https://www.youtube.com/watch?v=-HiYUlhsO_M
cough*keyboardturningclicker*cough
10 % reduced damage for thieves in wvwvw is competly wrecking my D/D roaming spec. i rely on doing HIGH damage and running away, but when i do low damage and can run away im useless. Please im begging you do not implent ferocity for wvwvw, i belive in you. Rip thief, my gw2 life is just destroyed youre breaking my heart.
Thieves are now nerfed into oblivon for roaming too, we cant play the game anyoMORE! pull you self together anet. or start selling waffles on the street instead of making games. How are we thieves supposed to play now? and where? It was the ONLY thing thieves was good at. now im competly heartbroken.
you do know that other classes besides theif also run zerker in wvw and already do much lower damage then thief and are also see a damage hit? Its a general Nerf across the boards but since ferocity is a fixed number and not a percentile increase this also means it will be easier to do a damage pass on skills.
Sry to break your bubble but most of other classes in zerk gear does more damage then thief while having better defenses and defensive cooldowns.
Didn’t they say in the livestream it was PvE only? Regardless, I’m not worried about it. Improving incentives to use other builds is a good thing.
PvE IS WvW. It’s the same thing to Arenanet, there is no balancing difference between them. WvW will use the PvE stats.
On topic, he says “good things” will be coming next patch. I don’t really care about Choking Gas, it was an insane amount of Poison anyway. It doesn’t feel good for them to care so little about Thief that we get less than a minute of airtime and don’t go in to any detail while Elementalist gets a slew of fantastic buffs dribbled everywhere for twitch chat to fap to.
And it should be the same thing. In fact pve/www/pvp all should be identical when it comes to skills/gear stat distribution and all that should be balanced towards pvp/www. Then all the nerfs they wish to do for whatever kind of damage they dont like ( crit damage this time) should be done by increasing mob resists (to receive less crit damage,, get crited less, to receive less physical damage etc etc…).
Strike ressist/strike fortitude. Anet devs should google more for ideas how to fix crit builds dominance in pve and not shaft it in www.
How the hell u dumb kittens dont understand that in order to balance pve and leave pvp which is allready dominated by condi bunker builds u have to mess with mobs stats, not with player stats.
Oh yea that 10 % crit damage nerf, that screams 10 % overall damage nerf for www roamer thieves that can barely keep their hats on in current aoe/condi/ bunker meta. Thats a nice buff, ty anet.
Y well… then change our kitten pink gears to dire!
They might as well buff condition damage to further increase condition spam domination in W3.
Why the hell they mess with stats at all ? Conditions are dominating pvp side of game and they nerf physical damage. Logic?
(edited by Karolis.4261)
So if i have build my thiefs ascended gear around backstab with hidden killer, max crit damage i can scratch and low crit chance out of stealth… what the hell should i do know? grind ascended gear once more ? what the hell that Ferocity will do ?
Btw guys the stats on my war in the vid: 3.2k power, 3.2k toughness, around 22k vit, 88crit dmg, and 60 crit chance due high fury uptime.
The fact that a warrior has 3.2k power and 3.2k toughness really bothers me. Now if it was 3.2k attack power, 3.2k armor, that’s somewhat better. But other than that, I have never stopped believing the devs doesn’t know much about the thieves, other than stating how IR is so good at stomping down without repercussions (shadowstep, not the kitten sword skill. Gosh, thanks, devs.)
I believe he means 3.2 k attack and 3.2 k armor.
Did he just seriously put 4 signet 25/30/0/0/15 build as an example of backstab damage ? Do you even imagine what would happen to said thief in any other situation then 1×1 vs clueless glassies with no situational awarness skills ?
It’s not even 25/30/0/0/15. It’s 30/30/0/0/10. Doesn’t even start with 15 initiative.
Ah yes it 30/30/0/0/10 . Didn’t watch the video past 4 signet glimpse. That just further proves the point of 0 retreating/defensive/mobility abilities.
Did he just seriously put 4 signet 25/30/0/0/15 build as an example of backstab damage ? Do you even imagine what would happen to said thief in any other situation then 1×1 vs clueless glassies with no situational awarness skills ?
I’m awaiting Burnfall and Sanduskel’s responses to this. Haha.
I believe they are same person with split personality but same beliefs.
Maybe if Thief wasn’t the only class without cooldown’s on their skills and we ALL could spam any of our skills the problem wouldn’t be so much of a problem with them? Something to think about eh?
No descent thieves spam skills. Those who do gets destroyed in seconds. Surrendering to HS spam or w/e skill u like to spam (there are only 2 skills w/o long cast time one actually might try to spam imagining that it will accomplish something besides burning out initiative is infamous Heartseeker and Death Blossom) will accomplish nothing but get you killed or waste an utility to gtfo and restore initiative so you can just spam it again with no results. So no, nothing to think about.
Oh I’m sure many thieves spam skills (how else do you explain perma stealth?). Either or, that does not change what I said last posting, – if other classes also had the OPTION to spam weapons skills maybe they can deal with thieves easier?
Do you even know the exact procedure how to access and maintain perma stealth, what weapons and traits, utilities u have to use to achieve that? Or you just claim that because all the cool kids do?
Fake ! Thieves never lose! You hear me? Never!
Lol thief are mid to weak class they are so easy to kill https://www.youtube.com/watch?v=cPbG1TCNxVY
Nerf Thief ! Warrior had to waste almost 2 minutes of his game time to kill it !
Am i the only one who noticed that OP suggests adding revealed debuff after backstab (only the one that follows BP+HS combo though for some reason) ? That would be so wrong and broken in so many ways !!! No, just no!
Sarcasm off now. Dear Op that is curent mechanics that we have. Everytime you couse direct damage with ANY of your skills you get revealed for 3s in pve/www and 4s in pvp mode. Oh and any stealth has reveal once you attack out of it. At least thats how mesmer stealt affects other classes ()
Maybe there is a bug in the system. I’ve backstabbed someone and gone straight into black powder and heart seeker stealth without being visible for 4 seconds, but That will be something the dev’s need to figure out.
There is a silver general I’ve reported from maguuma who rarely has any reveal. maybe once in every 6 attacks out of stealth he does not instantly stealth again.
I play Thief for over a year now and never witnessed such bug as no revealed after attack in my gameplay. Person who skips the revealed part of rotation is a cheater. If you skip revealed part of rotation and stealth instantly following backstab you are a cheater my friend. So i highly suggest you watching that youtube video showing how Bp+Hs+Bs combo works and trying it again and again untill u actually realise how it works.
Really? Lack any understanding of the written english language? I guess Just because “YOU” know everything there is about the game anything anyone else sees is suspicious? Might want to grow up a little and talk like an adult instead of accuse.
But, If you have reading issues I can record what I said in my first post and let you hear it… though technically i did spell it out for you.
Short Form…. I refuse to play stealth thief. I have seen my thief go right into stealth from a backstab not because that was my plan, but it happened. I’ve even been reporting, including screen shots, of thieves who have no reveal. I refuse to cheat hence how I play.
I use two stealth skills only. Shadow refuge and Hide in Shadows.
So then child… do you understand this? When you be an adult you can come back to this posting.
You should chill the kitten down and stop pulling age card, cause i bet im older then you. Telling that u are elitist that refuse to use stealth gameplay because of some weird reason and then stating that you have somehow accidentally managed to bypass revealed just begs for trolling and trolling is what provokes you, thank you very much. Cant understand the difference between someone making fun of your proofless claims or seriously calling you a cheater ?
(edited by Karolis.4261)
And all the other gear parts with crit damage if they rly are nerfing crit damage..
Why i cant cleave with dagger thief ? why oh why ?
Areas of the map where you cannot attack someone who is already in combat with another player or monster. Y/N? Or you could create a specific map for this.
No.
I already see a ton of people dueling uninturrapted in the Obsidian Sanctum arena, so its already implimented, the map is already here. The GvG arena is used for this a lot.
Also, WvW is about large epic battles most of all. 1 person dueling does nothing for their server in the grand scheme of things.
Also, you can SPVP, custom arenas (maps) for this purpose already.
Also, There are much bigger and higher priority problems in WvW, for example coverage imbalance, group vs group class balance, and many otehr core game issues which I and many many others would like to see adressed before wasting dev time/resources on stuff which can be considered as “fluff” in the MMO terminology.
Maybe 1 person only dueling doesn’t make a difference, but 1 server has alot of solo roamers. And say you spike 300 people a week with bloodlust, that is 300-900 points for your server. Maybe it’s not as rewarding PPT wise and zerg fighting, but it’s definitely not worthless. Multiply this by however much solo roamers there are on your server and you have a number up in the thousands. I am also from T2, and all 3 servers are within 3k of eachother this week. So 1 person dueling can sort of make a difference.
What does roaming have to do with your wish for areas where once u attack someone or something u get "unattackable " by others ?
They should implement a dueling feature like many other games before it. Basically two players can start a duel anywhere in the game world. Even B class MMOs like Champions Online had this feature on release.
And make LA new Stormwind gate, where ppl duel mindlessly all day long with no actual purpose ? No thx.
What the kitten ? There are loads of maps like this. We actually have whole game mode for it (lets call it carebear mode) where u can kill mobs all you like w/o risk of getting attacked by those pesky gankers. Thats PvE maps.
Maybe if Thief wasn’t the only class without cooldown’s on their skills and we ALL could spam any of our skills the problem wouldn’t be so much of a problem with them? Something to think about eh?
No descent thieves spam skills. Those who do gets destroyed in seconds. Surrendering to HS spam or w/e skill u like to spam (there are only 2 skills w/o long cast time one actually might try to spam imagining that it will accomplish something besides burning out initiative is infamous Heartseeker and Death Blossom) will accomplish nothing but get you killed or waste an utility to gtfo and restore initiative so you can just spam it again with no results. So no, nothing to think about.
As a P/D thief you should be running condition gear and have 30 in SA. That being said any other weapons set but p/d wont work well for you. Nevertheless u need a melee weapon set to search for those pesky thieves who get downed in shadow refuge. D/D or D/P will do the job. D/D while having Death blossom, which is condition damage skill wont work as an actual combat weapon with typical p/d build exept for downed stealthed players search. D/p however will do the same, providing you with close to perma stealth access via Black powder + hs for those momens when u wish to regenerate some hp or safely gtfo. But as i said d/p is for kittens. I dare you not to use d/p. Ever.
Am i the only one who noticed that OP suggests adding revealed debuff after backstab (only the one that follows BP+HS combo though for some reason) ? That would be so wrong and broken in so many ways !!! No, just no!
Sarcasm off now. Dear Op that is curent mechanics that we have. Everytime you couse direct damage with ANY of your skills you get revealed for 3s in pve/www and 4s in pvp mode. Oh and any stealth has reveal once you attack out of it. At least thats how mesmer stealt affects other classes ()
Maybe there is a bug in the system. I’ve backstabbed someone and gone straight into black powder and heart seeker stealth without being visible for 4 seconds, but That will be something the dev’s need to figure out.
There is a silver general I’ve reported from maguuma who rarely has any reveal. maybe once in every 6 attacks out of stealth he does not instantly stealth again.
I play Thief for over a year now and never witnessed such bug as no revealed after attack in my gameplay. Person who skips the revealed part of rotation is a cheater. If you skip revealed part of rotation and stealth instantly following backstab you are a cheater my friend. So i highly suggest you watching that youtube video showing how Bp+Hs+Bs combo works and trying it again and again untill u actually realise how it works.
Why do ppl keep “trying” to “FIX” stealth?!
Flash news!! you CANT fix something that ISN’T broken…
Last refuge is broken. Fix last refuge or just remove it and leave empty spot.
Bad players should not be shunned away for fear of them rallying the enemy and skilled teams should not have that as an excuse to use if they wipe.
A larger group should not be given an advantage just because they can push “F”
I can’t think of a solution that involves downed state, thus why I suggest just removing the state from WvW and going straight to dead. It would defeat the purpose if you could still insta-hard-rez them so I suggested the OOC requirement and an auto-respawn timer which would prevent dead scouting as well as mesmers being rezzed through doors and/or by stealthed thieves.
I said banners would only affect NPCs because currently they affect NPCs and downed players, with no downed players, that leaves just NPCs. I didn’t suggest a change to banner just pointed that out. It would still be an extremely useful elite skill in WvW to rez lords with.
I wouldn’t mind a compromise, however, where players had a daily “rally” available, where once per day when dead they have 10 seconds to click rally and come back to life. It would have to be once per account I would think as per player may be abused.
Thing is … rally mechanics is gw2. you cant have gw2 w/o rally, no matter game mode. But some changes must be made. Like no rally for all zerg from 1 dead player, longer ressing while downed and no ressing dead ppl in combat.
(edited by Karolis.4261)
They deleted my legit quit thread in like 30 minutes. Looks like they’re pretty efficient when it comes to damage control.
Yeah, they are pretty good at deleting things that are against the rules that you need to agree to in order to post here. That’s partially because there are people like me who take advantage of the easy reporting tool that they provide.
Snitch
Ok OP I was with you until you suggested changes.
I’m absolutely behind reworking downed-state/revives/rally and I agree they are detrimental to WvW.
But your suggestions are bollux. Why would a standard only affect NPCs? What’s the point of having a 5 minute penalty for dying? All that seems unnecessarily harsh for not reason.
Most issues with the aforementioned mechanics are simply fixed by:
- Implement 1 kill = 1 rally mechanic (dodgeball rules).
- No resurrections of defeated players while in combat.
- Slow down the revive speed of downed players.
Those changes alone would fix all the problems with the mechanic without being overly harsh or intrusive or even trying to change the game fundamentally.
^This^
If the D/P set is the problem, then only fix D/P.
^ This.
Changing Heartseeker so that it is no longer a leap finisher (make it a teleport-to-target, for example) would go a long way to fixing most of the problems with stealth, at least in terms of how powerful it is. The only spammable finisher left to stealth with would be shortbow 2, and blackpowder-weapon swap isn’t something a thief really wants to be doing in combat (however, it would still allow a thief to stack stealth out of combat to set up an opener, which personally I think is fine.)
That change would negate the need for a revealed debuff after leaving stealth I feel, as the ease of entering stealth in combat would be much more limited. Personally I don’t have an issue with thieves wanting to play a build based heavily around stealthing, but I do feel it’s current incarnation is a bit too powerful.
As for your suggested #3 and #4… yeah, both make sense. #4 is a bit iffier because sPvP is intended to be more competitive than WvW, and making thieves really have to keep the revealed debuff in mind runs in line with the more competitive mindset. I completely agree with stealth breaking channels, however. If stealth becomes harder to re-enter in combat, then the counter-play of using channeled abilities against thieves become less necessary.
I cant believe that ppl still go with my stupid idea caused by a BRAIN CRASH (I have those time to time) to remove leap finisher from HS. This would completely deny d/p access to stealth, not to mention leaping through other fields ( which i dont do, cause it simply doesnt work with my build/playstyle but w/e).
I respect your thoughts. I’m just going by how easy I can dominate with the stealth mechanics.
Thieves tend to dominate group builds, up levels and less than stellar players. Bring that thief up against a quality roamer and the story will likely change quite a bit.
Thieves have massive downsides that are very exploitable. The biggest being the almost complete lack of stability. They also do not handle condi spikes well and they have little control. Once they pop SS, a thief is vulnerable to all sorts of counters. Even on a thief I pressure them into SS, then drop Tripwire. That is an almost instant free kill. Drop it on their return for even more fun.
Lol from tripwire idea! And the biggest laugh that no thief would expect other thief to drop tripwire on him
Am i the only one who noticed that OP suggests adding revealed debuff after backstab (only the one that follows BP+HS combo though for some reason) ? That would be so wrong and broken in so many ways !!! No, just no!
Sarcasm off now. Dear Op that is curent mechanics that we have. Everytime you couse direct damage with ANY of your skills you get revealed for 3s in pve/www and 4s in pvp mode. Oh and any stealth has reveal once you attack out of it. At least thats how mesmer stealt affects other classes (
)
(edited by Karolis.4261)
I totally agree with OP. Thief is overpowered and deserves to be nurfed. 15 k damage backstabs into descent amount of armor from 1500 range while piercing targets is totally and ridiculously op.
Edit:. Oh excuse me, I thought this was “qq nerf thief” thread, my bad.
(edited by Karolis.4261)
Stealth doesn’t need to be “fixed”.
I agree with you, but there are still people saying that thief is uncounterable because of stealth. Most of those complaints stem from D/P stacking because if you tell people that all you have to do is dodge CnD for X/D thieves people can’t really counter argue since their first point is that thief should only have access to long CD stealth (utility stealth). The argument then comes down to their inability to dodge a key attack.
We keep talking about this though because it seems that eventually everything that gets complained about on the thief does get nerfed.
I like the idea of changing BPS to a dark field and having the projectile hit cause stealth. You can then argue that people can dodge the key attack (same as with X/D) and it buffs S/P and P/P. With P/P especially, you get a bunch of possible life leeching attacks making up for its lack of evasion frames and mobility. All the counterplay that it would require is someone dodging the BPS, which is recognizable with its black shot and field creation. Since lifeleech recently was made to scale slightly better with power, It would be a real asset.
This would allow for the utility “Smokescreen” to remain untouched since the devs said they are fine with long stealth using utilities. It would also allow HS to keep its leap finisher for use with smokescreen.
U mean black powder + projectile finisher like shadow shot or head shot or its own physical projectile hit ? In second case i see p/p becoming new p/d with much safer ranged access to stealth and health leach every sneak attack. In first case i see it becoming very messy with auto attacks and unloads randomly putting u in stealth and in case of unload revealing u instantly.
I’d be fine with a slight crit nerf; the hyperbolic scaling it has currently is kind of breaking the whole game, including Thief gameplay (it makes us seem a lot stronger than we actually are).
In PvE, agreed. In PvP, there are a ton of GC so it makes damage seem higher. In WvW, people tend to be much more tanky. The crit nerf is a bad idea there.
Add certain amount of crit ressist to mobs/bosses. Issue solved w/o affecting pvp.
Nope, d/p is the superior weapon set. The only thing d/d does better (and not by much either) is burst damage, but for everything else d/p is simply better.
Lucky for me I like burst. For some reason I’ve never liked d/p :P
Because d/p is for kittens.
Still inconsequential in my mind.
1. stand in camp – if he runs away your problem is solved
2. if he is running away he isn’t getting bloodlust bonus
3. if he runs way your problem is solved. besides all spawn areas have 3 exits
4. any class can do that.
5. all warriors should be banner ressing the lord if they can. other classes can do the same.Thieves are just as fast or faster than warriors. If either run from you – who cares? You just stopped them from doing something. You win.
Hmm no, cause mostly that running is done in order to reset combat and warriors have all the tools to exploit that combat reset range ( which is way too low) in a blink of an eye and that comes on a low cooldown.
Ok so obviously the title of this thread is a joke, However they are getting out of hand! When im running around trying to get to my commander 9/10 times an annoying thief comes up screaming in their high pitched voices and stabs me with his little knife, And instantly i am like great, i have to deal with this little s***. There is nothing i can do, i just swing wildly hoping i catch him a good one right in the face. My point is, nothing makes me more mad in this game than trolling thieves. Earlier today, it took us over 10 minutes to find a thief hidden in one of our keeps. Perma invisibility has to go!
Basically, the point on why i created this thread is to get a point across that thieves are too OP and there needs to be more ways to stop them from trolling and disappearing and staying invisible whenever they want.
There is nothing more satisfying then killing a zergling who tries to reach that blue tag.
About Nr2… Removing leap finisher from HS would solve the OP issue and still keep the party stealth combos. Lets get real … no one intentionally heartseekers anything but smoke fields.
Edit. That would remove BP+hs combo entirelly. My brain glitch. Alltho i wouldnt mind…but I heartseeker throw gunk, fire fields, poison fields, and water fields all the time! Poison fields are one of my favorites lately. Drop chocking gas from SB, switch to D/X and heartseeker 2-3 times for a pretty good counter to regen warriors (due to poison and weakness stacking).
Im biased here. I hate d/p and i hate hs since all this is/was the source of ongoing qq and nerfs into oblivion. Oh and i would think rly hard before wasting 9 initiative on HS when fighting a warrior.
how about we all just wait first and react afterwards when details have been given?
I’m worried by how many posts I had to scroll through until someone said this.
Well, it could go one of two ways:
Dev’s don’t think crit damage is up to par with conditions, thus should be buffed
Dev’s think crit damage exceeds condition based damage and should be nerfed in some form.
Speculation and discussion is at least interesting while we wait.
While I agree speculation and discussion can be interesting, that’s not what some people are doing. They’re pre-kittening about how kittened their class will be when they nerf critical damage – just making wild assumptions.
I edited after you responded, so I’ll just respond here. I think a lot of people think that a buff to crit based damage is unlikely. I’m not going to take a sky is falling attitude toward it yet until we hear some more specifics.
I am interested in hearing some high-level balance direction roadmap discussion since I think the changes to vigor were the opposite way they should have gone with thieves during the last patch. Hearing their future goals and thought process will be….. intriguing.
Well when they say that there will be changes in crit damage and we have topic that says that they want to stop berserker builds domination in pve… in my eyes that just screams – CRIT DAMAGE NURF! So please ppl, start panicking!
Y panick. Zerk dominancne IS disgusting.
It is ! But crit damage must stay ! Or they could simply give bosses/mobs crit chance/damage ressists just like they did in aion, just aion went further with it and introduced it to pvp allso
(edited by Karolis.4261)
how about we all just wait first and react afterwards when details have been given?
I’m worried by how many posts I had to scroll through until someone said this.
Well, it could go one of two ways:
Dev’s don’t think crit damage is up to par with conditions, thus should be buffed
Dev’s think crit damage exceeds condition based damage and should be nerfed in some form.
Speculation and discussion is at least interesting while we wait.
While I agree speculation and discussion can be interesting, that’s not what some people are doing. They’re pre-kittening about how kittened their class will be when they nerf critical damage – just making wild assumptions.
I edited after you responded, so I’ll just respond here. I think a lot of people think that a buff to crit based damage is unlikely. I’m not going to take a sky is falling attitude toward it yet until we hear some more specifics.
I am interested in hearing some high-level balance direction roadmap discussion since I think the changes to vigor were the opposite way they should have gone with thieves during the last patch. Hearing their future goals and thought process will be….. intriguing.
Well when they say that there will be changes in crit damage and we have topic that says that they want to stop berserker builds domination in pve… in my eyes that just screams – CRIT DAMAGE NURF! So please ppl, start panicking!
how about we all just wait first and react afterwards when details have been given?
I’m worried by how many posts I had to scroll through until someone said this.
Cause we are panicking! I myself dont even know the source of crid damage nerf.
There is no source for “Crit damage nerf” – they are exploring “Critical Damage Changes” which could mean anything.
Well… crit damage changes in context of reducing berserker builds domination in pve means crit damage nerf.
how about we all just wait first and react afterwards when details have been given?
I’m worried by how many posts I had to scroll through until someone said this.
Cause we are panicking! I myself dont even know the source of crit damage nerf.
I predict they’ll change it like magic find and make it only give 3% per piece of gear. 5% on 2 handed weapons
And further increase condition spam builds domination in pvp – good move.
most thieves will probably still go full zerk so it’s a thief nerf as usual
Indirectly, but not exactly specifically directed at the thief. We more than likely will suffer this coming patch though, at the very least because of the general crit-dmg nerf.
And i want to repeat myself once again now. Crit power must stay. Precision effect on crit chance must be lowered (that is if they want to reduce berserker builds domination in pve by messing around with crits). That would even make thieves and warriors dps somewhat closer since warrior wouldnt be able to crit so much and thief would still be able to crit with hidden killer trait, which now is useless in zerker pve with 100 % crit chance.
Say they capped stat based crit chance at arbitrarily 25% and changed fury to +10%, that would be a pretty significant nerf. That would significantly buff builds with hidden killer and even necros with deathly perception. Nerfing crit chance would be a major change to the game dynamic.
same as crit power since that would simply make hidden killer useless trait. And no, hard capping is bad since curent gear parts become useless. Now 21 precision gives 1 % crit chance if im correct and with that you can reach 100% crit chance, so im speaking about reducing this ratio.
most thieves will probably still go full zerk so it’s a thief nerf as usual
Indirectly, but not exactly specifically directed at the thief. We more than likely will suffer this coming patch though, at the very least because of the general crit-dmg nerf.
And i want to repeat myself once again now. Crit power must stay. Precision effect on crit chance must be lowered (that is if they want to reduce berserker builds domination in pve by messing around with crits). That would even make thieves and warriors dps somewhat closer since warrior wouldnt be able to crit so much and thief would still be able to crit with hidden killer trait, which now is useless in zerker pve with 100 % crit chance.
If by crit power you mean crit damage, then that’s getting changed.
If by Precision effect on crit chance must be lowered you just mean crit chance, then that’s not getting changed.
At least from what they about what they will talk about… specifically saying “Critical Damage”…
Im just saying that nerfing crit damage is wrong move and lowering precision effect on crit chance would reach same goal w/o undesired consequences.
most thieves will probably still go full zerk so it’s a thief nerf as usual
Indirectly, but not exactly specifically directed at the thief. We more than likely will suffer this coming patch though, at the very least because of the general crit-dmg nerf.
And i want to repeat myself once again now. Crit power must stay. Precision effect on crit chance must be lowered (that is if they want to reduce berserker builds domination in pve by messing around with crits). That would even make thieves and warriors dps somewhat closer since warrior wouldnt be able to crit so much and thief would still be able to crit with hidden killer trait, which now is useless in zerker pve with 100 % crit chance.
But now on serious note ( see how i raise my post count by adding new thoughts to new post? hehe)… why would they nerf crit damage when reducing precision effect on crit chance would “fix” so much more, including berserker builds domination in pve.
- Cap critical damage at +150% i.e +100% from gear/traits.
- Cap critical damage at +100% i.e +50% from gear/traits.
These seem the most likely to me. Maybe they’ll buff base hit damage to bring it close to crit hit damage (if they don’t bunkers would further dominate against power builds). They could also change the way crit damage multiplies with modifiers and it’ll become additive instead (i.e. going from 1.5*1.05*1.05*1.2*1.1*1.1=2.401 to 1.5+1.05+1.05+1.2+1.1+1.1=2.0 (This would be with a 25/30/0/0/15 build)) which would significantly close the gaps between high and low values on thieves. Again, base damage would need a buff.
Ah yes sure and do all this after introducing ascended gear and letting ppl sink tons of time in it, then making them redo it cause they speced more into crit damage then critchance. Why not to nerf crit chance then? this would surelly nerf berserker builds dominance when they cant run around with 100 % crit chance. This would allso make classes that proc burn on crit invest more into precision to reach enough of crit chance that way decreasing their sick survivability that came with dire gear.
I didn’t say that it was a good idea, I’m just suggesting that that might be what they do. They could then say “We didn’t change any of your hard earned ascended gear (under their breath) just the way it interacts with your build.”
And i dont blame u for saying it, just releasing my anger :P . And still that would be same kitten move from anet as messing up with gear stats directly.
- Cap critical damage at +150% i.e +100% from gear/traits.
- Cap critical damage at +100% i.e +50% from gear/traits.
These seem the most likely to me. Maybe they’ll buff base hit damage to bring it close to crit hit damage (if they don’t bunkers would further dominate against power builds). They could also change the way crit damage multiplies with modifiers and it’ll become additive instead (i.e. going from 1.5*1.05*1.05*1.2*1.1*1.1=2.401 to 1.5+1.05+1.05+1.2+1.1+1.1=2.0 (This would be with a 25/30/0/0/15 build)) which would significantly close the gaps between high and low values on thieves. Again, base damage would need a buff.
Ah yes sure and do all this after introducing ascended gear and letting ppl sink tons of time in it, then making them redo it cause they speced more into crit damage then critchance. Why not to nerf crit chance then? this would surelly nerf berserker builds dominance when they cant run around with 100 % crit chance. This would allso make classes that proc burn on crit invest more into precision to reach enough of crit chance that way decreasing their sick survivability that came with dire gear. I havent seen a game yet where u can reach 100 % crit chance w/o meeting certain conditions, like stealth or skills that make following skill to crit.
(edited by Karolis.4261)
Flag/stake says all. Just shows how much experience iop has in gw2 so noone should take his NURF threads serious. Oh that and his post count which is 1. Stability, invulnurability, haste(rip), shadowstep even blind field stomps in certain situations are way better then stealth stomps.
(edited by Karolis.4261)
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