Well alot of those skills actually apply 2 bleeds because they’re attacking twice.
And usually if there’s a number in the corner that means it’s 4 hits.
Best advice : get your butt to the mists and test them out lol.
I’d say a massive portion of my profit comes from just selling all my stuff on the Trading Post.
Selling w/e greens/blues actually well enough beyond npc price. Even most of my crafting materials.
I actually agree. There’s never a reason to actually even communicate with anyone. Also goes hand in the hand with how DE’s work/scale atm. There’s no need to work together, in fact you’re competing for loot.
Considering how overepowered it has been I’ve been expecting this.
Shortbow was doing the same dmg as rapid fire.
If this is true that is.
Would help if you explain what the nerf was.
Well it’s apparent this thread utterly fails then. Sorry. =/
Alright, personally I think that they are fine. There are plenty of very strong non-elite abilities as well, but this is a good thing since it adds complexity to a fight and reward players who understand other classes as well as their own.
This is especially since almost every single ability has a counter that is directly available to every other class in the game. There are rare exceptions, but in a lot of cases those exceptions exist on abilities that are so niche that they balance themselves out by not being generally useful but better applied in very specific situations or strategies (a good example of this would be the Mesmer’s “Portal” ability).
Just to be clear, I’m not talking about the strength or “Overpoweredness” of current elites. I’m referring to the style of elites : Long cooldown, super strong, versus, Shorter cooldown, quite strong like those of gw1 elites.
Say, Thieves Guild vs. Basilisk Venom (although I know the venom is just trash atm but beside that). What’s your opinion on that?
redacted by moderator, as the quoted text has been moderated
I am absolutely loving the game, despite all of it’s issues.
I just like to pretend I’m still playing in beta, like all MMO releases. Just want to see the game grow and improve, so I post as much feedback as I can.
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What I meant by “I Win” abilities, I was just referring to long cooldown elites that are really strong and can easily win you a fight. Such as Thieves Guild, or Guardian Book, etc.
I’m not complaining or calling them OP or anything.
I was a bit dissapointed that Anet decided to go the way of longer cooldown “I Win” abilities instead of being stronger utilities essentially.
I only played GW1 during late Prophecies/early Factions or somewhere around there, but one of the things I really liked about Elites was that didn’t have to be super long powerful skills but rather a strong ability you can build around. Though I’m not sure how much it changed since I last played that game. =p
I’m guessing they decided it would be easier to balance with elites being more of an after-thought instead of something to actually consider when creating builds? Or they figured people like that style of long super strong cooldown. Hopefully in the future if they get around to adding more they can throw us a few more short cd elites as I find myself using those for the most part.
Anyway I just wanted to see everyone’s opinions.
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And bring an immobilise remover aswell most thief’s use devourer venom.
immobilize is a condition so stun breaker wont work on it.
Well unfortunately for rangers, they have to bend over and take it.
Ranger’s have 0 reliable measures to remove immobilize in a pinch or even displace themselves.
Lmao. Ok with haste you can take some damage but still able to roll out of the full damage IF you know what you are doing. If you are slow to react then I’m sorry for you but it’s not the ability, it’s you.
You can roll out of a hasted PW by the time he’s gonna throw the second stun if you are interested in surviving and fighting back, if not, come here and cry to the devs cause, obviously, crying for thief nerfs is the in fashion on this forum.
Personally I hope you quit.
Personally I hope they remove quickness so people that rely on it have to learn how to play to get their kills. =p
Those vids are oooold.
The reaper animation is on the downed state fear.
Something every necro needs to do at least once in their live time.
in Necromancer
Posted by: Knote.2904
Corruption boom is really bad, nothing become a really usefull for its cd.
I corrupt a warrior with 22 stacks of might and it become 1 stack of some useless condition, instead of 22 stacks of bleed.
Weakness makes it so half the time, their abilities do 50% less damage and cannot crit.
If you think that’s weak, you should play a warrior, cuz clearly you’re just interested in damage.
Actually weakness makes it so half the time, NON CRITS do 50% less dmg.
So basically if you have 0 crit chance, you will basically do 25% less dmg on average (50% chance to do 50% less dmg).
If you have 50% crit chance (not uncommon for most power builds) that’s only 12.5% dmg reduction on average.
Then there’s the fact that it does absolutely nothing to condition dmg. So basically weakness is only good against power builds that have no crit. Even then only 25% dmg reduction.
They really should change weakness to just be a flat 25% dmg reduction overall crit or not.
Personally I can’t wait to see what new traits they decide to add eventually such as “1s chill every time you blind”. In time I really hope to see every boring trait (5% more dmg) replaced with something like that.
As well as how Axe weapon skills get buffed.
I really wish you could still heal up in deathshroud. Considering part of your tankiness as a necro comes from constant bits of regen it kind of contradicts your deathshroud as a way to beef up your survivability.
That and I would like to see Dark Path basically become Spectral Grasp. Only Dagger mainhand set up is one I can see that would actually WANT to teleport on a target. Like 90% of the time I don’t want to teleport into melee lol.
There was reports that it was considered exploiting or something when people used chef karma materials to craft items that could be sold for gold. They patched it to not be possible to memory. Not sure if it was a value thing or just not meant to be possible.
How does that even make sense?
Why would crafting materials even cost karma in the first place then?
And what about salvage kits for karma? Are the salvaged materials not sellable?
Is this just for looks or?
I think that’s quite obvious lol.
Quaggan!
“Ooooooh I angry!”
There is a lot less choice than in GW1. However, there is still more choice than in most other mainstream MMOs where you basically get to choose between 3 trait trees. In GW2 you have 5 trait trees and then all your different weapon load outs on top of that.
I would give you that point if traits weren’t still for the most part somewhat dull and changed your playstyle a bit more. They still have to weed out alot of those basic traits like 5% more dmg. I want to see more traits like “When you blind you apply 1s chill” that actually changes the function or add another function to abilities.
They’ve been slowly improving it though.
So you decide to make a post to rage at the ragers.
Atleast most of the “ragers” offer more constructive feedback than this post does to help Anet improve the game.
Wait, so the anti farming thing is based purely on zones and how many of the exact same mob you killed?
I thought it was basically shared with the bonus xp type thing where if you kill continue to kill some mobs in the same little area they have no bonus xp/low loot), but if you move on and kill something that hasn’t been touched you get alot of bonus xp/loot.
I think what they not want you to do is getting these things done within 2 days of your so called ‘grind’. Think about it!
Sure you want your special dungeon skins, sure you want your legendaries.
Would it make sense from A-Nets PoV to make it possible to achieve it all in a week?
The longer you play, the better for the company.And from my PoV: Do what you enjoy, not what you feel like you must do. You get bored of one part then enjoy another. PvE, WvW, sPvP.
There is a lot to do, dont limit yourself!
This is what I don’t understand.
Why is it ok for there to be something like legendaries/dungeon skins to grind for so we have something to do/work on, but any other carrot that serves the exact same purpose (optional grind) gets hated on and people spew “it’s not gw2’s design philosophy this is not your game”?
“The longer you play the better for the company” It’s funny because this is goes against the whole “no endgame” “no grind” “no gear progression” thing.
It’s just annoying when this type of optional grind is what I want to see more of just so there IS more things to do to keep playing but yet so many people bark at you for asking for it lol. There is no reason not to have more optional carrots.
I will speak about the OP’s 3rd point. Nearly endless stuff to do at “endgame”.
This is one of the things I can think of that I really do enjoy about MMO’s simply the fact that there is always something you could be doing, something “productive” in game, even if I never get around to actually finishing it.
Hopefully GW2 eventually has a decent variety of stuff like that to replace “gear treadmill”. I hear about how people have been able to enjoy GW1 pve for years, so I’m definately hopeful. =p
I’m not sure I agree 100% with “the whole game is endgame” I really just interpreted that as “there is no endgame”. If you hit 80 and get your gear then go back to a lowbie zone you’ve already done (personally I’m 100%ing zones as I level right now), what will you do? Go do some DE’s you’ve already done, or hell even a DE you haven’t done, but will basically be the same thing since nearly every DE atm is “throw a wave of normal mobs at you” and that’s it. They aren’t fun, they aren’t rewarding, so really it’s just hoping you find that one odd DE you haven’t done that’s actually a little more interesting. (very rare)
So wait, first people are mad that others want more carrots.
Now they’re trying to remove the only carrots that give any point to playing pve?
No difference afaik.
GW2 has been advertised as a MMORPG and when i get into MMORPGs i have certain expectations about it.
A lot of people are making that mistake, it seems, expecting this MMO to be just like every other MMO.
Except that it actually is like many other MMO’s.
If you really think poorly designed rewards that encourage terrible play is one of the “features” of GW2 you’re dead wrong. And this has nothing to do with gear grind/progression.
I really agree with this post. The rewards for many risks are extremely broken in this game. Champion mobs (and even veterans) are broken. It’s amazing to watch end game events done by smart players because no one actually wants to attack the boss. The smart ones are running after the gold fodder of normal and weak mobs. It’s also become the same while leveling. Here’s my recent experience that helped me confirm this fact.
I’m playing and come along a chest guarded by a champion troll. I grab the troll and proceed to try to solo him. It’s going okay, but I’m slowly losing due to respawns and terrain that requires me to constantly jump in order to get over stupid little skulls on the ground. As I’m killing him (he’s at ~75%), I watch some player run up, grab the chest, then leave. I keep going after the troll. I watch another player come up, grab the chest, then leave. (He’s ~62%). I continue along while pondering whispering the aforementioned players to give them a piece of my mind. I mis-jump and snag on some tiny little skull which is enough to get me frozen by the troll and dead (boss at ~42%). So, not only do I eat the death penalty, I don’t get the chest. I also get the joy of watching players leech the chest by running away from the mob.
Players may have bonded together to defeat these things originally, but that is dead now. Players don’t rez because they don’t want to lose the gold medal. Players don’t help kill champions because they are a waste of time. Players don’t really rally together for the group events without a chest because they are a waste of time. I can’t really blame them either. The rewards from certain activities in the game are broken.
Fantastic post with great examples.
The people with money problems, are you using the trading post at all? Are you dumping all of your money on something? My highest char is 42 and I’ve gotten up to atleast 9-10 g before dumping it on gems.
You know I would like to agree with you (there is obvious imbalances but the game just been released I expect that, and know Anet will get it worked out), however you made this post and didn’t go into detail at all.
You state not to reply unless we’ve done all these explorable dungeons, but go on to talk about WvWvW population imbalances, and don’t even say what exactly is wrong or offer suggestions.
Basically, this is a worthless “whine” post. z.z
There’s no reason a Champion mob should be giving basically 10% more than what a normal mob gives in xp/loot.
Sure there is: it’s called adhering to your game design philosophy.
This game really does have a screwed up risk/reward ratio.
If by “screwed up” you mean “unlike most MMOGs on the market”, you are correct, and that difference was made abundantly clear.
If I find myself taking on a champion mob I don’t want it to be a waste of time.
If it is a “waste of time” because you are not being compensated more (read: superior) than what anyone else does in the game, then you’re playing the wrong game. Please note that you’ve pretty much defined everything in the game as a “waste of time” if you don’t feel you are being “properly” compensated for it with loot.
GW2 is not a “superior reward” or “risk= reward” game when it comes to anything other than cosmetics or a sense of fun, adventure, accomplishment, and enjoyment. You do not get superior, game-functional rewards for added effort or risk in GW2. Their anti-farming code and dungeon loot restrictions drive this point home that this is their philosophy, in case you missed it for the past couple of years.
At least drop a guaranteed blue item (not like those are worth much) and a couple supply pouches. Something.
You do get something – the same thing everyone else gets for whatever they are doing. You just think you’re entitled to more than they get because of your particular playstyle, and because of what you in particular enjoy doing.
LOL ok your rebuttal makes no sense whatsoever. How does me wanting a higher difficulty mob reward more loot make me selfish or reward just me? I’m not going out of my way to farm only Champion mobs, I wouldn’t be gaining more than anyone else. If they buffed the rewards from harder mobs that affects everyone. Hell, even if champion mobs were given a boost in loot they still wouldn’t be “worth it” in terms of pure loot grinding, not that I’m asking for them to be.
If their game philosophy was : Kill weak mobs, ignore big mobs because weak mobs are far more rewarding, then that is a ridiculous philosophy and encourages farming mindlessly and discourages taking on challenges.
The fact that some other things are rewarded properly (finding easter eggs, exploring, gathering) and you think it’s wrong that I think other things should be as rewarding (killing a tough mob) then that makes you “entitled” just because your “prefered method” of playing is rewarding and others’ aren’t.
And if this game was purely about “just adventure and happy fun time” then there would be no levels, no gear, no loot, no nothing. It would be “PURELY” a sandbox game where you come on with all your skills unlocked in locked gear and go around exploring with absolutely 0 rewards.
Rewards are a great way to encourage (not force) players to play a certain way you want, an example of this is that “anti-farming code” which rewards players for being on the move and exploring while killing what’s in their way as opposed to sitting in the same little nook camping the same few mobs.
Another one is gaining xp for rezzing npc’s and players, as well as putting chests in secret areas (to encourage exploration) as well as XP for vistas/PoI’s etc.
If you think that’s wrong then you also are disagreeing with GW2’s already existing “design philosophy”. You shouldn’t speak for Anet as if this is just YOUR game and everyone else’s playstyle is wrong when in fact it’s apparent Anet is not against proper risk/reward or even continuous end game for that matter.
edit : Also just to throw this in, since this game is compared to the Elder Scrolls games alot, they make a good example of risk/reward in a game that is heavily about simple exploration. Fact : people like being rewarded for their effort, there is nothing wrong with that.
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Maybe they could change it so it’s much cheaper the first couple ports, then slowly increases the amount based on how many times you’re waypointing within the same area based on distance.
Say if it cost 50c to get into kessex hills. Goes up 10-20% based on how far you teleport again WITHIN kessex hills, up and up til maybe what it is now. But if you decide to port to somewhere outside of kessex hills it’s back to its cheap cost based on distance.
Punishes overuse for laziness but doesn’t punish people for making single ports across zones.
I play a game to be rewarded for the amount of effort i put into it, but i do not feel like my time is being properly rewarded. Some people will say well you can have “Fun” that’s a reward in itself, sure it has its place, but i expect more then just a challenging experience. If i just wanted to kill stuff for “fun’s” sake i would go find that game and have “fun”.
GW2 has been advertised as a MMORPG and when i get into MMORPGs i have certain expectations about it. My most primary expectation is being compensated for the amount of effort i put into the game.
Seriously, ANET made all of this very clear for the past couple of years, but it was made especially clear in the past 6 months. What you want “fixed” is, pardon the cliche, a fully explained and established feature of the game. GW2 is simply not the kind of game you want; it doesn’t offer anyone superior rewards for added time, effort, or risk.
I know that’s difficult for many to wrap their minds around, but it’s really just supposed to be that way.
I don’t think this is true at all.
There’s no reason a Champion mob should be giving basically 10% more than what a normal mob gives in xp/loot.
This game really does have a screwed up risk/reward ratio.
If I find myself taking on a champion mob I don’t want it to be a waste of time. Atleast drop a guaranteed blue item (not like those are worth much) and a couple supply pouches. Something.
Doing stuff “just for fun” doesn’t cut it in MMORPG’s. Part of the mmorpg or rpg experience is progression, getting loot, and being rewarded for your hard effort/challenges. Having fun taking on a hard boss or something is great, it can be fun for the first few times, but if it’s not in the least bit rewarding, I would never want to do it ever again. There’s nothing wrong with having fun with something AND being rewarded, makes it extra fun.
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Yeah it seems like it would be simple enough for node respawns to carry over into overflow or other servers considering how nodes are “instanced” for each player.
I dunno, I think “pudding” is strong competition.
With skills, even if they altered the full skill bar, modified the skill chains, or changed the way traits and elites worked, it still wouldn’t change just how fundamentally broken combat is.
Every single fight is the same: Click the enemy (this is often painfully more difficult than it needs to be because finding your pointer, in a big fight especially, is next to impossible without pulling a Michael J. Fox with the mouse, and then clicking your intended target is pretty much impossible to do on the first try). I usually accidentally click allies first, especially in a DE or boss fight (and most things fall under that umbrella) where allies are everywhere.
Then, after you’ve targeted them, it’s time to either hold down the right mouse buttom while you stay in range (and if you’re melee, my condolences) and move around half-heartedly hoping you don’t pull aggro. Keep pressing 1 every time it stops autoattacking, wait a few seconds, and move on to the next enemy.
There’s no challenge, there’s no strategy, and worst of all, IT’S BORING. If it’s a veteran fight, just increase the above routine by about 45 seconds, and if it’s a boss, increase by about 3 minutes.
Combat is fundamentally boring, and mucking with the skill bar wouldn’t fix it.
Well in the end all we can do is offer feedback, suggestions, and pray stuff is improved.
I’m still hopeful they can make a boring, 0 strategy, no challenge fight into a fun one.
Battle Rifles, i am so happy you have made this post.
I am also a long time Guild Wars 1 player. I love the game and only left it because Anet stopped adding meaningful content to it. To this day though, when i log in am still amazed by the graphics, sound and incredible combat system. If anet brought out more expansions or campaign for GW1 i would jump right in.
I looked forward to GW2 ever since it was first announced. The game of my dreams, GW in a persistant world. It had eveything to work, it was gonna be the best game ever.
Alas, my dreams were shattered upon release of this game. There are many problems with this game, but the most daring one and the one that bothered me ever since i could see something off in the BWE is the combat system. It is an utterly gutted version of what we had in GW1 to the minimal common denominator.Seeing the comments by the creators, things were looking up as the “magic the gathering” phylosophy behind the combat system was beeing kept. Unfortunely its not what came to pass. The excitement of visceral soon gave entry to lack of depth, lack of energy gave room to lack of proper DPS skills and lots of auto-attack boremdom, lack of skill variety led to lack of strategy options, repetitiveness and lack of healers led to brainless zerg’s.
Ever since day one i felt the combat was boring, uninspired and required zero skill and no strategy. Dieing didnt lead you to reavaluate your option, it was just a nuisance. Playing the game was not an exercise on fun, but an exercise on my abillity to withstand the boredom i was in.
Are the events repetitive and zerg fests? Is there lack of end-game content? Those i can live with. What i cant stand is a combat system designed for so little. I am disappointed as i absolutely love the GW universe, but playing GW2 just makes me sad.
Something that gutted me especially was when i saw the fear mechanic in the game. For years i could say how perfect the combat system in GW1 was and how it would never remove control over your character. You could have hexes on you, conditions, snares, but you could always control your character. Unfortunely GW2 took the high road of fears and stuns that WoW and other MMO’s have always been so criticized about.If i could, if anyone could. I would remake this game with the GW1 combat system and everything would be forgiven. Really, dont even need to go that far, but healing and greater skill customization need to come in place if this game is ever to thrive.
As it stands, i have no more interest in further delving into the world of GW2. I cant stand the boredom and sadness of what could’ve been and was originally touted back when the game was announced and never came to be.It was so simple and we were so close to the perfect MMO. Why change the perfect combat system to something so poor? Its tragic to see how things turned out.
Tbh while I’m not as doom and gloomy as you are in this post, I agree with you for the most part.
I wasn’t a huge GW1 player. I think I played somewhere during Prophecies into Factions, and was in love despite all of the bad things I heard of it. I absolutely loved the pve/story in Factions, I don’t know why, but it was just great.
Most importantly I was absolutely blown away by the skill creativity, the condition and boon-type spell system that made everything synergize, and of course the massive amount of abilities that you could build to completely customize your playstyle really in depth.
Compared to what we have here, it definately feels lacking. However it was worse during beta, and they’ve made alot of good changes to traits and added new and more interesting ones, as well as good changes to some weapon skill. In the end I still have hope that Anet will get there eventually.
Honestly I don’t feel like traits are even close to finished, for any class, traits still need alot of work. And there is always the possibility of them sprucing up weapon skills to give them more depth. Comboing skills together more for more synergy as well as allowing us to stagger auto attack chains for more combos. Such as Skill X does dmg plus w/e condition and makes your next Y apply cripple or next Z become an AoE.
Another great thing would be having alternative abilities for each weapon skill slot we could swap around that is slightly different than it’s original version. Such as warrior sword auto chain is, bleed —> bleed --> big hit, could be swapped to an alternate auto chain that does cripple —> vuln x2 --> big hit. Wishful thinking.
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Me and a friend have human characters but I also have a Charr, how do I go about joining my friend over in Queeensdale, I know to take the Asura gates but I dont have any of the waypoints in Queensdale on the Charr character, do I have to get them all over again…Since I already have them on my human character?? And would he have to do the same if he came to Charr country?!?!
Yes.
I guess my “main” would be the one I like to play on the most. .
Well that’s basically all it means really lol.
It’s actually sort of funny hearing some of these arguments (not that I’m for it), considering this is exactly what they did with crafting.
Yeah they definately need to fix the warden’s AI as far as chasing targets.
Currently the warden only chases when the target moves out of like 500-600 range, then chases to get just out of reach and start whirling again.
Just need to fix it so the warden always move as long as it’s not able to hit it’s target (w/o interupting it’s current whirl of course).
It’s an old goofy build but at the end of the day it doesn’t have chase or stopping power.
Well it’s not supposed to be a powerhouse to 1v1 everything and burst people down or anything, I thought that was quite obvious.
Just a gimmicky tanky/support build that will destroy anyone that touches you.
I forgot to add, you can throw in Signet of Inspiration just to be cute. When you happen to stack 10 stacks of Might, 10s worth of fury, 40s+ worth of Regen/Prot/Swiftness, and Retaliation to all your allies. Whoop Whoop.
Besides I still think the interaction with Chaos Armor is a little over the top. It’s super easy to get those one of both of those traits in nearly any other Mesmer build.
I’m really not understanding where all the doom and gloom from necro’s is coming from. I’ve been bobbing back n forth between my Ele and Necro and I think Ele is definately in a worse state.
Survivability, dmg, utility is not bad for necro’s at all. Traits may still be crappy but traits are awful for every class atm, although I would probably agree Necro is the worst in this area. Other than Axe being terribad, and minions (I never use them) it’s not bad.
Ranger’s also have alot of crappy traits and few interesting or viable trait builds, but also have WAY less selection of useful or interesting utilities. Along with pet bugs of their own and weapon skills being kinda boring I’d say Rangers are in a worse spot.
The condition builds are definately nice. And between good DS use and proper cc timing your survivability is more than fine. Especially with dagger offhand and Staff you can be pretty much immune to conditions.
Dagger + well power/crit build is absolutely disgusting dmg. And IMO necro’s are the best for AoE dmg, next to thief.
Before they strip 95% of the abilities so you’re down to 30 or so lol.
Might have been nice to link the build as well….
Well I’m not going to bother going to a different site and set up the build.
I gave you the jist of it, fill in the holes.
I’m pretty sure some people have figured out this (imo) overpowered interaction, but basically the idea revolves around maintaining Chaos Armor to have permanent Regen/Protection/Swiftness as well as pretty much permanent Retaliation and stacking massive amounts of confusion on anyone that’s attacking you.
From my memory the build was 0/0/30/20/20 taking traits such as Blind on Confusion (giving Chaos Armor a 33% chance to confuse and 33% chance to blind + 5s confuse) and of course abusing the minor trait that grants protection on regen. As well as the trait for retaliation on Cry of Frustration and even the heal (optional).
From there you can build in whatever direction. I tried doing glamour utilities with the traits and being able to maintain just non stop Chaos Armors along with staff recharge trait. (i.e. Chaos Storm, Leap, Glamour, Leap, Glamour, Leap, Chaos Armor, etc.)
Pretty hilarious build, can sit on people with staff clones and spam conditions and boons (was using Monk/Water x2 runes for 30% boon duration + 15% protection duration runes), and shatter 1/2 for confuse stacks and retaliation, and go into Chaos Armor bunker mode when someone decides to focus you. Otherwise use Torch to GTFO when heat is too strong.
I’ve had some hilarious results, especially against many of the Rangers now abusing the hell out of Shortbow auto’s. I’ve had a couple Rangers pop Quickening and accrue 10 stacks of confusion EASILY within 1-2 seconds and just die instantly (no joke), w/o me doing akittenthing besides standing still in chaos armor and healing.
Enjoy another crazy strong Mesmer build. lol
Just to point out for you guys.
Spawning the iMage removes a condition on you with the trait, but will also remove conditions on each bounce when it hits you or allies. Makes a decent replacement for the iDisenchanter.
The more the know.
It wouldn’t be so bad if clone generations wasn’t so slow w/o things like Mirror Image or clone on dodge. Hell I don’t even know how you’re supposed to make use of all 4 shatters in a short period of time w/o wasting the cooldown on single clone shatters.
I’ve noticed that the warden actually creates an invisible barrier that’s actually quite large. The projectiles don’t have to be actually be flying directly at the warden to be reflected.
Even if the warden spawns behind your target as long as they’re still close enough it should reflect.
Vitality.
Toughness is only good if you plan on lasting for a long time through healing, even in pvp. IMO
Once you get used to the timing it it’s not too bad. However the queue system really screws Thieves in thekitten and if you accidentally queued CnD x2 you will waste twice the init and break your stealth.
Also using steal will activate your auto attack if you have it toggled.
It would be nice if CnD didn’t cost initiative unless it actually hit something.