Showing Posts For Kurow.6973:

Laughing Stock of DPS

in Ranger

Posted by: Kurow.6973

Kurow.6973

…a ranger lacks things to give him health regen or any reliable lasting form of surviving skills…I like the heal from healing spring, but i would like that regen to be a bit more powerful…

AKG SIGHALE ARIGLHS AGHHH…………WHAT?!?

Some of these things people ask for is ludicrous. You claim you play ranger a lot, yet, I get the feeling that you really do not perform well at the class at all. Just because one plays a character a lot, does not necessarily make one skilled at the class. Just saying!

Is Ranger a DPS class or not?

in Ranger

Posted by: Kurow.6973

Kurow.6973

I’m sure you’re all smart folks, and I don’t need to mention the following, but I’ll leave it here anyway.

It is easier to dodge a single hit (especially one that you see coming because of a long charge up), than it is to dodge a multi hit (because even if you dodge the first few, you’ll still take the rest).

Yeah, unless you are facing a ranger in PvP, then you just run in a straight line and all of them miss

You must be a special ranger then…or perhaps the game just hates you, and is telling you to re-roll.

I personally find no issues shooting people. The only issue that occurs here and there (in specific terrain) is invisible obstructions…but guess what? That happens on all characters/classes, NOT just rangers.

Is Ranger a DPS class or not?

in Ranger

Posted by: Kurow.6973

Kurow.6973

I’m sure you’re all smart folks, and I don’t need to mention the following, but I’ll leave it here anyway.

It is easier to dodge a single hit (especially one that you see coming because of a long charge up), than it is to dodge a multi hit (because even if you dodge the first few, you’ll still take the rest).

Is Ranger a DPS class or not?

in Ranger

Posted by: Kurow.6973

Kurow.6973

Ranger is obviously a DPS class and a good one, what does DPS mean? If what you want is flashy big numbers then no, it’s not a “DPS” class…but then…that’s not DPS.

Most people don’t know the definition of DPS, and expect to see big flashy numbers.

Don’t bring logic into our forum. We like to be ignorant, okay? Thanks, but take your logic elsewhere.

I’d much rather have ANet hand me unnecessary buffs instead of nerfing the broken skills on classes like Warriors, and Mesmers.

Laughing Stock of DPS

in Ranger

Posted by: Kurow.6973

Kurow.6973

If they didn’t want ranged burst then why give warriors killshot? why are mesmers able to 2-3 shot ppl in under 3 seconds? the one class that’s suppose to excel at ranged dps is at the bottom of the ladder in terms of ranged dps… real.

The solution to a broken skill on one class is not to break the skills of another class.

…Pet classes need to be the highest single target DPS…

Not gonna beat around the bush…but this proclamation made me laugh really hard.

(edited by Kurow.6973)

Easy solution to pre-cursor complaints

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

Aion had something similar with their entire unique PvE Armour+Weapon set.

It involved different types of quests, from hunting mobs for drops, to finding hidden “lights” during specific hours, to crafting a specific items, and even running from npc to npc in a specific amount of time. The entire set wasn’t easy to acquire and required quite a bit of patience, a LOT of frustration (should be avoided), and devotion, until about 2~3 years into the game.

Though the items you gained were weak for PvP compared to PvP gear (because they had a bonus stat that either increased PvP armour, or damage by a %), they served as a gateway to even better gear from dungeons, and PvP. They also had their very own unique skins.

However, keeping in mind that GW2 is a game that I do NOT wish to turn into a gear game, I would suggest keeping the stat differences VERY minimal.

I feel not everyone was given an equal opportunity to play the event

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

precursor means little to me just decoration

If that’s the case, you wouldn’t mind giving everyone that missed out a free precursor, or 200g each…right?

I feel not everyone was given an equal opportunity to play the event

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

If the reward was lousy then you’d have people complaining it wasn’t worth a 3-4 hour (or more depending on disconnects and the like) time it took to complete it. Can’t really win in a situation like that, someone is always going to be unhappy about the reward not being good or being too good.

I think what most people are “pissed” about, is the fact that the chest offered precursors to begin with, especially with such a high ratio…and the fact that some people got it do it multiple times, and in some cases gained multiple precursors while others couldn’t even do it.

Most people wouldn’t cry so much if precursors weren’t involved…and it would have been a lot easier for ANet to fix as well if it was just 2 exos, the earring, the bag, and rares. However, with precursors being given out…that’s another whole different level.

Is it just me...or did anyone else notice...

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

yeah but … with teeth … ouch

Just like the movie “Teeth”…O_O…and it gets weirder…

Is it just me...or did anyone else notice...

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

I asked this in all the map chats, and I got quite a few people responding they noticed the following too. Which makes me wonder; what was on the designer’s mind when they came up with these?

The loading screen for Southsun Cove has some interesting structures that look like…..

The mouth of the Karka mobs in Southsun Cove looks like…..

O_O

Ancient Karka? The First Good Boss Battle?

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

I like the fractals far more than anything else from this update. They’re all unique, and I wish there were more fractals like the Colossus one. That specific one gave me the feeling of playing a single player RPG.

As per the Ancient Karka fight itself, it was meh. Took way too long, and I think the idea of precursors from the chest was a real kick in the balls for most people, especially those that didn’t even have a fair chance at it. IMO, they should have been left out of the chest entirely.

Suggestion for Community: Better PC?

in The Lost Shores

Posted by: Kurow.6973

Kurow.6973

You know what you should do for those people, instead of making this thread?

Buy them all new computers. =]

…and before you start assuming I’m speaking for myself, I was/have been playing with 60 FPS with max settings and v sync on. However, server lag=/=pc issue. Not everyone’s lag issues are caused by their personal computer system.

During the event today, I had zero lag, until the leading Ancient Karka back to it’s nest portion started. Soon as that tree went down, boom…massive delay for EVERYONE…and it lasted almost all throughout the rest of the event.

Lost Shores Feedback Thread

in Guild Wars 2 Discussion

Posted by: Kurow.6973

Kurow.6973

The easiest solution to this would be for ANet to reward everyone that was online for the last 5 hours with a “Ancient Karka Shell”, and a “Ancient Karka Shell Box”. This way, no one will feel left out and ripped off. Since these 2 items are account bound, and since there’s already people running around with multiples of these, it should not affect the economy in any shape or form…while at the same time, ease the frustration of players who missed out on it because of a multiple reasons.

Laughing Stock of DPS

in Ranger

Posted by: Kurow.6973

Kurow.6973

As you have said, we are like free kills for everyone, except those who have been playing for 2 days. Ranger isn’t about playing how you want to play, it’s cold math. Shortbow and axe for us, nothing else. And I for one, am not really into these weapons. Axe-throwing is lame, and not satisfying, shortbow is like button 1 spam, and we can’t even kite around with it, cuz of relatively slow recharges (Crippling shot causes 3secs of Cripple and has 12 s CD) The other weapons are next to useless. especially in pvp.
Spirit’s die in 3 hits, our signets are almost worthless if not traited to affect us aswell.

It’s been more than 2 months since the game was released, and rangers got nothing except a nerf to shortbows, and buff to harpoon guns (YAY). warriors get buffed in every patch, why?!

Because it’s Guild “Wars”.

That aside, I don’t want another burst ranger. There was enough of that in GW1…and Aion. That’s not how ranger should be. A ranged high burst class is stupid.

Imo, there’s no need to boost DPS in ranger weapons. What needs to be done is a fix to AI for pets, and universal bugs that affects all classes (including projectile bugs ofc).

We deserve a STAIGHTFORWARD answer: SB+QZ

in Ranger

Posted by: Kurow.6973

Kurow.6973

Honestly…I see no problem with it as it is. Even if they nerfed it, deal with it. I still use it when in the mood.

I hear people kittening about shortbow damage compared to thief shortbow too…and I mean…really? Is that a joke? LOL!!!!

All shortbow skills for ranger have a 1200 base range too. The base shooting speed of 1 is almost 2x as fast as thief’s 1 as well.

People are too busy kittening, to actually go learn to get better. They just want everything baby fed to them. There’s nothing wrong with shortbow 1.

Got kicked out of a group again :D

in Ranger

Posted by: Kurow.6973

Kurow.6973

I don’t want to start a flame war or anything, but maybe it’s not the ranger they don’t want. Maybe it’s you the player.

It makes sense to me. I’ve done a lot of AC, CM, TA and HoTW Exp runs and never ever got kicked out of the party, nor in the occasional runs I did in all the other dungeons (except Arah, I’ve never done it :p).

But I’m also noticing that people is getting more and more picky when looking for groups. When I started farming nobody used to ask what level/profession you were. Lately I’ve even been asked to link my gear. But seriously, don’t blame it on rangers, we are not that bad running dungeons. It’s just that some players suck so bad at dungeons with their squishy builds that they only like warriors and guardians to save their kitten

Actually we are quite bad at running dungeons. Mostly because pet survivability sucks and the many projectile bugs in this game. We get on snipers vantage point and we get immunity, we get on flat ground and phantom obstructions pop up. We send pet in which is 50% of our dps and he gets insta gibbed, there are many reasons rangers suck in both pve and pvp.

Pet is 50% DPS? Really now…lol!

The issues regarding immunity and obstructions apply to other classes too. It’s not ranger specific.

The reason behind “immunity” is because if a mob is unable to attack you in the location you’re at, it’s only fair that you cannot damage it either. There’s nothing wrong with this usually. Given that, there’s also some cases where a mob randomly resets in the midst of a fight when nothing was blocking it’s ability to attack you. However, this is an issue all on its own as it happens to melee classes as well.

As for the “obstruction”, yes, it’s an issue, but it’s not as bad as you, and others like you make it sound. It usually only happens in certain locations because of the terrain…and, as I’ve already said, it applies to all classes. It is NOT ranger specific.

Got kicked out of a group again :D

in Ranger

Posted by: Kurow.6973

Kurow.6973

I have never been kicked, nor have I ever kicked another Ranger from group.

It all just sounds like specific servers/players do this because of their elitist personalities…or do people just like making up stories…?!?

Power Shots, worth it?

in Thief

Posted by: Kurow.6973

Kurow.6973

Not worth it. The entire trait is kinda a joke…just like Ricochet, and some others.

VERY important question for ANet!

in Thief

Posted by: Kurow.6973

Kurow.6973

I know you’ve been busy balancing, and nerfing thieves every single patch…however, my major concern lies else where. Are the bugs and actual issues regarding the class being fixed?

For example; is the “bug” for being hit continuously and for the full duration of a channeled skill while in stealth being fixed?…or is it “working as intended”? This applies to mesmer clones hitting you through stealth as well.

anti-burst patch, eh?

in Thief

Posted by: Kurow.6973

Kurow.6973

Oh so the point is to have crazy powerful first tier traits that deal massive undodgeable dmg and can cause undodgeable stuns…
then numbers and facts are random and can be waved off with a few angry mutters.
Oh fun…
Guess you might just have a future in the dev business.
LOL

Are you able to read?…or are you simply going to repeat yourself like a broken record?

The problem is the supposed anti-burst countermeasures hurt non-burst builds than the burst ones. After playing tonight I can tell you straight out that glassy D/D builds still have crazy burst. Shortbow, and D/D will still drop players in mere seconds if they don’t react instantly. The damage nerf wasn’t that bad to them.

Balanced x/D builds that use CnD as a reliable form of damage or shortbow for team fights? Ouchies, your damage took a hit. I was running S/D daze on my thief, and I’m not sure what to do now with the Daze nerf. I might stop playing my thief for my ele until more build options open up that aren’t so pigeonholed.

I mean backstab doesn’t get touched, but tactical strike does?! What in the world is going on?

I’d be lying if I said I wasn’t playing S/D in sPvP when on my thief. However, The only reason I see as to why they went with this type of nerf was because people were complaining not to touch backstab itself, and because they wanted to indirectly nerf P/D, and S/D…while at the same time, nerfing the initial burst of D/D backstab. So from what it seems like, to me, they went with kill 3 birds with 2 stones.

However, I think this was unnecessary (nerfing S/D, and P/D), and in fact, if they wanted to nerf backstab itself (sort of understandable), they should have done something similar to what I suggested last week regarding the “Flanking Strikes” trait. If they had done that, it would have kept the DPS potentiality of skilled thieves, while nerfing the backstab damage itself.

With that being said, I’ve personally have found myself playing my Ele, War, and Nec far more often than my thief. In fact, I don’t recall playing my thief in the past 2 weeks besides doing jumping puzzles, and gathering from nodes. This is a sad sight because I was really excited to play the thief class, and it was in fact the first class I played, and maxed everything in, including getting it completely geared…yet, it’s the least played class in my selection now.

Dancing Dagger Nerf a Bit Over the Top?

in Thief

Posted by: Kurow.6973

Kurow.6973

Are people really that clueless, that they didn’t notice in what indirect way the backstab build was nerfed in sPvP?

anti-burst patch, eh?

in Thief

Posted by: Kurow.6973

Kurow.6973

It IS anti-burst.

C&D damage was drastically reduced.

Mug damage is fine as is. If Mug damage is reduced, a massive nerf on all other class’s class specific skills are required. If you can live with that and not qq, then sure…nerf Mug damage, but make sure to nerf all the other class’s class specific damage by the same amount, if not more.

Mug is a first tier trait.
Do you want to go over other first tier traits?
When it comes to dmg they tend to be situational 5-10% dmg buffs.
Yes 5-10% dmg buffs that aren’t up all the time…
Mug is a 33%~ dmg buff on spike.
That’s ridiculous.
That’s not even all of it.

Mug makes steal apply venoms.. like basilisk venom…
So causes undodgeable stuns or immobilizes…

All in a first tier trait…
So where would that re-balancing be again?

That’s the point. Other class’s damages (equivalent to Mug, and in some cases MORE) from their class specific skills are inherent…and does NOT require a trait to begin with. Steal/Mug is DODGE-ABLE, and BLOCK-ABLE!

Please, DON’T throw out random “facts” and numbers to try justify an invalid argument. Thanks!

PS: The main reason WvW damages are so high, is because of the difference between PvE and sPvP gear. The most important one being Critical Damage. You can have almost 2x the amount of CD in PvE than you can in sPvP gear.

(edited by Kurow.6973)

anti-burst patch, eh?

in Thief

Posted by: Kurow.6973

Kurow.6973

It IS anti-burst.

C&D damage was drastically reduced.

Mug damage is fine as is. If Mug damage is reduced, a massive nerf on all other class’s class specific skills are required. If you can live with that and not qq, then sure…nerf Mug damage, but make sure to nerf all the other class’s class specific damage by the same amount, if not more.

PS: I’ve been playing my warrior and my other classes almost 10x as much as my thief recently…and I must say…they are soooooooooooooo much more OP than thief. It’s lolworthy how easily I kill thieves. Especially the glass cannon ones.

The only thing I find my thief shining over my other classes is the fact that I can stealth and gather from nodes much easier than my other classes (where I have to fight off the enemies nearby before gathering).

(edited by Kurow.6973)

Dancing Dagger Nerf a Bit Over the Top?

in Thief

Posted by: Kurow.6973

Kurow.6973

I think whoever came up with the idea to nerf the damage by 50%, forgot to nerf the initiative cost. Waste of initiative to use the skill now.

Mini game!

in Suggestions

Posted by: Kurow.6973

Kurow.6973

I think something similar to Rollerbeetle Racing from GW1 in GW2 would be quite fun and popular amongst people. However, instead of something like Rollerbeetle, the players control one of the Charr warmachines, or something similar.

For example: http://i.imgur.com/PXris.jpg

Expert PvP thieves, I need your guidance...

in Thief

Posted by: Kurow.6973

Kurow.6973

You know who you are: you win most of your PvP battles.

My question, what specifically do you do better than thieves who lose most of the time?

1) Have you memorized all the animations of all the classes so you know exactly what is coming, and what you must do in the next 1/10th of a second to avoid it?

Or do you just look for any animation and hit dodge or stun?

2) How did you go from bad to good? Did you practice on training dummies to get your automatic reflexes solid on the proper keys? Did you think it all through first and come up with a plan for each opposing profession?

Training dummies are pretty useless to practice on. It’s all about trial and error.

You can always enter an empty server with a friend and practice that way, or just go tackle the 1000 mobs that pull, stun, knockdown, and knockback in orr.

Removed

in Thief

Posted by: Kurow.6973

Kurow.6973

This video was nostalgic considering I encountered an almost identical ele yesterday. However, he always ended up running to fort guards and waiting to re-engage me when I was fighting someone else. He eventually died at the feet of his guards from bleeding, but was able to get back up because I couldn’t get close enough to finish him off.

Just goes to show that a properly played ele doesn’t lack survivability, and in fact has more escape tools than any other class, unlike what most bad players claim. I’ve noticed this myself when I play my ele, and I’ve said this countless times…but the naysayers who refuse to learn will always argue.

The weapon set I was using at the time was identical to yours, with the exception of my bleeding doing significantly more damage, my health being over 20k, and my utilities being different.

(edited by Kurow.6973)

Things that could use a buff!

in Thief

Posted by: Kurow.6973

Kurow.6973

The Superior Sigil of Rage and Critical Haste are, respectively, one of the best sigils in the game and one of the strongest traits available to a thief – why would you buff either ever?

If you have a trait identical to a sigil, make it so they don’t stack. That is what I was getting at. This creates more issues than solves, and prevents diversity rather than creating it.

Not to mention the fact that quickness needs a serious nerf anyway.

Honestly, I don’t think any kind of sigil/rune should be duplicated into a trait at all. That to me says laziness.

(edited by Kurow.6973)

Things that could use a buff!

in Thief

Posted by: Kurow.6973

Kurow.6973

7: Critical Haste (Critical Strikes): Again, this trait is identical to the “Superior Sigil of Rage”, with the difference being that the sigil offers a longer duration with a longer c/d. There’s not much appeal to it. However, as we all know, quickness needs to be adjusted anyway. So, I will leave this for later when/if quickness is changed. If not, I’d like to suggest that the duration be increased to 3s instead of 2s to make it appealing enough to use over the sigil.

8: Assassin’s Retreat (Acrobatics): Again? This skill is identical to the “Superior Sigil of Speed”. The only difference is that the trait has a 1s c/d, while the sigil does NOT. C’mon Anet, let’s get creative here. This trait needs either a serious rework, or just needs to be scrapped all together for something better. How about a chance to trigger swiftness on critical hits…or on damage taken. Perhaps something like 30% chance on critical hit, or 40% chance when hit for a 3s swiftness buff with a 5s internal cooldown?

9: Fleet of Foot (Acrobatics): My only suggestion for this would to be to add “Chill” amongst the conditions removed. However, this may be overdoing it, so I’d suggest testing this first in monitored sPvP.

10: Pain Response (Acrobatics): In theory, this trait can be excellent for survivability. However, in practice, the amount of conditions that are constantly applied, with the addition of boon removals, makes this quite useless when playing against good players. My only suggestion for this would be either to increase the duration of the regeneration boon to 15s, or reduce the internal c/d to 40s.

11: Hard to Catch (Acrobatics): My suggestion for this would be to simply reduce the internal c/d to 45s. However, just like “Fleet of Foot”, this may be overdoing it, and must be tested in sPvP to weigh its viability.

12: Quick Pockets (Acrobatics): Though this may seem like a decent trait, for being a final trait in the acrobatics trait line, it’s severely lacking. I haven’t come across anyone using this trait at all. This is no surprise considering it is completely out of place, and as aforementioned, severely lacking. This trait needs to be completely reworked, or in my personal opinion be completely replaced by something more appropriate and viable. How about something like you block the next attack against you when you enter stealth (again, name needs to be changed of course…maybe something like Shadowy Defense)?

13: Flanking Strike (Trickery): With recent talks about “Backstab” nerf being on the horizon, and its raw damage capabilities, this trait needs a serious buff. I would recommend the damage boost provided by this trait be increased to 15%, instead of 5%, while reducing the damage that “Backstab” deals by 10%. Also, I would suggest swapping the trait from being number 4(IV) with 6 (VI: “Long Reach”). This way, the raw damage capability will take a hard hit for players relying on the cookie cutter build, but at the same time force those willing to continue playing the build to invest 20 points into the “Trickery” trait line to achieve similar damage. This will also in turn reduce the number of available trait points they have left to invest into the “Deadly Arts” and “Critical Strikes” trait line, resulting in an overall limited damage capability. So, even though the damage of “Backstab” reliant builds will be nerfed, the overall DPS will not take such a hard hit as long as players are skilled enough to constantly remain behind enemies. In fact, this will provide a significant boost for players in PvE if they choose to trait this and remain behind enemies majority of the time.

14: Initial Strike (Trickery): Once again, this may seem like a decent trait in theory, but it just doesn’t give enough benefit to slot the trait. My only suggestion for this would be to increase the chance for it to trigger from 7% to 10%.

15: Ricochet (Trickery): I mentioned this in my previous post. This trait is not only a potential danger in PvE and useless in PvP, but I believe the ranged AoE aspect should be left strictly to shortbow. As I previously mentioned, I feel this trait should be replaced with a new trait that adds 300 (1200 total) range to pistol skills.

That is all for now. I shall be back later on with more input on other aspects that could potentially make this a more fun class with a lot more diversity.

(edited by Kurow.6973)

Things that could use a buff!

in Thief

Posted by: Kurow.6973

Kurow.6973

Before any assumptions are made (because I already see people making them), I don’t have any favourite build(s). I just want more diversity. GW2 severely lacks diversity compared to GW1…especially on the thief class. This is why you see limited builds and it feels like everyone (especially thieves) is playing the same build, because it’s just that limited. Sure there’s other builds you can TRY, but they’re all obsolete because they’re far too ineffective.

Anyways, I’ve read through some suggestions, and some made sense, while others I completely disagreed with. Three of the main ones that caught my attention are; making black powder field being on top of enemies instead of yourself, reducing mug damage significantly, and adding a cast time to steal. I highly disagree with all of these. For one, you DO NOT want a field to be on top of where the enemy was where you shot them, as this will make field combo-ing just plain silly, and the enemy can simply move out of it. Secondly, you take a look at mug damage (comes from a trait mind you) and compare it to other class specific skills that deal damage (especially warrior adrenalin based skills) and you’ll notice this is nothing (not to mention the fact that steal has a 45s c/d)…and finally, you DO NOT want a cast time on steal. The class specific skill for thief is already significantly weak (especially when un-traited) compared to other classes, and it does NOT need to be even more limited and weaker.

Moving on from that, this time, I’d like to bring into light some issues with traits and possible replacements and buffs to a few traits that will make them more appealing, and possibly open up new idea for builds for players, thus creating a bigger diversity in play style.

I’d like to begin with “Last Refuge” from the “Shadow Arts” trait line. Though this inherent trait is excellent in theory, in practice it can be quite devastating when playing with an offhand dagger, or using steal with “Mug” and “Hidden Thief”. If you happen to use “C&D” or “Steal”, and your HP drops to/below 25% in the middle of it, you not only lose your stealth, but you are granted the “Revealed” effect which is contra-beneficial. I’d like to suggest that this be fixed by one of two methods. First option would be to allow the stealth to stack, and not reveal the player if damage occurs from “C&D” or “Steal”. The second option would be to allow the second stealth effect to simply override the “Last Refuge” stealth effect.

Continuing on, next up, we have the traits that people are free to choose from. Bear with me, this will be long. I apologize ahead of time.

1: Corrosive Traps (Deadly Arts): As is right now, I honestly do not wish to comment on this until traps are fixed. As others have mentioned, traps need a serious reworking/buff.

2: Sundering Strike (Deadly Arts): This trait is almost identical to the “Superior Sigil of Frailty”. The only difference is that the trait gives a 40% chance with 5s duration and 1s internal c/d, where as the sigil gives a 30% chance for 10s duration and no internal c/d. My suggestion would be to simply remove the internal c/d of the trait, or increase the duration to 8~10s instead of 5s.

3: Improvisation (Deadly Arts): I’ve tried this trait and given it countless number of chances to impress me in any shape or form. However, the sheer reliance on RNG has lead to only disappointments. I have yet to find anyone using this trait at all. This trait MUST be either scrapped for something better, or reworked. How about something like 40% chance on critical hits to bleed and cripple your enemies for 4s with a 10s internal c/d while wielding a melee weapon (change of name required of course, maybe something like Devastating Cut)?

4: Dagger Training (Deadly Arts): I’ve noticed that there’s absolutely no trait that gives any kind of boost to swords or spear. My recommendation for this would be to change this trait into something like “Melee Training”, where it increases the damage dealt by daggers, swords, and spears by 5%.

5: Practiced Tolerance (Critical Strikes): I like the idea that the trait gives gives a little bit more survivability. However, it just doesn’t feel like it’s enough at all…and it’s extremely rare to find anyone using it over the other, much more appealing traits under the Critical Strikes trait line. I’d like to suggest that an added bonus of 5~10% Precision be added to Toughness, or 5% Toughness be added as Vitality. This will surely make the trait a lot more appealing, especially to PvE players doing things like dungeons or world boss fights.

6: Ankle Shot (Critical Strikes): The only suggestion I’d like to add here is to reduce the c/d to 5s instead of 10s. However, to compensate for this, decrease the chance to trigger this from 60% to 40%.

Thiefs and there invs

in Thief

Posted by: Kurow.6973

Kurow.6973

UMM yeah they can fix it they broke it they can UN break it.. its not that GD hard

Be kind enough to do it for them!

How thieves think thieves should be balanced

in Thief

Posted by: Kurow.6973

Kurow.6973

1: Make steal interrupt casting or give steal an aftercast delay.

No! This is how instant skills work, and how shadow steps in Guild Wars have always worked. Also, thieves don’t need any more aftercast delays than they already have.

2: Make steal unable to apply any Utility venom (serpent’s touch trait will still work).

No! Making steal’s utility worse than it already is compared to other classes is not a fix.

3: Remove quickness from the game or reduce the speed boost to 50% faster instead of the 100% faster that it is now.

Okay, I can support this. Quickness does make certain classes really stupid. Reducing the bonus from 100% to 50% would do a lot for balancing. However, if this is implemented, animations of certain skills MUST be adjusted.

let thiefes kick themselves out of stealth when they miss their backstab while stealthed. imho all those kitten thiefes spamming 1-1-1-1-1-1-1 while stealthed will notice it needs at least a little skill to burst with the backstab combo.

This suggestion is utterly stupid. This will make the class’s specialty completely useless against good players.

According to you, backstab takes no skill right now. You must be high. Backstab takes the most skill to execute its full potential amongst all the available skills in the game right now.

Things that could use a buff!

in Thief

Posted by: Kurow.6973

Kurow.6973

Before I head to bed, I only had a few suggestion and comments regarding p/p.

Keeping in mind p/p is supposed to be our ranged DPS:

1a: Vital Shot: Increase the fire rate of this ever so slightly, OR boost the raw physical damage by a bit…OR if neither of those, add a second tick to the bleed (instead of 1 per shot, 2).

1b: Sneak Attack: My only suggestion for this would be to slightly increase the physical damage it deals.

2: Body Shot: This skill is just way too slow. In theory it’s good, but the animation is RIDICULOUSLY slow. My suggestion for this would be to either increase the fire rate, OR increase the duration of the vulnerability, as well as add a crippling effect to it (as others have already suggested). The skill can also use a slight boost in damage.

3: Unload: This is essentially the ONLY skill I find myself using anytime I resort to my p/p. Usually during the boss fights in dungeons where I am forced to stay at range. The only thing I can think of that may benefit this skill would be a slight increase in the fire rate. So, instead of 1.75s (ends up being about 2s with full animation), reduce it to 1.5s (roughly the same fire rate as sneak attack, regarding delays per shots). A minor boost in damage, OR a reduction in initiative cost wouldn’t hurt either as it’s very easily dodged. Once you see someone using unload, you can dodge, and you will only take 1~2 of the hits.

4: Head Shot: I believe this skill is perfectly fine as is. However, an increase to the daze duration from 0.25s to 0.5s wouldn’t hurt.

5: Black Powder: For 6 initiative cost, the skill just doesn’t offer too much, and does next to nil damage. This skill can use a serious buff on damage for its initiative cost, or the cost should be lowered. I also really like the idea another individual posted here regarding the skill offering stealth on use, as p/p weapon set offers no stealth at all, even though it has Sneak Attack in its skill list. This would also benefit players wanting to play s/p tactically (not being a pistol whip hero) with their executions of Tactical Strike. It also wouldn’t hurt increasing the damage, and radius of the field ever so slightly, to allow for better field combo-ing for its initiative cost.

As far as traits go, Ricochet seems to be a trait that is completely avoided like the plague. In PvE, it can potentially lead to excess aggro-ing without intention (which can end very bad), and in PvP, you’re better off using a short bow. I personally feel that the ranged AoE damage aspect should be left to short bow strictly. Therefore, my personal suggestion would be to completely scrap this trait, and add a new trait that increases your pistol range by 300 (so 1200 in total) in its place. Leaving it in the Trickery trait line (favours steal, which puts you at melee range…which is not ideal for someone trying to stay at range) would also force players to invest at least 20 points into it if they wish to benefit from the boost.

(edited by Kurow.6973)

Assassin Signet and what comes next

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Posted by: Kurow.6973

Kurow.6973

AS is a lot better now IMO, than before.

You can use it with multi hit skills with more effectiveness.

So, the only people qqing are the one trick pony baddie thieves.

Assassin Signet and what comes next

in Thief

Posted by: Kurow.6973

Kurow.6973

You people act like this was unforeseen.

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

It’s kind of sad. People can’t counter thieves and think they’re OP because they counter their glass cannon playstyle. Now we have to suffer for it.

Glass cannon? I got wrecked by a thief with a decently geared level 65 Guardian. Now you’re not about to tell me the five heals I can pull off as a guardian make me a glass cannon, are you? Or how about the other two people I had with me, all trying to run around and chase down a teleporting, stealthing thief were too squishy, are you?

Uplevel…learn what it does…glass cannon…learn what it means…

Seriously…why the kitten is this thread still up?

Taking All Bets! Name that nerf!

in Thief

Posted by: Kurow.6973

Kurow.6973

They won’t nerf anything, if they do it will be Assassin’s Signet and the trait that makes Steal do damage.

That’ll make steal even more garbage compared to other class’s class specialty.

Stealth bug/glitch or is it supposed to be like that?

in Thief

Posted by: Kurow.6973

Kurow.6973

If you wanted to stack stealth, just blast finisher a smoke field. You can get minutes worth from that.

No, you can’t!

What is not overpowered about a thief?

in Thief

Posted by: Kurow.6973

Kurow.6973

This is amazing, all I see is:

Attachments:

Taking All Bets! Name that nerf!

in Thief

Posted by: Kurow.6973

Kurow.6973

I’m betting that thief players will either quit thief, and roll another class, most probably a class the qqers play, playing the class better than the qqers, and therefore cause those classes to get nerfed by other qqers…or they’ll quit the game after wasting the time they did getting their achievements and gear on their beloved class, just to get bombarded by unnecessary nerfs.

I’m not entirely worried though since I’ve long moved away from thief being my “main” since I foresaw a lot more kitten qqing and getting unnecessary things nerfed. You may want to roll a warrior/elementalist/necro/ranger. Those are the core characters of GW, and there’s a very high possibility that they will rarely ever be nerfed per say.

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

Backstab already does additional damage base on how much life someone is missing. So why not just make it where it can’t crit a target.

I just thought about that. So far I haven’t seen a single person actually think that part though. Thief can KEEP everything about it just make it to where Backstab

A skill designed to already do additional damage base on missing life on a target, Not be able to critical.

Umm… wow.. just wow..

I would first go here and read up on how the Thief skills actually work..

http://wiki.guildwars2.com/wiki/List_of_thief_skills

That’s the general type of person that qqs about nerfs. I find it hilarious that he wants to prevent a skill from critting too, even if it’s a non existent one.

I’m amazed that this thread is still up. There’s so much garbage being spilled all around. Nerf this, nerf that, qq I suck, make it easier for me. I mean seriously. Why is this thread still open?

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

Here’s an alternative suggestion.

Leave backstab alone and nerf dmg on CnD and Mug.

Mug is just stupid honestly, for a 10 point trait, I’m surprised it’s not a 30 pointer. CnD is already useful enough as it is, but it packs a huge punch. Mug and CnD together actually do more than backstab that’s not signet-boosted lol.

Yea….let’s nerf anything and everything.

Can we PLEASE lock this thread?

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

Can we close this thread already? It’s the same repetitive arguments that’s going nowhere.

Bad, and lazy players looking for ezmode, while the decent/good players are getting tired of repeating themselves.

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

Kurow.6973

Yes! When I’m on my thief, I don’t specifically “run backstab”. However, backstab is always there if I have dagger in MH. It’s a weapon skill. People need to stop kittening and get better.

If backstab dependent thieves were so hard to counter, I wouldn’t be killing every single one of them that jumps me.

As for AS, when did I say I don’t use AS? Ofc I use AS when it’s necessary (while running a pure physical damage build for example). It’s a utility skill. Doesn’t make it OP just because I use it. AS is a one time use in most fights. By your logic, every single utility you equip is OP.

People seem to lack serious logic when qqing about classes and skills it seems.

PS: Backstab IS easily countered by GOOD players. Which there’s a serious lack of. However, there’s a huge presence of BAD players. If someone runs backstab and manages to kill BAD players, then bravo for them…there’s a lot of them.
However, this does NOT justify any kind of nerfing

I was just pointing out that you argue both sides of the toss. On the one hand you trash Assassin’s Signet and are at pains to say how easily countered BS is, but on the other hand you use both.

Either you think the skills are bad or they are the ones you like well enough to play. Trashing them but choosing to use them out of all those available to you makes your argument unconvincing.

This is not helped when the main thrust of your argument is that nearly all players are bad at PvP. Clearly, applying basic frequency distribution, the majority players of the game will be AVERAGE. If the majority of players cannot easily counter a backstab thief, that means the average player cannot counter a backstab thief, which means backstab is OP.

The fact that you and a few other thieves have convinced yourselves that all decent players should (a) construct their builds entirely around the need to counter thieves and (b) be prescient in their dodging abilities (i.e. the lol comment of “just dodge as soon as he steals”) doesn’t actually mean thieves are easily countered in practise. It just means they can be countered in theory and that in practise it sometimes works. That’s very different.

Not sure if you’re being an idiot or not.

I never said AS needs a buff, which would have entailed that it was weak (trash). I said it’s fine as is…just like backstab. They’re FINE as is.

I also said backstab is ALWAYS available to a thief when they use dagger in MH, doesn’t necessarily mean they’re a glass cannon only focused around backstabbing. Reading comprehension bro!

If you’ve read anything I’ve wrote so far and UNDERSTOOD it, you’d know all I’ve said is thief is FINE as is, and should be left as is…with the exception of fixing stealth bug that allows channel skills and mesmers illusions to hit in stealth, and adding new weapon skills to give thieves more variety and options regarding their playstyle.

The “AVERAGE” players are LAZY, and BAD…and REFUSES to learn mechanics and develop counters. They’d rather want things made EASIER for them than LEARN. This is NOT a sufficient reason to nerf.

Thief is NOT the only class I play. So please, READ and UNDERSTAND before you type again.

Understood?…or still confused?

PS: If you’re referring to the guardian counter post I made (with that dodge comment of yours)…yea…you’re clueless, and don’t know how guardian works if you don’t know what I described works as it does.

(edited by Kurow.6973)

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

I have not read any of the responses in this thread, but just to chime in: Backstab needs to be nerfed (and it likely will be.)

My Warrior has close to 2.1k toughness and 27k hp. Backstab thieves that specc glass cannon can instantly teleport onto him from 1,200 range (right into an auto-stealth) and proceed to crit him for half of his hp in one single attack.

Stopped reading there and came to the conclusion you’re one of these clueless ones that come here to qq about something you have no idea what you’re talking about.

PS: Just to add to the injury…when I’m on my warrior, and I see a thief…I drool, because I know it’s an effortless kill for me. Especially if they’re a glass cannon.

(edited by Kurow.6973)

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

I have a 80 thief and engineer. My thief is my main and I really enjoy playing the class.

I think that a backstab nerf would be fine, but it would have to be balanced for lesser geared thieves such as me. In other words, nerf the top end but not all thieves. I do think, however, that the nerf should be accompanied by a survivability buff to help thieves in large zerg combat. Maybe an innate protection against AOE damage or AOE cc.

People have figured out at this point that when a thief stealths, they should just aoe the area. I remember that Rogues in wow had AOE protection to help out with their squishiness as well. Maybe somekind of reduced AOE damage and CC time when stealthed?

Honestly, if backstab gets a nerf, so should other glass cannon builds, especially warriors who can deal more damage with less requirements. However, this shouldn’t even have to occur considering a nerf in this case is NOT justified.

ANet should not be nerfing to make it easier for BAD players. Instead they should be leaving it as it is, forcing these BAD players to improve their skills and knowledge about classes, allowing them to develop counters to builds they have problems with. Not just handing them cookies because of their failure. In failure, there’s a lesson to be learned.

(edited by Kurow.6973)

Don't you dare touch Backstab

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Posted by: Kurow.6973

Kurow.6973

Question:

You see a thief coming at you as say, a guardian he’s making a beeline for you clearly and you have a second or two to react

How many horrific counters do you have to his abilities that will leave him wondering why he bothered?

You realize that backstab thieves precast BV and jump in with steal (mug). Therefore, the instant he uses steal, you dodge FORWARD! BV is wasted, and C&D in 8/10 times will miss (wasted initiative…wasted BV). If I have to say anymore regarding why this is the case, then you need to go learn the guardian class.

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

So you don’t have Assassin’s Signet on your build then? And you don’t run a backstab build because you find yourself being too easily countered?

Yes! When I’m on my thief, I don’t specifically “run backstab”. However, backstab is always there if I have dagger in MH. It’s a weapon skill. People need to stop kittening and get better.

If backstab dependent thieves were so hard to counter, I wouldn’t be killing every single one of them that jumps me.

As for AS, when did I say I don’t use AS? Ofc I use AS when it’s necessary (while running a pure physical damage build for example). It’s a utility skill. Doesn’t make it OP just because I use it. AS is a one time use in most fights. By your logic, every single utility you equip is OP.

People seem to lack serious logic when qqing about classes and skills it seems.

PS: Backstab IS easily countered by GOOD players. Which there’s a serious lack of. However, there’s a huge presence of BAD players. If someone runs backstab and manages to kill BAD players, then bravo for them…there’s a lot of them.
However, this does NOT justify any kind of nerfing.

(edited by Kurow.6973)

Don't you dare touch Backstab

in Thief

Posted by: Kurow.6973

Kurow.6973

I hear a lot of crying over Assassin’s Signet recently…and frankly this makes me lawl. The skill is used for a boost on a SINGLE attack, with a pretty long cooldown. I mean honestly…are people serious when they cry over this?

There’s NOTHING wrong with neither Assassin’s Signet, nor Backstab…or anything for that matter on the thief atm. People are just BAD! They have the reaction times of a sloth and are too stupid to carry stun/immobilize breakers. These people DESERVE to get steam rolled. Solution is to get BETTER…not nerf a class or skill that needs no nerf.

Backstab thieves are EASY to counter. Honestly, if you’re still dying to backstab, it’s because you’re BAD! That’s all there is to it. If you’re dying because of your own latency or fps, that’s YOUR problem, NOT the class’s.

Can we get a mod to close this thread already please!

Shadow Assault

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Posted by: Kurow.6973

Kurow.6973

Didn’t you make this thread before and got bombarded by logic and was pointed out why you’re an idiot? Or was that someone else who was qqing about the same thing you are?