Showing Posts For Kicker.8203:

Please fix the immobilize bug

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Posted by: Kicker.8203

Kicker.8203

Happened to me also

In Honor of Warriors and Thieves

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Kicker.8203

It was more of a nerf to berserkers:
They only buffed power based berserkers -which are bad buffing berserker or not-(best power builds simply don’t include berserker). Condi berserkers lost a large part of their condi burst since the removal orf the 4 bleed stacks on taunt trait.
There wasn’t a single warrior last tournament… not a surprise.

Rebound breaking game, ressing downed players

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Kicker.8203

there is always a bug with Vapor Form lol. hope they fix this

Berserker spec really isn't all bad

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Kicker.8203

Warrior is unarguably the worst class in pvp right now. Literally noone ran a warrior in the monthly tournament.

Share your thief armor set!

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Kicker.8203

My favourite is the 2nd. The last one has some clipping issues but looks better in combat pose.

Attachments:

Fix class balance

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Kicker.8203

Nothing is OP except reaper, chronomancer, dragon hunter, druid, revenant and scrapper.
Warrior is exceptionally weak.
Thief(on D/P), Ele and are ok.

Gamebreaking builds that need attention NOW

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Kicker.8203

Revs with shiro glint have close to 0 condi clense btw

Not true. Only if they’re using Retribution and hammer instead of staff. With invokation you got one condi cleanse on legend swap and two on staff (if it decides to work).

Reason for word close

Why would they remove condis if they can embrace them and turn them into healing with an insta-cast?

Starting Lifeforce needs to be reviewed

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Kicker.8203

Necros shouldn’t be able to maintain more than 50% life force out of combat. And also remove stacking life force on BUILDINGS(new stronghold map, khylo, skyhammer) Thieves can get revealed by hitting structures or can use cloak and dagger on them to get stealth. After fixing these necros could get like 10% starting lifeforce.

SD Thief IS DEAD NOW

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Kicker.8203

s/d would be fine if weren’t all the other classes -except warrior- broken.
example: I’m hitting 7.2k on my soldier bunker reaper….

Sword Aftercast/Delay from #1 to #X

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Kicker.8203

Yeah I wrote about this in one of my posts. The autoattack delays hav eto be lowered a lot. Especially skills like Flanking strike and also sb’s Disabling shot should not be affected by aftercasts at all ( and flanking strike shouold also cancel the skill you are currently casting isntead of queing it up)

Flanking Strikes : Bug/Unintended Behavior

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Kicker.8203

noone used that even with the 40% cd reduction. 20% is bad . Then what is 0%?

Finishing animation broken

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Posted by: Kicker.8203

Kicker.8203

I think it happens when you have slow/quicknes for only a part of the finishing animation (like a 3s finish but u only have 1 s quickness)

Let's Balance Warriors Next :)

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Kicker.8203

Warrior is the worst class at the moment by far(PvP at least). The Elite Spec only makes it worse if you try to fit that in. The burns are so low duration and 1 stack most of the time. The sword primal burst skill is terrible. barely any burning and no immob. Just like the torch skill 4. For zerkers it is even worse.

(edited by Kicker.8203)

FIX stow weapon plz

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Kicker.8203

Good idea, also add disable alt+tab, and DETARGET BUTTON, this game is so fast in pvp and to stop holding my right mouse to click left one once (also move it away from the middle of the screen(where i need it to be)) is way too slow, especially if you play thief and die from almost every attack

Detarget button is Lock Autotarget.
Disabling alt+tab and alt+f4 would be great too!

Actually, “Lock Autotarget” doesn’t always works, namely while casting ground-targeted skills. So a detarget button should be added as well

New stats on new amulets do not work

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Kicker.8203

Condi and boon duration amulets are also very limited. They should add a lot more statcombos(amulets for thief ele gua without vitality just dont work!)

Let us choose the main stat for all Runes

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Kicker.8203

Runes of Vampirism got mist form removed from it, are you happy now?
Now they could really do these changes.

I REFUSE to play Skyhammer and Courtyard

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Kicker.8203

Skyhammer is even more annoying than courtyard…
And also there is no default character model in unranked. Can’t ever see what asuras are casting.
Why not just reenable ranked arena but state that there is no ladder yet. Don’t forget unranked was the place to try out new builds. Hotjoin is not a good place for that because thats more like a zerg deathmatch than anything.

Plz reenable Ranked even if there is no leaderboard

Engineer Bugs (Updated & Consolidated)

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Kicker.8203

Adept trait called Recovery Matrix has no ICD. It should have because on healing turret it grants 6+6s protection every 15s…. i dont think it is supposed to give 12s of protection when other traits of the same kind give about 2s.(like a rune set 6 effect or the revenant trait. true that one is aoe but still worse.)

5856 games played. Thief suggestions.

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Kicker.8203

I’m just posting this to remind people that it’s still an issue and the expac doesn’t seem to solve the d/p domination.

Roy, I'm going through withdrawal!!!

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Kicker.8203

Standard mobility of the Revenant is already pretty bad, I’d be wary of lowering it even more. When I played without Shiro (like how many Revs will be), I felt pretty slow in combat, which meant death in many situations.

Also, talking about Thief, it has plenty of stealth on top of their teleports, which is a hard counter to phase traversal when attempting to run away. Pop stealth and LOS the Rev so they can’t target you… job done. Funnily enough, it’s also a hard counter to Rev sword #3. Stealth will be very powerful vs some Revenants it seems.

(P.S. — 2 phase traversals + 1 unrelenting assault is a total of 55 energy.)

You can’t just break target and the LOS the revenant the whole game. You need to cap points without stealth. Only D/P thieves have on-demand stealth, which can be countered by revenant’s instant reveal.
It’s not just revenants teleporting on thieves. But any other class trying to disengage.

Revenant has perma swiftness without any trait investment. In shiro you also get super speed + the teleport.

(P.S. — indeed 2 phase traversals + 1 unrelenting assault is a total of 55 energy, but that doesn’t change the fact they can use them all at once.)

Sorry to Roy for discussing it here.

5856 games played. Thief suggestions.

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Kicker.8203

The problem is, death blossom is used to mitigate damage with the evade and apply condi pressure.

Nobody wants Death Blossom & evade spam condi aids faceroll thief to be viable.

If you use it, you are right on top of them already. There is no need for a teleport, and it totally interrupts your flow.

Ppl in pvp tend to move/cripple/teleport/leap/go stealth etc. so a teleport is always good to have, especially if it grants stealth or something extra. D/D doesn’t have this chasing skill that d/p and sword has. By this logic Shadow Shot is the worst thing in the game because you are already on top of them since you have steal.

Stealth wouldn’t help either, as you’re then using a condi skill to set up a power skill.

Death Blossom is so bad because people spammed it all day and they had to nerf it.
If you let it be a spammable evade it has to be bad. If it isn’t spammable it can be buffed up. (evade frame and dmg).
D/D is either a hybrid or a power weaponset. Look at it as an evade skill rather than condi. It should also have more power damage though.

Dancing dagger is used to pursue a target, so a teleport makes complete sense.

Dancing dagger does not only belong to d/d. s/d and p/d have a teleport skill already and p/d is ranged. D/D, however, doesn’t have a good catch-up skill.

Dust strike makes more sense than death blossom, but it doesn’t really fit the feel of the kit. I’d prefer a line smoke field that you could vault through to gap close and gain stealth, setting up the leg sweep for knockdown

That would be good as well but then how are you gonna make them go back to work on Death Blossom and add a new flip skill to it, which it clearly needs? (They care about the new stuff only, but this way they can just copy it over)

(edited by Kicker.8203)

Roy, I'm going through withdrawal!!!

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Posted by: Kicker.8203

Kicker.8203

It’s a fun class to play indeed. Shiro moblity is over the top though. The utility teleport needs a few seconds of CD if used on targets out of range.

it does: using it once is fine. using it twice puts you at the target with little energy remaining and a few seconds of waiting before you can use it again (effectively a 2 second CD), using it a third time fully drains your energy and you have to either fight with no energy or switch stances, or a 4 second CDif you need to use it again.

let’s not forget that thieves also get a shadowstep with no CD and can be targeted.

energy isn’t free, much like thieves we are limited by resources instead of CDs

Guess what thief has to use all his initative(and wait 2 more secs) to use Infiltrator’s arrow 3 times(2700 range). There is nothing to swap in order to regain initiative. Thief has high mobility at the cost of being weak in even numbered fights.
While revenant is a stronger fighter with much better mobility. He can use phase traversal 2 times and he is already in range for Unrelenting Assault(45 energy only). Phase Traversal requiring a target is a big weakness but also a strength: It bypasses line of sight limitations and in WvW you can always outrun anyone using the NPCs and Walls as targets. It can roam better in SPvP than a thief if there is a target at a point and immediately deal damage and get unblockable bonuses with their teleports.

I’m not asking to remove this skill or something. I’m only asking to give it like 5s of cooldown ONLY if the target was out of range as I honestly think it should be.

(edited by Kicker.8203)

5856 games played. Thief suggestions.

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Kicker.8203

About the Smoke field shortening part: in my opinion thieves especially with Shadow arts and trickery have way too much stealth. but I’m already happy if they implement most of the other suggestions/bugfixes.

(its also a buff in a way because it blinds more often)

5856 games played. Thief suggestions.

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Kicker.8203

I like most of the ideas, but the death blossom and dust strike idea are bad. Dancing dagger needs the shadow step mark. It makes no sense on death blossom. Also, if you change black powder like that the init cost needs to go down.

A bit overexaggerated but good point. These feel kind of lackluster because I haven’t given too much thought of these.
A simple teleport in pvp is very strong if it can be used while casting, while at the same time doesn’t make too much sense in PvE therefore it should do something else too like deal damage/grant stealth/ inflict vulnerability.

So the effect caused by dust strike and death blossom could be called for example Marked for Death, activating marked for death stealths you, teleports behind/to your foe also inflicting vulnerability. (counterplay: vulnerability lets them know that you are coming)

updated the original post.

(edited by Kicker.8203)

Save Thieves Campaign [PvP]

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Posted by: Kicker.8203

Kicker.8203

Thieves need help without a doubt. I’ve already opened a post about it click here.

5856 games played. Thief suggestions.

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Kicker.8203

I have to disagree about pistols. Shortbow should be the go-to Power weapon, and in my opinion, it should have clusterbomb’s bleeding changed to vulnerability (not sure what skill you’d replace poison cloud with, though. Perhaps leave it as is). Really it should receive treatment like the sword.

Since dagger (moreso D/D) is the melee hybrid weapon, P/P should either stay as ranged hybrid, or finally give it a fitful place as condi-heavy. There are good arguments for turning P/P into a power spec, but there are no excuses for nerfing the best condi build thief has (Pistol mainhand), when that build isn’t even used in any metagame.

Shortbow is a part of any build even if you are condi so I must disagree, they should just add more condi traits.
Who talks about nerfing pistol? I’m only saying buffs. An evade+poison is good even if you don’t use the leap finisher.

Roy, I'm going through withdrawal!!!

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Kicker.8203

It’s a fun class to play indeed. Shiro moblity is over the top though. The utility teleport needs a few seconds of CD if used on targets out of range.

ESL changes

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Kicker.8203

highlights from latest Go4 cup. Meta is changing at an alarming rate. no team run 4 ele comp.

Because it is forbidden to by the rules…. I think the Rule is each team must have 3 or 4 different classes.

Also wasn’t Vamp runes forbidden shortly after fix too? Why don’t they just remove it from the game?(I have seen some1 running it since then so i guess not forbidden anymore but maybe should be)

FIX stow weapon plz

in PvP

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Kicker.8203

Also +1 for select self | dropp target keybind.

If anyone doesn’t know this: Set a bind for Lock Autotarget for a clear target button If you have a target it detargets. If you have none and you hold it down you can target the person you would target with Autoattack on.

with this i meant DESELECT not detarget my bad. you can deselect someone with esc or double click on the ground etc… but this smoetimes just does not work out and i sword2 back into the fight with warrior instead of disengageing.

detarget=clear target=deselect

Let us choose the main stat for all Runes

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Kicker.8203

This would open up so many options to potentially create new meta builds with, and everyone will take Vampirism’s Mist Form….

Exactly why I’m not liking the idea, players would choose the best armor effects only… imagine everyone running Mist Form while they’re maintaining power/condi/bunk stats.

I wouldn’t call this diverse, just because we can now match the stats on our amulets. It would make the game unhealthy because of people running the same Rune Effects.

Everyone is coming up with vampirism runes seriously…That rune shouldn’t be in the game in the first place. What other rune you wouldn’t want every1 to have acces to?

Eles could run passive fear with their dmg on CC trait, thieves could opt to go for adventurers or even Thief runes.

Basically runes would lose their 1,3 and 5 bonus which is just flat 175 stat in most cases. While keping the 2/4/6 bonuses even if they are just stats.

Let us choose the main stat for all Runes

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Kicker.8203

how would you do that, it would be impossible, we would have like three hundred different amulets to account for all the possible rune/amulet combos.

doability is basically zero.
as for wether or not this is a good idea i’ll let TheDarkSoul.1938 speak as i keep his opinion in very high regard

Thats why they should give us just a single amulet but you get to chose each stat similarly to legendary weapons except u choose them 1by1 instead of 3 or more stats at a time. But at the very least they should import pve stattypes to pvp with the exception of nomads

5856 games played. Thief suggestions.

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Kicker.8203

Maybe I’m biased here, but I guarantee we won’t see a meta shift unless Shadowarts gets a hefty nerf.

TLDR: D/P SA is in the same, if not worse, situation as D/D Ele

It needs a fix rather. Shadow rejuv heals for 1/3 more if they double or tripple stealth because of the extra bugticks.
Dropping DA traitline for DD will be hurtful enough. Some ppl might decide to drop SA for DA/DD/Trickery

(edited by Kicker.8203)

5856 games played. Thief suggestions.

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Kicker.8203

No offense, but name anything that S/D or S/P clearly does better than D/P.

Sword has better mobility disengage with sword 2.

Moreso name any weakness of D/P SA that isnt a weakness of the other builds aswell.

D/P hasn’t got evades but has everything else. They should just reduce Black powder duration and it will be fine. Permastealth is boring anyway

5856 games played. Thief suggestions.

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Posted by: Kicker.8203

Kicker.8203

I came up with these changes recently:
Black powder now grants combo field for 2 secs instead of 4 (in pvp [pve and pvp balance should have been split since release.

Black powder has too long of a duration indeed and the blind effects are not consistent enough if they are only every 2s.
Hearseeker could still be cast in it twice and the field could still pulse out 3 blinds(0,1 and 2 s) + the projectile combo. So it’s a good idea. This way even sword 2 or pistol 2 could be given a leap finisher.

ITT: We fix P/P one idea at the time

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Kicker.8203

Since the team is looking into Pistol skills, let us have a healthy brainstorm that may or may not inspire them for some of the changes.
Post simple ideas that may make pistols better weapons.

In my opinion, pistols need skills that can be useful fort both p/p power builds and p/d condition builds.

Body shot: Changed to Reload.
Dodge roll sideways. Your next pistol skill bounces and makes foes vulnerable.
Combo finisher: Leap.
Init cost: 3.
Next skill shot bounce: 1
Vulnerability: 3 stacks for 4 seconds.

Evade and leap finisher sound like what p/p needs but I feel like those 2 things shouldn’t be on 1 skill unless you nerf black powder duration.

Next skill shot bounce: none of the shots are worth to be bounced once.

Dodging sideways would be really weird tho: you would have to look 90°s farther than the way you want to travel.

What I propose: change Body Shot to a skill that evades backwards and maybe cause poison since pistol is supposed to be a condi weapon more or less. leap finisher if black powder gets shortened.

Then add stealth to unload if all of the bullets hit.

(edited by Kicker.8203)

Let us choose the main stat for all Runes

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Posted by: Kicker.8203

Kicker.8203

This would open up so many options to potentially create new meta builds with, and everyone will take Vampirism’s Mist Form….

Why do u think condi builds shouldnt get it if zerkers can? If you ask me id remove that mist form from the entire game tho.

5856 games played. Thief suggestions.

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Kicker.8203

Simply put: You can’t buff anything stealth related without buffing D/P SA. So in order to get any build diversity you can buff Acro or nerf SA.

The expac is almost out so you won’t have to take acro anymore, I feel like it’s more about the weapon sets than the traitlines from that point. Staff is not gonna replace anything but s/d will be in a much better place(still worse than d/p). The other weaponsets are further down below that. That’s why i suggested improvements that seemed rightful to these weaponsets.

5856 games played. Thief suggestions.

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Kicker.8203

Tactical Strike damage should remain how it is, the daze duration should be the same as in PVE/WvW though, making it more rewarding to land. As of now, you can barely finish the 2nd AA chain.

Yeah thats also weird that it’s 2sec in wvw and 1.5s in pvp. But I still stand by the dmg increase

5856 games played. Thief suggestions.

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Kicker.8203

With ground targeting you have to pre-cast how you want to move it. That means the Bound->Steal->DA combo dies. This is a bad change. I do not want to lose a 10k instant damage combo.

Ok…

BWE3 live feedback chat room

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Kicker.8203

Dust Strike on staff and Death Blossom:
Arenanet as all their focus on elite specs so adding a “new”(it’s already kinda there in form of shadow trap) behavior to staff and then copying it to dagger seems like a possibility.

  • Death Blossom: evade duration must go up to 1/2s, moreover to prevent spamming it and add more play, it would switch -if any of the attacks hit- into a second skill that lets you shadowstep to the foe first marked by the Death Blossom for additional initiative (3?) like Shadow Trap, but without the stealth & buffs part. This would have the range limitation of 900 or 1200 and if the teleport is not used in the following 6 seconds or so, the skill would reset back to Death Blossom. This would add a shadowstep mechanic that most other weaponsets already have and a good way to chase down ppl.
  • Dust Strike on staff could get the same treatment I proposed for Death Blossom (hitting an enemy flips the skill and marks them for shadowstep)

About Death Blossom *Season 2 Spoilers*

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Posted by: Kicker.8203

Kicker.8203

My opinion:

Arenanet as all their focus on elite specs so adding a “new”(it’s already kinda there in form of shadow trap) behavior to staff and then copying it to dagger seems like a possibility.

  • Death Blossom: evade duration must go up to 1/2s, moreover to prevent spamming it and add more play, it would switch -if any of the attacks hit- into a second skill that lets you shadowstep to the foe first marked by the Death Blossom for additional initiative (3?) like Shadow Trap, but without the stealth & buffs part. This would have the range limitation of 900 or 1200 and if the teleport is not used in the following 6 seconds or so, the skill would reset back to Death Blossom. This would add a shadowstep mechanic that most other weaponsets already have and a good way to chase down ppl.
  • Dust Strike on staff could get the same treatment I proposed for Death Blossom (hitting an enemy flips the skill and marks them for shadowstep)

Let us choose the main stat for all Runes

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Kicker.8203

If only the stats on the amulets were actually the stats I wanted in the first place…

That’s a different topic but my opinion about that is they should make any statset available except nomad’s and add jewels as i mentioned.

5856 games played. Thief suggestions.

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Kicker.8203

DA would not like to receive ground targeting, thank you very much. But I agree on some of what you said. I just do NOT want them making DA something I have to pre-set or has a cast time- then it loses a serious bit of functionality.

Well true, not everyone would like it that way.
I was assuming using instant ground targeting so with that it’s just as instant as it is now except u also get to pick which way you evade without turning your camera around which is not optimal at all for an evade skill.

Let us choose the main stat for all Runes

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Kicker.8203

Edit: Original idea was to spread stats from runes to gear but I like this one more.

It’s really weird to me that lots of runes have utility effect when at the same time they only give condi stats or only power stats.

Runes should only grant effects, and their stats on (1),(3),(5) should be swappable(similarly to Legendaries) to any other stat. This would add a lot more variety. In cases where (2) and (4) are giving stats(not effects) they should be also be changeable.

Why only power builds can have -20%condition duration from runes(hoelbrak)/mist form(vampirism)?
Why only condi builds can gain 50 endurance on heal(adventure)/chill on heal/(grenth)?
Why would u take healing power if you want fury and might?(altruism)

Similarly on rune of the…
thief, speed, traveler, warrior, nightmare, necromancer, infiltration, etc.

Update: Everyone is coming up with vampirism runes seriously…That rune shouldn’t be in the game in the first place. What other rune you wouldn’t want every1 to have acces to?
Thieves for example could opt to go for adventurers or even Thief runes.

(edited by Kicker.8203)

5856 games played. Thief suggestions.

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Posted by: Kicker.8203

Kicker.8203

Fact: The only viable pvp build is D/P thief. (Daredevil won’t change that D/P is best)
Now, it isn’t overpowered, on the contrary it’s about balanced compared to other classes. However, if you look at the other weaponsets with their respective traits they are underperforming.

(UPDATED)
How the other weapon sets should be fixed:
Pistol (assuming power builds)

  • Sneak Attack: Low damage overall and unlike in the case of Backstab you get revealed even if your attack is evaded since most of the time your first or last shot reveals you while they evade all the other bullets possibly. (up the dmg! maybe gradually each hit could hit more)
  • Autoattack: still very low physical damage. This needs further dmg increase.(sb1 deals more dmg and also bounces)
  • Body Shot: due to its short duration it has no use on p/p and little use on p/d. What pistol builds lack is survivability so I would change Body Shot to a skill (Reload) that evades backwards functioning as a leap finisher (in case of black powder change) and maybe cause poison on next hit since pistol is supposed to be a condi weapon more or less. (P/P and P/D aren’t like D/P, you actually need initiative to deal dmg so you lose a lot more by comboing stealth)
  • Unload: damage got overbuffed while remaining a boring spammable skill. – so I’d lower back its damage to previous patch’s but add a stealth granting effect if all the shots hit succesfully.
  • Black Powder: change duration to 2s, tick blind every sec. Too long of a duration and the blind effects are not consistent enough if they are only every 2s.
    Hearseeker could still be cast in it twice and the field could still pulse out 3 blinds(0,1 and 2 s) + the projectile combo. Keep in mind, currently it also pulses out 3 blinds(at 0,2,4 s)
    Or leave it as it is but reduce leap combo stealth duration form 3s to 2s.

Sword

  • Tactical Strike(stealth): damage is lower than any of the autoattack chain. In short: I’d suggest autochain3 dmg.
    In detail: I know it’s built around the idea of soft cc but still. A stealth attack is supposed to hit at least slightly more than autoattack. Mostly it is not even worth coming out of stealth with the stealth attack but you are better off landing an infiltrator’s strike for immobilize or flanking strike(especially against enemies hitting the air/other ppl)+larcenous strike if you have basi venom. Soon, even the upcoming dodge mechanic, Bound, is gonna be a better attack to break stealth…
    Normalize daze duration between pve and wvw (1.5s vs 2s).
  • Autoattack: the cripple from AA3 should be caused earier like on AA1 or AA2, reason being that you can barely land AA3 or Larcenous Strike because they get outran or your foes circle around you and you fail to hit with their super-narrow hit-cone. AA3 needs a broader hit-cone. AA1’s aftercast is too long, you have to wait about a second to use flanking strike after AA1; a dagger AA hits 3 times before you land the second hit on sword, so please, shorten the aftercast.
  • Infiltrator’s Strike: could become a leap finisher(but not Infiltrator’s return).(in case of black powder change).
  • Flanking Strike: its main function is the evade but it queues up with skills you currently cast. Please make it cancel whatever you are casting and evade straight away like Disabling Shot.
  • Larcenous Strike: should be reversed to steal 2 boons as landing it is very difficult especially since Flanking strike doesn’t swap unless you successfully hit with it in the first place. Larcenous needs broader hit-cone.
  • Pistol Whip: such a vulnerable skill on a melee thief weapon is not viable. I’d suggest splitting it into 2 skills -similarly to Flanking strike- so the first press would cast the stun phase for 2 initiative and then flip into the second part -which you don’t have to activate immediately but you have like 7secs to do that- this should flip even if you don’t hit a target with it. The second phase would cost 4 initiative and would be the heavy hitting, immobile, evading strikes part. Without this change you are too slow against other zerkers.

Dagger

  • Death Blossom: evade duration must go up to 1/2s, and has to deal more physical dmg. To prevent spamming it and add more play, it would mark your foe and switch -if any of the attacks hit- into a second skill(Marked for Death) that lets you shadowstep to the foe first hit by the Death Blossom for additional initiative (3?) like Shadow Trap. This would have the range limitation of 900 or 1200 and if the teleport is not used in the following 6 seconds or so, the skill would reset back to Death Blossom.
    A possible example:
    Marked for Death: activating it stealths you, teleports behind/to your foe also inflicting vulnerability. (counterplay: vulnerability lets them know that you are coming)
    Alternatively it could just teleport to your foe and hit them similarly to Shadow Shot’s damage part.
  • Cloak and Dagger: this skill is very difficult to hit opposed to the smoke field+heartseeker combo. Using it puts you at risk as a thief so it should either reward a succesful hit with a bit longer stealth duration or blind application.

Staff

  • Debilitating Arc(the evade) should be ground targeted like Whirlwind attack for warriors (gs3) so you don’t have to turn your back to your enemies if you decide to evade through them.
  • Dust Strike could get the same treatment I proposed for Death Blossom (hitting an enemy marks them for shadowstep because staff lacks thief elements like shadowstep and stealth)
  • Vault would be glad to receive a range increase to 900.

Shortbow

  • Disabling shot: remove the walking part from the end of the skill. Using it while facing towards your foe makes you character move back towards them a bit which looks like you character was stuck. I suppose this bug was created when they optimized it for running away: When you turn your back to you foe, start running and then disabling shot them, you continue running away from them seamlessly even at the end of the shot.(first I thought this shot doesn’t have enough range because they hit me with melee attacks by the end of it but I realized this is just the outcome of the bug)
  • Choking gas: needs poison duration increase on last tick(up to 6 s from 2 s)which would be 9s duration in total. Since poison stacks in intensity this skill only stacks 5s of poison, before that it was 8s(assuming they stand in it) which was already low compared to engineers poison grenades for example(used to go up to 20s+ poison)
  • Infiltrator’s arrow: needs to calculate shadowstep eligibility from the location it has been started casting at rather than your location when the arrow lands, this would prevent many “invalid path”s. You can’t afford in combat to stand in place while the arrow flies.

From a condi perspective
Sadly thief doesn’t have a dedicated condition set, the closest one is P/D. The easiest solution to add more condition based builds would be adding condis via traits. For example a possible trait: Knee Pain: inflict torment upon causing cripple.(synergy with dagger 4 / caltrops etc.) [acrobatics has place for condi traits]

Future trait possibilites

  • I’ve seen suggestions regarding traits rewarding shadowstepping; a trait could give might or fury per shadowstep for example, this would go hand-in-hand with the suggestions I’ve made to Dust Strike and Death Blossom.
  • The murdered Acrobatics traitline could serve as a place for adding condition traits(remove Guarded Initiation)
    —as well as merging some on-evade traits that are not effective enough as themselves(like merging steal recharge with initiative gain on evade)
    —Assassin’s reward can also be removed or reworked (rework ideas: heal per shadowstep or heal for ~150 per successful evade with a 1s ICD per 6 evades which would mean u can heal 150*6=900 every sec but only if you evade 6 attacks.)

P.S. thx for MadVisions and a few forum threads for some of the ideas.

(edited by Kicker.8203)

FIX stow weapon plz

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Posted by: Kicker.8203

Kicker.8203

Good idea, also add disable alt+tab, and DETARGET BUTTON, this game is so fast in pvp and to stop holding my right mouse to click left one once (also move it away from the middle of the screen(where i need it to be)) is way too slow, especially if you play thief and die from almost every attack

Detarget button is Lock Autotarget.
Disabling alt+tab and alt+f4 would be great too!

FIX stow weapon plz

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Posted by: Kicker.8203

Kicker.8203

Creating a cancel ability key bind in the control options would be AMAZING.

This.

Edit: one more thing that gw1 had but wasn’t carryed over.

Also +1 for select self | dropp target keybind.

If anyone doesn’t know this: Set a bind for Lock Autotarget for a clear target button If you have a target it detargets. If you have none and you hold it down you can target the person you would target with Autoattack on.

BWE3 live feedback chat room

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Posted by: Kicker.8203

Kicker.8203

Daredevil feedback(have 5.4k pvp games on main acc and played a lot of daredevil):

  • Brawler’s Tenacity: Gain endurance when you first activate a physical skill. Physical skills have reduced cooldowns.
    - The endurance gain now occurs only on first use which means it is unsignificant. Requires buff to about 20 endurance per first use.
  • Evasive Empowerment After dodging, your attacks deals bonus damage.
    - Better than last version but 2s is a bit short, I would try 3 sec (also: don’t know if it affects Bound but it should)
  • Driven Fortitude Gain health when you successfully evade an attack.
    - It’s ok for 1v1s but in 2v2 and greater fights it is pretty meaningless, should have separate cooldowns for 3 different attackers if you have a staff or a sword in hand.
  • Staff Master While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
    - This should be renamed to Martial Artist/Acrobat or something and also affect sword. Sword and staff fall into the same category in terms of evasiveness and head-on playstyle.

The rest of the traits are fine.

Staff is still weak

  • Vault needs range increase to 900
  • skill 3 needs to be ground targeted like warrior gs3

Skills

  • Heal skill: Channel heal for a thief is a really bad idea, if kept it should at least grant supespeed(why don’t THIEVES have any?) and condi clear instead of endurance and heal scaling. don’t like the idea of healing more with full endurance, coz you never have full endurance.

Utilites and the elite are pretty good.

PS: please make weapon sets other than D/P viable and fix acro!

(edited by Kicker.8203)

Thief Weapon Sets: Lack of Balance

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Posted by: Kicker.8203

Kicker.8203

The topic owner has a good point.
Basically D/P has every thief utility available to them opposed to the other weapons, while dealing the highest damage.
Even with Daredevil coming out it will still be the obvious best weapon choice.

FIX stow weapon plz

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Posted by: Kicker.8203

Kicker.8203

Please add a bind option for cancel action other than esc.(Which also does other things and is relatively hard to reach) Edit: Esc cannot be spammed to stow weapon because it results in unintentional target clearing and opening the menu up.
I’m aware of the fact that u can bind stow weapon but it is not the same.
Stow weapon has the following issues:

  • It doesn’t toggle off auto-attacking if you stowed at the end of the attack or in the aftercast phase. (I can press it 3 times before the autoattack goes on. Pretty annoying that u have to press it 4 times to get a guaranteed stop.)(for ESC this behavior is even more annoying)
  • It can’t cancel many abilities such as engi tool kit skills, downed skills, moa form etc.(ESC can)
  • It is an action so it can’t be used while jumping/falling.(ESC can be)
  • (often I don’t want my opponent to see that I’m turning auto attack off but they see it anyway when i stow.)

Edit: many of you said they should also create a clear target button. “Lock Autotarget” would be great for that but it doesn’t work while using a ground targeted ability(shortbow on thief has 3 commonly used ones, staff necros 4 skills, etc) plz fix or make a proper detarget button too if possible.

Note:
Escape has several functions, afaik in this order:
Close windows (switchable)
Stop ability activation
Stop auto-attack
Stop Auto-Run
Drop target
Open Game menu

(edited by Kicker.8203)