicator for these types of skills should be based on the distance between the player and the trap (or the player who set off the trap), instead of on the distance between the player and the currently selected target.

What's the top burst build now?

in Thief

Posted by: Kaon.7192

Kaon.7192

D/P burst with 10/30/0/0/30 is great with the 21s CD daze + boon strip. You can actually very easily interrupt stability stomps with it. In addition, you get very high AoE vigor uptime and can take care of those pesky protection stacks before your burst, which was a huge problem for D/P 25/30/0/0/15.

The fact that mug is on a 21s cd also means you actually get a tiny bit better sustain too. Nothing to write home about, but definitely a noticeable improvement.

Your burst will be noticeably lower than a 25/30/0/0/15, but sustained damage is comparable thanks to the 50% uptime on fury (which goes to ~100% in practice if you take CS 1 and happen to get fury stacks from your targets occasionally).

The biggest issue with bountiful theft right now is the fact that it’s almost impossible to predict which two boons you’ll be taking. And that you get much better boon control from S/D’s still spammable 3.

I would like to see Bountiful Theft changed to steal more than just 2 boons, which is the same as a single Larcenous. Also make it prioritize important defensive boons like Aegis, Stability, Protection, etc.

(edited by Kaon.7192)

Lvl scaling needs to far better

in Sky Pirates of Tyria

Posted by: Kaon.7192

Kaon.7192

There is also the fact that sub-60 gear have less than 3 stats, so you will only be getting at most 33-66% of the equipment stats for a comparable lvl 80 wearing lvl appropriate greens.

Mai Trin's Teleport Shot...

in Sky Pirates of Tyria

Posted by: Kaon.7192

Kaon.7192

Yes, I know, I’m a bit slow… =/

Just hoping something like this won’t pop up in future bosses.

Mai Trin's Teleport Shot...

in Sky Pirates of Tyria

Posted by: Kaon.7192

Kaon.7192

Is it just me or does it go through dodges/evades?

I’ve been doing AR daily pretty much every day lately and I can recall multiple instances where the teleport damaged me during my dodge’s invincibility frames.

No attack should be able to do this. Please fix it and make sure no future bosses suffer from this bug.

Reasons why we have a cond meta

in PvP

Posted by: Kaon.7192

Kaon.7192

Completely agreed on all points, especially the ridiculous implementation of the burning proc traits for engy and necro.

From one of my previous posts here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Suggestion-for-Dhuumfire-Incindiary-Powder/first#post2322558

“I think these two traits should instead of activating on the first crit that happens to land (which is unpredictable for the wielder and unavoidable for the recipient), they should grant an effect, like the leeching effect you get from Sigil of Leeching, that makes your next attack burn.

This would add a lot more depth to the mechanics of these two traits, freeing the wielder from having to rely on the RNG nature of crits to land this important condition, and give the recipient a slight visual cue, and a chance of avoiding the attack (the previous version of the trait is unavoidable because eventually a crit WILL land and burn you no matter how well you play)."

Grinding for Cosmetics...?

in PvP

Posted by: Kaon.7192

Kaon.7192

why do people play the following games?
- team fortress 2
- dota 2
- league of legends

Don’t know about LoL but Dota 2 and Team Fortress 2 both have massive inflows of community created content every single day, whether it be weapons, skins, maps, so there is ALWAYS something to work towards and look forward to.

They’re two of the few instances of horizontal progression done right.

GW2’s pace of content expansion in the cosmetics department is laughable in comparison.

Shadow Arts vs. Acrobatics

in Thief

Posted by: Kaon.7192

Kaon.7192

Honestly I don’t consider giving easy access to perma-swiftness on a class that is supposed to be the most mobile class in the game to be overpowered.

Engineers get perma swiftness from a single Adept trait, and Elementalists, Warriors, even the two supposed least mobile classes in the game, Necros and Guardians, have access to perma swiftness through easy weapon + utility combinations without being forced to trait any particular way.

For a Thief to get perma swiftness (outside of the situational swiftness on kill trait and hard to catch traits that nobody in their right mind would use) we need to trait 30 into Trickery to get steal cooldown down to 21, waste our steal every time it’s off cooldown, in combination with traiting 15 into Acrobatics and wasting all our dodges.


Actually, I don’t even have a problem with not having perma-swiftness, but rather the fact that the trait itself in its current state encourages wasting dodges endlessly for improved mobility, and eventually it develops into a habit. If you’ve ever tried playing the Thief for a long time with the trait and then without it one day (or try a different class), you’ll know what I mean.

Changing the trait to give a single longer stack of swiftness (doesn’t have to be 10 seconds) on cooldown would be a much less problematic design. Or give us some other form of swiftness through mobility minded weapon & utility skills like Infiltrator’s Arrow, Withdraw, RoI or Shadow Step.

Giving easier access to swiftness would go a long way in reducing our reliance on shortbow, and more build diversity as a result.

(edited by Kaon.7192)

Adjust difficulty for Guild Bounty Training

in Guild Missions

Posted by: Kaon.7192

Kaon.7192

“Bounty Training” missions need to give 10 merits and 2 commendations, so that smaller guilds who can’t reasonably complete 2 bounties in 15 minutes have some way of progressing to a different mission type. It would make more sense to name it Bounty Tier 1 and move the others to 2, 3, 4, because that’s essentially what it is in terms of difficulty, and is a more reasonable baseline for attaining merits.

Failing that, at least introduce a proper alliance system and let alliances share Missions and their rewards.

Something has to be done about this because you do NOT want to be excluding players from even attempting content (Treks, Rushes, Challenges, Puzzles) based on the size of their guild. You don’t see much discussion about the sorry state of guild missions right now only because most of the dissatisfied players have already quit.

(edited by Kaon.7192)

Shadow Arts vs. Acrobatics

in Thief

Posted by: Kaon.7192

Kaon.7192

I really, really like the Assassin’s Retreat and Quick Pockets suggestions.
We do need a Sword dmg increase trait and something to reduce weapon cooldown (9 seconds is an eternity when you’re in a tough fight and need to swap to SB to disengage). Ini boost on weapon swap needs to be toned down though, 3 ini every 5 seconds is simply way too much.

I would like to add my own suggestion:

Expeditious Dodger: Gain 10s of Swiftness on evade. 10s internal cooldown.

The current implementation of Expeditious Dodger builds a habit of bad play in encouraging dodging multiple times to move long distance quickly, and dodging to close gaps. Essentially wasting dodges.

It doesn’t even provide full swiftness uptime, which is something that many other classes already have, so it does not make sense that the Thief, who is supposedly the most mobile class, should be denied access to it.

This change would resolve both issues.

(edited by Kaon.7192)

Node Deactivation Creates New Playstyles

in PvP

Posted by: Kaon.7192

Kaon.7192

As an arena owner myself, I would love to see this implemented, along with the ability to select which points to enable/disable.

That way each and every capture point on each and every map is basically a separate deathmatch arena. Think of the possibilities!

Suggestion for Dhuumfire, Incindiary Powder

in PvP

Posted by: Kaon.7192

Kaon.7192

I’m going to put aside the touchy topic of whether or not Necros should have access to Burns in the first place for now.

I think these two traits should instead of activating on the first crit that happens to land (which is unpredictable for the wielder and unavoidable for the recipient), they should grant an effect, like the leeching effect you get from Sigil of Leeching, that makes your next attack burn.

This would add a lot more depth to the mechanics of these two traits, freeing the wielder from having to rely on the RNG nature of crits to land this important condition, and give the recipient a slight visual cue, and a chance of avoiding the attack (the previous version of the trait is unavoidable because eventually a crit WILL land and burn you no matter how well you play).

On a somewhat related note, am I the only one that thinks 40%+ uptime is a bit much for a condition that hurts as much as burn?

(edited by Kaon.7192)

Things that don't feel right

in Thief

Posted by: Kaon.7192

Kaon.7192

The downed state 3 really needs a look at for PvE.

I have a lvl 80 of every class and the Thief ranks 1st place on the “hopelessness when downed” ladder… Same tier as Engy and Necro, but at least their downed skills can CC enemies and help allies fight better.

I personally think 3rd should, in addition to Stealth, summon an NPC Thief for about 10 seconds to take some of the aggro away and help DPS for rally.

(edited by Kaon.7192)

Steal - quality of life changes

in Thief

Posted by: Kaon.7192

Kaon.7192

Using Steal without a target doesn’t mean there are no enemies around. You can clear your target any time by just clicking on the ground, even during combat. The only caveat is you need to have auto-targeting disabled, otherwise Steal would automatically choose the enemy closest to you as the new target.

I agree with the OP’s suggestion in this respect. We can use Steal as a disengaging mechanism this way for the swiftness/stealth/healing/dodges it would provide when traited without also being teleported to melee range. If it goes on full cooldown, why should we not be able to gain the benefits of our traits?

(edited by Kaon.7192)

Thief vs Mai

in Thief

Posted by: Kaon.7192

Kaon.7192

You can save the Invulnerability you get (sometimes…) from the stolen bottle to tank safely in the lightning field and take down many stacks this way.

Works very nicely if you have 30pt in trickery for the 21s cooldown.

As for weaponset, I found S/D to be the most useful because you can use Infil to immobilize and gapclose on her as well as condi remove with Shadow Return AND C&D if traited. (SR alone sometimes misses the huge bleed stacks…) The on-demand evade from Larcenous is also pretty useful when you need to stay inside the lightning field without Invul.

But yes, fight is a lot easier if everybody fights in melee range (and can survive in melee range).

(edited by Kaon.7192)

Grinding for Cosmetics...?

in PvP

Posted by: Kaon.7192

Kaon.7192

The exponential increase in glory requirements every 10 levels is completely ridiculous, and is no better than those Korean Grindfests that ANet tries to distance itself from.

For what it’s worth, PvP progression is getting an overhaul eventually, but the damage has already been done. So many of my friends either won’t touch PvP at all, or have quit GW2 entirely because of the many baffling decisions that went into this game…

(edited by Kaon.7192)

Congrats Thieves are immortal.

in PvP

Posted by: Kaon.7192

Kaon.7192

Been trying it extensively for the past few days and it still has intermittent pathing issues even when not triggered. So I don’t think it behaves as a teleport even when destroying the trap without having anyone trigger it.

Just when I thought they finally got it right… Can’t really use this in a competitive setting in its current unreliable state.

Math on steal cooldown?

in Thief

Posted by: Kaon.7192

Kaon.7192

Recharge rate means the speed at which it recharges, so it recharges 30% faster not 30% shorter recharge. Think of it this way.

New recharge time = (old time / 1.3) not (old time* 0.7)

Why have 2 different ways of calculating cooldown changes in the first place?

Some traits use cooldown reduction and others use recharge speed increase. Cooldown reduction is additive and much more intuitive to calculate, so why not translate all recharge speed increases to cooldown reduction and adjust the numbers accordingly?

God knows we could use some more consistency in this game.

Congrats Thieves are immortal.

in PvP

Posted by: Kaon.7192

Kaon.7192

Shadowstep pathing doesn’t even work properly all the time on 900 range skills, so the 10000 range on this is mostly a crapshoot.

Still not viable until it behaves as a Portal like teleport.

To avoid WvW exploits like teleporting to someone inside a keep, change the skill to only Teleport to where the trap is placed instead of to where the target is. Apply the 10x might and fury only if activated after someone triggers it.

Short Bow Range Nerf??????

in Thief

Posted by: Kaon.7192

Kaon.7192

To all the people comparing this nerf to Ranger SB range nerf, we have 0 1200 range weapon skills now. We don’t even have traits available to boost weapon ranges.

I think we should be allowed our fair share of QQ’s.

Short Bow Range Nerf??????

in Thief

Posted by: Kaon.7192

Kaon.7192

Good luck defending keeps on top of walls now.
We’ll only be able to hit people braindead enough to stand RIGHT NEXT TO THE WALL.

Well, on the bright side, we’ll likely see more Thieves in that group, not because we’re braindead, but because we can’t hit anything otherwise.

New thief meta post patch

in PvP

Posted by: Kaon.7192

Kaon.7192

Was there anything in the notes that indicated Shadow Trap would act as a true Teleport instead of a buggy Shadow Step?

If so, this is my favorite change ever. =)
Otherwise Shadow Trap would still be useless because it would “teleport” you a few inches from where you’re standing if you’re lucky…

Superior Rune of Vampirism Bugged

in Bugs: Game, Forum, Website

Posted by: Kaon.7192

Kaon.7192

I finally stumbled across a way to reliably reproduce the Vamp rune 4th piece glitch, where the Leeching on heal effect stops working completely until the player exits the map.

1. Wear at least 4 pieces of Vampirism Runes
2. Use your heal skill to get Leeching effect
3. Get yourself killed while the Leeching effect is on you
4. Respawn in the same map and use your healing skill again

Expected:
5. Healing skill should trigger 4th Vamp rune effect and grant Leeching

Actual:
5. All forms of Leeching stop being applied (including from Sigils of Leeching) until the user exits map

Notes:
-Dying with a Leeching effect from Sigil of Leeching while not wearing 4 pieces or more Vamp runes does not trigger this glitch

Video of testing available here: http://www.twitch.tv/kaon9029/c/2458934
In hindsight it probably would have been a better idea to do this in the Mists…

Build Concept: Might Stacking Venom build

in Thief

Posted by: Kaon.7192

Kaon.7192

Might stacking is great for hybrid builds like HGH because might affects both condition and direct damage. Your build seems to be focused on direct damage only so in my humble opinion it’s not making the most out of those might stacks.

Currently the biggest obstacle standing in the way of an HGH-like build for Thieves is our complete lack of Burning applications on weapon skills/traits. I experimented a while ago with a build running Withdraw and Balthazar but that meant I couldn’t use Runes for might stacking. For pub stomp it worked fine but it’s overall effectiveness as a bunker buster build is completely outclassed by HGH.

Last Refuge Cooldown Reduction

in Thief

Posted by: Kaon.7192

Kaon.7192

Those patch notes are probably fake, so chill out.

It’d be most likely out-of-date by the time the changes are released, but I wouldn’t be so quick to declare it fake judging from the level of detail.

And some of the changes are actually pretty nice like the new Shadow Trap and Sleight of Hand (others, not so much…), so personally I’m hoping it’s the real deal. Just disappointed they haven’t gotten around to changing Last Refuge yet.

(edited by Kaon.7192)

Last Refuge Cooldown Reduction

in Thief

Posted by: Kaon.7192

Kaon.7192

I learned something months ago. Watch your hp bar. Cool thing is you can actually use it to your advantage if your not spamming 2 all day long.

How exactly would watching your HP bar help predict when you fall below 25% health when it is not you, but your enemy/enemies, who control when you take damage and how much damage you take?

Last Refuge Cooldown Reduction

in Thief

Posted by: Kaon.7192

Kaon.7192

The most divisive (read: hated) minor trait in the game will soon trigger more often…

Thanks ANet.

(edited by Kaon.7192)

Bounty rapidly regenerates health in place

in Bugs: Game, Forum, Website

Posted by: Kaon.7192

Kaon.7192

Bump… Just had this happening again on Tarban…

Bounty rapidly regenerates health in place

in Bugs: Game, Forum, Website

Posted by: Kaon.7192

Kaon.7192

Sometimes the bounty we’re fighting just randomly stops attacking and starts regenerating about 1/10 of its health pool per second for anywhere from 1-10s. And then randomly starts attacking again.

Once this starts happening it repeats at random intervals making the fight practically impossible to finish.

Needless to say it is incredibly frustrating to fail a bounty because of a bug like this.

Any other guilds experienced this?

Ideas to improve steal [Collection]

in Thief

Posted by: Kaon.7192

Kaon.7192

  • Put the stolen skills on F2 and change the F1 to a shadow return after stealing. (Folk.2093)
  • Increase number of stolen skills you can have at the same time (F2 – F3) and maybe add cooldowns between the use of each stored skill,
    tone down the skills for balance,
    2% faster steal recharge per trait point (instead of 1%)
    and more: please read full post for more info: long post by Auesis.7301 (3 posts long)

My ideal Steal mechanic would integrate aspects from all 3 of these ideas.

Steal F1 becomes a ground targeted AoE with an associated Shadow Return after use, similar to the way Shadowstep works at the moment. This gives us the freedom to use Steal itself for mobility, utility, healing or damage if traited, without having to waste time “burning” whatever stolen item we already have.

F2-4 will become slots for stolen items. You will Steal items from all enemies in the Steal AoE up to a maximum of 3. This would open up so much more tactics and room for improvisation to the Steal mechanic.

If you have a target selected and your Steal AoE lands on that target, you will always get the stolen item from that target placed on F2. This is needed so that there will be some degree of player control and predictability in terms of stolen ability placement and to deal with the AoE target number limit when there are more than 3 targets present in the AoE.

Using Steal again will insert new stolen items from the left side and push all stolen skills to the right and discard any item past the 3rd slot, so if you have 3 items in F2-4 from a previous Steal, using Steal on a single enemy would put a new item in F2 and move the old F2 and F3 over to F3 and F4, and the old F4 will be discarded.

Of course, the individual stolen items, and Steal related traits, will have to be reworked to maintain balance. Also, the system should not allow us to be able to hold more than 1 of the same stolen item at any time, as it would be impossible to balance stolen items for 3x the effect without making the 1x effect completely lacklustre.

I would gladly trade ridiculous burst for a Steal mechanic like this.

Oh and a side note: Please remove CC’s from the stolen item pools of unstoppable or perma-stability enemies and put in something that’s not completely irrelevant…

EDIT: I just read Auesis’s post and he seemed to have a similar idea without the AoE part, which honestly is powerful enough to be implemented as a Grandmaster trait.

(edited by Kaon.7192)

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Kaon.7192

Kaon.7192

Personally I would like to see some kind of DoT that also returns a portion of the damage to the player as healing. A leeching DoT. I think that fits with the dark theme and would help with Necro’s sustain.

Actually I just realized that as a condition applied from the DS #5 skill, it would be a bit awkward to use since DS prevents all healing to your regular HP pool, so you’d have to use it right before exiting DS to maximize the benefit from it.

The idea needs some work but I can’t think of many ways around it at the moment. Allowing heals to the base HP pool through boons/effects while in DS would be the most straightforward solution, but frankly I don’t have enough experience with the Necro to be able to account for all the implications of such a change.

(edited by Kaon.7192)

Bugs and Issues Compilation:

in Thief

Posted by: Kaon.7192

Kaon.7192

If you cancel the Infiltrator Strike animation with another action immediately after you teleport (say C&D), it leaves a circle on the ground but doesn’t give you the option to Shadow Return to it.

Regen from shadow protector in SA doesn’t apply when there’s any regen already on you.

Shadow Trap, which is meant as a long range mobility tool tends to get stuck on random terrain when you try to use it as such. This needs to be changed to a teleport that ignores terrain. It would also be required to change the “to target” effect to “to the location of the trap” to avoid WvW exploits such as teleporting to someone inside a keep.

Blast finishers on smoke fields applies stealth and then immediately revealed on the first use if an enemy is damaged in the blast. This is inconsistent with the behavior of leap finishers that apply stealth AFTER doing damage and significantly diminishes the usability of blast finisher on smoke fields in combat.

Not a Thief specific bug, but Rune of Vampirism’s 4th Leeching on Heal effect just simply stops working past the first match in hot join.

(edited by Kaon.7192)

S/D Mechanics, the annoyances

in Thief

Posted by: Kaon.7192

Kaon.7192

I use C&D to trigger the 5s Regen + stealth regen traits in the SA line, and gain might stacks.

Pretty good amount of sustain if you use it often because mobs don’t dodge C&D. Basically perma Regen (150 ish per second), and a 300 ish heal every 4s (soon to be 3s) if you break stealth immediately, and 450/s for the next few seconds if you don’t. This is without any additional healing power other than the 300 from SA.

(edited by Kaon.7192)

Literally unstoppable Warriors

in WvW

Posted by: Kaon.7192

Kaon.7192

A Thief may be uncatchable but Warriors may not be unstoppable?

To me however, the OP looks more like he’s fishing for nerfs because his Thief is afraid he might not be able to caltrop his way out and prevent a Warrior from catching him in WvW. Say it isn’t true and that this wasn’t the reason you actually made this thread, I dare you…

Personally I think these Warriors would be excellent ‘Thief Catchers’. Working as intended…

edited text slightly

Right. Believe it or not some people care about more than just the class they play, but rather the overall state of the game.

I can’t see how complete immunity to snares can be considered balanced for ANY class. If this was a Thief trait I guarantee you that I will be creating this exact thread.

Lawl, warrior unstoppable. Even before this increase i’m unstoppable on my warrior, sword + warhorn + SoR + mobile strikes + melandru + food. HOWEVER, a zerg will still get you regardless of how much mobility you have. In addition, they received no sustainability from this update, just more damage. Stop complaining.

Don’t you think immunity to snares plus all of the above you just listed might be a bit much?

I run this on my ele sometimes and it is good. Immobs/cripple/chill conditions flash for fractions of a second then disappear. Almost annoying in zerg fights cause it looks like your boon/condition buffs are flickering/glitching.

Hmm I didn’t know Ele’s always had a trait like this. Thanks for the info.
Should something like this be in the game at all for ANY class though?

IMO condition duration reduction should probably be changed to multiplicative. Then there will be a diminishing return to duration reduction, and the final resulting reduction will be reduced to around 70% (0.667 * 0.6 * 0.75), which is still powerful, but not practically complete immunity at 98%.

(edited by Kaon.7192)

Literally unstoppable Warriors

in WvW

Posted by: Kaon.7192

Kaon.7192

With Dogged March + Melandru + Lemongrass, all snares will be reduced to 2% duration.

This seems ridiculously powerful to me. Did ANet intend for Warriors to be able do this in WvW?

Am I missing something?

SOTG Interview: DS To Get a Unique Condition

in Necromancer

Posted by: Kaon.7192

Kaon.7192

Regarding the new condition. It doesn’t sound like they’re going to make this a Necro exclusive condition, just that it will be first available on the Necro’s 5th DS slot. So tying it to any Necro specific mechanic like lifeforce or death shroud is probably not going to be realistic.

That said, I can’t say I like the prospect of punishing condition removal. Think of what it could feel like when playing on the receiving end of it. There would be no viable counter and just doesn’t seem fun, in my opinion.

Personally I would like to see some kind of DoT that also returns a portion of the damage to the player as healing. A leeching DoT. I think that fits with the dark theme and would help with Necro’s sustain.

Rune of Vamp

in PvP

Posted by: Kaon.7192

Kaon.7192

Also the leeching on heal from the 4th Rune stops working after the first game in hotjoin. Used to be an issue in the old 3 round tournaments as well.

REVOKE THE 4 SEC REVEAL NERF FROM ALL AREAS

in Thief

Posted by: Kaon.7192

Kaon.7192

I’m hoping a Dev could clarify why they felt the 4s revealed is needed in sPvP, and why they feel it’s not feasible to adjust numbers other than the Revealed duration to reach the results they wanted.

Splitting the entire revealed mechanic results in a completely jarring transition from PvE/WvW to sPvP, both for new players and experienced players who play all formats of the game.

I sincerely hope this can be reverted soon or my days in sPvP will be numbered.

Please Switch "Last Refuse" with "IoS."

in Thief

Posted by: Kaon.7192

Kaon.7192

I think it should instead give 5 stacks of confusion for 5 seconds to enemies around you instead of stealth, but that’s just my opinion.

… do you have any idea how much damage 5 stacks of confusion does on a condi build?
Combined with condi duration and 3s revealed this would basically make every Thief stack confusion as hard as Tarban…

Thoughts on Thief Balance

in Thief

Posted by: Kaon.7192

Kaon.7192

Walking into their smoke and you will be dead before you knew it. HS+BP won’t get revealed on hit, instead you deal damage and then stealth and that is where the true strength of this set lies.

The walking into smoke field tactic is the counter against stealth STACKING, not the regular BP + single HS + BS routine. This is where a Thief uses heartseeker multiple times on a single smoke field.

The first smoke HS will stealth even if it hits something, but afterwards, any HS that does damage will result in revealed.

Thoughts on Thief Balance

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Posted by: Kaon.7192

Kaon.7192

Actually any kind of AoE CC or AoE damage will be good counters to D/P stealth stacking since you know exactly where the Thief is when he tries to stack stealth.

You can also easily interrupt the initial Heartseeker after the Thief sets up a smoke field, which will result in the Thief being down 9 initiative and still not stealthed.

In fact, the best counter is simply walking into the smoke field, which gives the Thief 4s revealed if he doesn’t cancel the Heartseeker immediately…

Experienced players who understand how the stacking works tend to perform the latter two counters on me pretty often.

allt he d/p ers are going to be so mad at you now lol good thing im s/d …i do like d/p as a backup but i never invis stack more than once. too risky

Just trying to bring attention to the fact that d/p stealth stacking is a tactic that’s only OP against people who have no idea how Thieves work.

Against any good player, the reward of higher stealth duration is justified against the risk you’re taking by performing it.

Removing a condition every 3s in stealth: In all honesty, this trait is overpowered. Reason being is that it turns certain thief builds(D/P, for example) invincible against condition builds. A D/P build I used to use was absolutely ridiculous in this. I would run healing in stealth and condition cure in stealth, and not once did I lose to a condition build. That says alot. The trait renders so many condition classes useless against the thief. Doesn’t help that it removes one condition the second you enter stealth. This needs serious consideration.

Honestly this makes it sound like you just don’t have a lot of experience in higher tier sPvP.

Try running this trait as your sole condition removal against a good P/P + Grenade HGH Engy or Axe/Torch + SB Trap Ranger and see how long you last.

(edited by Kaon.7192)

Thief: Last Refuge

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Posted by: Kaon.7192

Kaon.7192

Last Refuge is an extremely usefull trait, just learn to play with it.

Traits are supposed to be beneficial, but in a stealth oriented build (p/d) Last Refuge is an extreme disadvantage.

If you “just learn to play with it” then LR would require you to disengage combat before 25%hp …

Not to mention you’re going to have to “learn” when your opponent (or opponents collectively) are going to use their big bursts to bring you down to 25% in an instant and plan your moves pre-emptively.

I suppose we should all just “learn” to read minds over the internet like Mr. Champ over here.

(edited by Kaon.7192)

Shadow Trap Makes No Sense.

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Posted by: Kaon.7192

Kaon.7192

They could change it to teleport you to the location of the trap itself instead of the one who triggered it. Being a very long range Shadowstep, most of the time it fails to take you to the target anyway.

Yes I agree that this would be less prone to exploits.

Thieves kind of stink in SPVP.

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Posted by: Kaon.7192

Kaon.7192

Lol just wait for this patch.
Brb mug nerf.
brb more dagger buffs
bet they nerf pistol
prob nerf shortbow
hell prob nerf Sword.
Prob nerf venom share.
Wait on 30th to scratch my bingo card. But I think everyone but the thief will be seeing good things.

Mug nerfed for sure.

lol if they don’t buff the thief ( after OPENLY saying they need buff in high tier pvp) then it’s time to seriously reroll eles

I just want Shadow Trap fixed next patch:

https://forum-en.gw2archive.eu/forum/professions/thief/Shadow-Trap-Makes-No-Sense/

It would make us the most mobile class by a long shot, and add so much more strategy and utility to the class.

Shadow Trap Makes No Sense.

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Posted by: Kaon.7192

Kaon.7192

Just wanted to bump this because it’s literally my most anticipated bug fix for Thieves. (Yes, more than the Last Refuge of Doom)

A working version of this skill (teleport instead of shadowstep) will allow a Thief to bring so much more mobility to the team. It will also guarantee them the element of surprise against someone trying to backcap.

Match Replays, Delayed Spectating

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Posted by: Kaon.7192

Kaon.7192

Are these two features in the pipeline?

They really should be the next highest priority for the sPvP team, in my opinion.

Spectating CA’s and Hotjoins is nice and all, but I think most players are more interested in seeing real competitive tournament matches near the top of the ladder, and watching their own matches to improve their plays and strategies.

(edited by Kaon.7192)

Thoughts on Thief Balance

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Posted by: Kaon.7192

Kaon.7192

Actually any kind of AoE CC or AoE damage will be good counters to D/P stealth stacking since you know exactly where the Thief is when he tries to stack stealth.

You can also easily interrupt the initial Heartseeker after the Thief sets up a smoke field, which will result in the Thief being down 9 initiative and still not stealthed.

In fact, the best counter is simply walking into the smoke field, which gives the Thief 4s revealed if he doesn’t cancel the Heartseeker immediately…

Experienced players who understand how the stacking works tend to perform the latter two counters on me pretty often.

(edited by Kaon.7192)

[Build] The REAL maximum DPS thief.

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Posted by: Kaon.7192

Kaon.7192

Using the numbers in that spread sheet for the thief (assuming same gear as warrior)

The rotation of CnD -> Backstab -> One full Autoattack chain -> repeat comes out as 5245.6 dps

Compared to a warrior rotation of Axe autoattack chain which comes out as 6018.9 dps…

The sheet has a lot of good information in it (particularly accurate attack timings, which I haven’t seen elsewhere), but the base numbers and builds it is using are off. All else being equal, dagger rotation deals more damage than Axe autoattacks.

Warriors deal more damage because they have much better access to vulnerability, might, and fury. Banners and FGJ push their damage ahead of everyone else, when you give them credit for the boons.

If you already have enough Warriors and friends to give everyone permanent Fury and 25 might stacks, Thieves are better in the remaining slots, as they scale better with buffs (though have less access to them).

Pretty much this. A warrior can keep perma fury and 15 stacks + of might on himself and ~10 on party members very easily.

Without access to similar boons from party members, a Thief is not going to out-DPS a Warrior.

priority for condition cleanse

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Posted by: Kaon.7192

Kaon.7192

Hmm so do you mean that reapplying a condition will move it up to the top of the removal queue even if the previous application has not yet expired?

Interesting. I didn’t know this before.

Does the interface get updated to reflect the new ordering, by the way? In other words, is it safe to always assume that the rightmost condition on your bar will always be removed first?

Also, I’m assuming boon removal will work in a similar fashion?

(edited by Kaon.7192)