I think tpvp requires the most skill (over wvw even though I’ll probably get flamed to a crisp for saying so) – just my opinion. And therefore the candidates are jumper, caed, toker, and sizer (though I’ll give a shoutout to Nietche because he’s quite good as well). I have watched all of them stream quite a bit and think that overall either toker or caed is the best – I would say caed no doubt but Toker has really good communication skills in team queue. I’m also a bit biased towards them because sizer and jumper use s/d build which I feel like is a lot more forgiving than the s/p d/p builds that caed and toker play. Just my opinion I’m sure plenty disagree and that’s cool.
Sleight of Hand is an excellent trait. You can interrupt people through stability for clutch stomp/revive interrupts. Plus thrill of the crime and bountiful theft are excellent team support traits.
The question is, how new game-modes would be affected by the balance. Because I doubt this game will get more depth if the balance keeps the same.
Maybe I’m not following you – but wouldn’t new game modes result in the emergence of a whole new meta with a whole new set of viable builds? I would think that, in and of itself, would be producing more “depth” to the game.
D/D is pretty bad actually – here is a common D/P build (runes/sigils are suggestions but not the rule):
http://gw2skills.net/editor/?fYAQNAoaVlUmSOHdy9E/5Ex2jdKUe69gsj1saFoJA-ToAg0Ecp4yxlhLJXWuGWs+YCB
And a common S/D build:
http://gw2skills.net/editor/?fYAQNAsYVlYmSOHcy9E/5Ex2jdKUeqVgmdP4q8rKA-ToAg0EFpKyVkpIZR2iGWs+YWA
The most disheartening is that I find I’ve been manipulated into playing against the design philosophy of the class.
I’m being compelled to stay in extended engagements my class isn’t designed to win.
I should be moving around the melee, avoiding attacks and eluding CC, hitting hard when gaps open up in my opponent’s defense, and disengaging when my advantage is lost. I realize this is frustrating to my opponents, but that’s the point of the class—we’re SUPPOSED to be frustrating you.
Instead I get stuck in CC, dragged into the thick of the fight, and even with ~20k hp, I get shredded in just a few seconds with little hope of bugging out to regroup and try again.
It’s funny how many other players don’t understand this high risk of the thief gameplay and persist with calling thief OP due to their high burst damage potential.
Just popping in to comment on a portion of your book of a rant, Pistol Whip is not the primary damage source of s/p. Autoattack does more damage and maintains permanent weakness and crippled. Pistol whip is there to force your enemy to stop movement completely, interrupt highly telegraphed moves, and cause them to waste stun breakers. It’s more of a utility than a straight damage source.
I love sword main hand and pistol offhand but pistol whip is pretty tough to use… this is a bit enlightening comment as I could see it being a lot better if you don’t focus on using pw as the main damage source. I had been basing my play off of watching Faeleth videos – he seems to use pw a lot for just damage.
I also don’t think the sword #2 nerf was as bad as people are making it – it was way too strong as it was acting as a pseudo stun break… with the 1/4s cast time the skill floor on it has been raised up a bit and you actually have to watch animations if you want to make the most use out of it – i’m fine with it… That being said, I agree that thieves need some work to make some more viable builds and maybe open up the possibility of roles other than roamer/burst.
the sad part is there are some high level/rated players that do this - I can think of one in particular that I've personally witnessed pull this kind of crap on multiple occassions but I'm not going to call him out on the forums... the fact is that the world is full of inconsiderate people that don't care about their impact on others and just do what they feel like. I agree that Anet should prioritize doing something about this becuase their current debuff doesn't appear to be working that well...So basically, rather than do your best and help your team, you condemned several other players to having to deal with a difficult map and being shorthanded on top of it.
More than a little selfish. And will have no impact on Arenanet removing the map or not.
The dev team needs to put in HEAVY penalties for match quitters and AFKers.
I’ve seen it a couple times too – it seemed a bit sketchy to me but I didn’t report it because I was not sure whether it was just legit lag or not… but it was basically impossible to attack that guy.
This is one discussion we’ve had multiple times internally as of late. It’s tricky because 5v5 is much more plagued with autobalance issues than 8v8. We agree that 8v8 doesn’t teach players the type of PvP we wish to pass along to our youngsters but there are still surely players who enjoy it. I personally would like to see 8v8 removed but we might need to visit how hitting play now prioritizes matches that haven’t started.
I would think that when (if) you introduce new game modes, e.g. TDM, it would be necessary to revisit hot join anyways – at which point you should remove 8v8 from conquest but probably keep it available for other game modes where it makes more sense (e.g. TDM) – of course this probably requires new maps as well so the effort is adding up.
My suggestion would be to give more importance to the Player Vs Player/s aspect instead of the Player Vs circle on the ground.
The circles are there to force conflict, allow for build/role variety, and promote large-scale strategy. Chess is player vs. player even though the object is only to checkmate the opposing king. It would be silly to say that chess is player vs. 64 squares.
I get the 3 points are to Force some sort of a fight there but the actual fight (on and off points) should be more rewarding than taking the point.
That might be true if the game mode weren’t called “Conquest” where map control is the objective, and killing opponents is only a means to that end.
So no, it shouldn’t be more rewarding in Conquest to kill a player than to capture a point.
This whole thing can be solved by introducing TDM and then revamping the scoring system of Conquest to better reward for controlling points and less so for killing off point. Then everybody wins. The two modes simply have to have different scoring priorities.
D/P will still perform fine. In the hands of a decent thief S/D can outperform D/P, but in the hands of a great thief, D/P outperforms in every aspect.
There is nothing that these changes have done, that have significantly neutered D/P, or even GOOD (emphasis on good/great) S/D thieves.
^ This. D/P (non-perma-stealth) is quite possibly the most balanced spec in the game right now.
In fact, this potential change might break the weapon set into stupid mode – which would be tragic, but in line with what Anet does. 1 initiative per second is a pretty big deal.
Checkmate atheists.
Heee XD
I agree with you that D/P is much harder to play than S/D due to lack of evades and the need to be in people’s faces – this is under the assumption that the majority of half-decent plaeyrs know not to stand in the black powder circle. However, S/D is not easy to play well either (compared to say hambow warr) because the thief is still squishy and has to know when to be using the evades vs attacking or else they go down just about as easy as the D/P thief. I disagree with you that there is no difference between a good and bad S/D player.
Just my opinion and no offense intended but I have to agree with Chicago Jack – If you ever spend any time watching Caed stream you will see how effectively he uses SB. He uses it like 75% or more of the time and only switches to D/P to burst down vulnerable/out-of-position targets.
This is in my opinion the whole point of sensotix his topic
I respect your opinion, but the whole point of this thread was to suggest that the devs should ignore 90% and only listen to the “top 10%” (in quotes because I personally do not believe there is a deterministic measurement in place to even accurately determine this and therefore is completely subjective). I respect Sensotix’s opinion and appreciate his videos and guides as well – I just disagree with the premise of this topic and felt hooma deserved props for calling it out.
when youve playing more than 11 games in team or solo que then your opinion will have some weight, dont get involved in discussions when you dont have a clue what your talkin about.
You don’t need to play more than 11 games to know that exclusion will lead down a dark path. Sad to see an army of entitled elitists already forming though. gl in your ventures
Not really elitist though is it. Literally this forums is full of people who don’t even pvp in this game. And they tell everyone to l2p or that this/that isn’t overpowered. It is a joke. There is so much misinformation. You do need to actually play pvp to have an insight into it. That is a fact
I would agree with you on that, but being called out by making a non-balance related statement is somewhat annoying. I know LeadFoot and he is a competent player, but by no means did he say anything related to balance.
Yeah exactly, all I’m saying is that 1) there isn’t really even any definitive way right now of identifying “top players” – its all subjective and 2) even if you could, that doens’t mean you should immediately ignore advice from everybody else. I also agree with Lords point and obviously you have to sift through all the crap on here and identify the good points – just saying that a player’s status should not completely exclude their points. And thanks Arc, always a pleasure to play with you guys hope to do it again soon.
Also, don’t want to sound like I’m bashing on Sensotix at all either – he’s a good player clearly and I do believe his goal is to help the game and the community and I really appreciate his efforts. I just disagreed with him on his original point, which he has now reworded to be a bit less dividing.
This is great, thanks. I like the thief vids… If I could request a few more… :o)
of course more thief gameplays will follow i love playing thief
I also really enjoyed the thief video – I hate s/d because of how useless the offhand skills are but you make it look a lot more fun. I wish s/p had a better dual skill I usually play d/p but I feel ningyou hit the nail on the head in your interview with him about how kitten it is right now in spvp.
I think your commentating during playing is perfectly fine. Thanks for posting the videos – very entertaining and informative
This is in my opinion the whole point of sensotix his topic
I respect your opinion, but the whole point of this thread was to suggest that the devs should ignore 90% and only listen to the “top 10%” (in quotes because I personally do not believe there is a deterministic measurement in place to even accurately determine this and therefore is completely subjective). I respect Sensotix’s opinion and appreciate his videos and guides as well – I just disagree with the premise of this topic and felt hooma deserved props for calling it out.
why i get no love? i was fighting for all the players and was the one who got bashed. i didnt see any +1
:)
I give you a +1 hooma because I agree with everything you have said fwiw. This thread is not constructive or useful at all – it’s just “devs should listen to the people that meet my definition of the top 10% and nobody else” which is, as you have clearly articulated, a bad argument. Glad to see posts from Allie that show they listen and evaluate all suggestions. Even though there are clearly a lot of bad ones, they can get still get people thinking out of the box which is never a bad thing.
you are wrong, devs are listening but not in the right way they dont make a separation between casual en long term players aka balance and casual suggestions, just look at the state of PvP as it is….
They are not doing any effort to talk to top players on a regular basis to talk about balance, and they are not making enough effort to communicate with casual players about other topics.
Just look at sensotix his youtube page on how much effort he puts into this game, its by far more then anything the devs ever did, same with helseth who did his rants, the info there is WAY more constructive then anything from the devs…
Ohh, you’re another one of those lucky forum posters who get to go to ANet design/devleopment meetings since you clearly know exactly what they think, do, and discuss. There are a lot of you guys on the forums… how do I get in on that??
why i get no love? i was fighting for all the players and was the one who got bashed. i didnt see any +1
:)
I give you a +1 hooma because I agree with everything you have said fwiw. This thread is not constructive or useful at all – it’s just “devs should listen to the people that meet my definition of the top 10% and nobody else” which is, as you have clearly articulated, a bad argument. Glad to see posts from Allie that show they listen and evaluate all suggestions. Even though there are clearly a lot of bad ones, they can get still get people thinking out of the box which is never a bad thing.
You can pretty much guarantee that on patch days we are constantly keeping a close eye on forums as well as online most the day in-game. This however is basically an all day every day occurrence. We do our best at finding issues that pop up from the release as fast as possible.
Reporting bugs that pop up on patch days are incredibly useful to us. To ensure we know about it you can always pm me or Josh, we can give you answers. This forum space isn’t really the place for debate about bug awareness however.
You guys should prioritize standing up a public test server to avoid more of these types of issues. I’m sure it’s not trivial to do but think of the benefits and the positive response you will get from the community. I think it’s worth bumping that up in priority – just my 2 cents tho.
Teldo had been using it since I started watching him on twitch but I’m really not sure when that was or whether it was before that patch or not – I would suspect so. Anyways, thanks for all the input.
Aside from when you are fighting a melee thief or warrior and you can just throw them at your feet with nearly zero travel time, grenades can be very difficult to use effectively. They have a long travel time and require a lot of prediction/luck to land.
Watch some of Ostrich Eggs recent streams – I don’t think anyone would argue that he is one of the best engis in the game and even he often has difficulty landing the grenades against ranged enemies. The skill/luck factor of the kit balance out the bang for the buck in my opinion.
Wondering what peoples preferences are on this. For example, Teldo would use BR mostly (for mitigating condi dmg) and switch out to PI if the other team had a lot of spike burst while Chaith seems to favor PI exclusively. Does anybody swap between them or do people think one or the other is far superior in all situations.
Because waiting 4 months wasn’t long enough. Because the tiny 4k viewers turning into 1k isn’t sad. Because top players quitting is progress. Because the thousands of upset players isn’t enough. Because it’s so hashtagWorth
Because every single thing they say can and will be used against them. Want devs to post on the forums and keep open with you? Then don’t be a kitten when you don’t get what you want. kitten happens, plans change, but if the devs know that if they ever post anything on the forums, and then something happens, that they will be abused over it, guess what? They stop posting.
Someone dug up a 25 day old thread to complain about the devs. That isn’t helpful, isn’t constructive, all it does is make it even harder for them to be open about what they are doing, or risk the wrath of keyboard warriors.
How dare you take the evil anet side!!! Everybody knows they hate hate hate (sob) us and pvp in general – they only put it in the game to begin with to TORTURE us (wah)!!! Everybody knows the balance patch will just intentionally screw up the meta in yet ANOTHER way and we will be even more justified in posting thread after thread about how Anet created this game only to torture us and tease us with their BS “esport” promises that they only ever intended to NOT keep. Don’t you realize that the devs hate pvp?!?! They spent all the time and effort implementing it just strictly to tease and torture us!! /cry
Seriously though, it’s a waste of time trying to talk sense in here – everybody just wants to kitten and moan like they know what development of a large scale game like this takes. After all, how can you argue with people who are capable of reading the minds of the devs and are in a position to question their competence?!? All you can do is shake your head and laugh…
Awesome videos, awesome skill. Thanks for posting. I think you should start listing some tips/tricks now :P
By doing what you did, you will just have the thief back in less than 1 sec: getting gaps is no use as long as Inf strike is left like this.
That immobilize is long enough to have the necro chain fearing you again, and you as an engi, do not have access to multiple stunbreakers.
25% condi immunity won’t save you since thief deals strong damage, and it’s the reason why thief-necro pair is so deadly ( they complete each other) and the reason why they’re defining the meta ( altough necro is the worse culprit).
The only way to escape would be to go in stealth via smoke bomb but if you can’t even endure a 2vs1 as a bunker we have a problem.
Yolo is top 100 in both solo and team queue, he’s not a newbie: the point is that in this meta, counterplay is not really possible.
I understand. I’m not claiming to be amazing—I’m r38 and have only climbed to the top 200 solo queue. There are tons of better players than me. I’m just saying I do it, so it’s possible. I don’t succeed every time. In the top 100 team queue it may be impossible, I don’t know.
Inf strike requires a target, correct? Even after coming out of stealth, I’m quite a bit further than 600 units away from the thief, so they’ll usually have to use shortbow or steal+inf strike to catch up. Necro can’t catch up and usually stays to cap anyway.
Everyone knows necro is a bit strong and s/d thief is a lot cheesy, I’m not trying to say they don’t need adjustments. I’m basically just trying to convince people to play rifle engineer
You’re trying to offer reasonable advice vs. just kittening about the meta. kudos to you
Bind stow weapon to a key. There’s a couple abilities in warrior worth using it for.
stow weapon – thats’ what i was referring to…
There is a sheath weapon command or something like that – i bound it to a mouse button to use when people dodge 5-minute long animation hammer warrior skills :P
SoloQ is not as bad as ppl claim… It’s just lacking players… If we had more players there would not be any problems with it.
ppl on top of the leaderboards get matched with ppl on the bottom of it because if they don’t, they will stay in queue for hours. The system is matching theme up because there is no one else on there “level” to match them with…
psshh take your common sense/lack of hyperbole post elsewhere bud – we don’t need that kind of attitude round here….
I don’t think some of the really new players (<10 glory rank) even know what they are doing. They just join it not realizing it’s a rated tournament where a lot of the people in there care about winning. I think if they knew that hot join was a better place to “learn” (even though this really isn’t even true at all – which is a whole other problem) then they might not join tournaments and go learn how to play there class in hot join. These people often just run around the middle and have no concept of capturing points but are more focused on trying to fight people because their main goal is to figure out how to fight other players, which is reasonable for a brand new pvper I think – it just sucks for more experienced people to get stuck with them in rated matches.
Making video guides is fine, but I think a lot of these people don’t come to the forums or research things on the internet – they just go into the game where there is little information about what they should or should not be doing.
Is it just me, or has something just like this also recently just started happening with the treb on khylo? I find myself getting on and off of it without hitting F while in the middle of a heated battle to defend it. It’s extremely annoying.
Seeing everyone take the stealth side makes me a little depressed.
I would like to see more thieves excelling without stealth.
Why? What is the point to be a thief and do not use Stealth?
Because ppl says that’s OP?
Why do you care about those whiners, if they’re just incompetents who can’t see that there is other methods to counter it, or just leveling up a thief and play with him instead
(that would be my choice)I main a thief. I am depressed because my people are not enlightened and im lonely as kitten.
Ohhh so choosing to not use a major profession mechanic because people complain about not liking it = enlightened? I learn something new every day……
It’s a symptom more than a problem – fix matchmaking and add incentives to playing pvp to get the playerbase growing and these sorts of things sort themselves out no? You probably can’t ever completely eliminate this sort of thing when you have strangers playing on teams together but addressing some of the core problems that give people reasons to do this sort of thing is a good start at least.
Bump – loading screens like twice as long as pre-patch. I have an SSD if that matters…
Blinds, proper stun-break usage, kiting, and dodging through melee range in anticipation of his only appropriate move to put damage on you.
What else could you possibly want?
This is the type of person adamantly fighting for this build to be considered OP. Take heed.
He posted he runs 30/30/5/5/0 S/D – SB thief… glass cannon with not much invested in the init regen that a 3 spamming sd thief really needs (e.g. jumper build) or acrobatics for more dodge – so he doesn’t have access to many of these counters.
Basically, his build doesn’t really have any way to deal with the skullcracker build… so his argument that the build is overpowered is probably just coming from the fact that he encountered a build he can’t 1v1.
Guess what, it’s a team game and you should not be able to 1v1 every class. As people have said, you have plenty of options for adapting, such as switching to D/P and using #5 blind to shut this type of warrior down, or investing in init regen or acro and having tons of evades via 3 spamming. Otherwise, get help from your team and know that you do not have the setup to take down this kind of build.
I’m still looking to hear some actual counters to this build other than lolStunBreak, lolDodge, lolBlind, lolRange because those are generic counters to melee builds.
“I want to hear counters other than these 4 perfectly legit counters you already told me”
(edited by Leadfoot.9071)
That thread is beyond ridiculous – as Nakoda pointed out the whole argument is based on 1v1 and fueled by FOTM condition build players taht are baffled that there is a counter to their setup. All attempts to point out that it’s a team game and calling in reinforcements to deal with a build that sacrifices everythign to counter something very specific are completely ignored. I would like to have faith in ANet that they don’t simply read thread titles and number of views/responses as a means for their balancing decisions….
Agreed, any chance of a anet person chiming in to tell us if this is planned at all?
It does not do more damage. You need to learn that you can still move until its animation has started. While it is PWing you are emume to all damage for that time. It is great it zergs — especially when enemies are next to each other as it hits multiple targets at once (until they nerf that).
PW is not an easy setup to learn, at all. That’s why most people don’t play it. It takes a ton of practice and a huge understanding of Teleporting in and out using Infiltrator’s Strike (when it’s not bugging out due to the lack of the develoeprs knowledge of the games code).
You also need to use Headshot in practical ways. Headshot and Black Powder will drop a Dagger Thief really hard.
S/P is very powerful. It’s not a setup that everyone picks up due to the way it works.
I find pistol whip very hard to land completely in spvp – I think you said you were going to make a video in another s/p thread a little while back which would be interesting to see because I’d like to know what your method in spvp against decent players is for getting off a full pw?
Any thoughts on S/P builds? Are they just not viable at all with the current condi-heavy meta? I would trade FS/LS for head shot black powder any day.
My personal opinion post-patch is still that D/P is suicidal. I believe I can justify that if you require me to do so.
S/D builds are still viable. Not in the sense of pre-patch but in the sense that with Shadow Trap you are able to do great decaps and force the enemy team to send sometimes even two people to take care of you.
I was asking about S/P – seems like no one runs it – I’m assuming a big part of it is that it’s hard to land a full pistol whip? Still, sword 2,4,5 still make it seem pretty sexy to me.
Any thoughts on S/P builds? Are they just not viable at all with the current condi-heavy meta? I would trade FS/LS for head shot black powder any day.
Sorry this probably doesn’t help you much but I really would love to play S/P in s/tpvp but I fear that with all the condition damage out there this build or anything like it would be severely kitten against any condi class. Although, Jumper manages to play an S/D build that doesn’t have much in the way of condi removal (Lyssa runes I guess?). I wonder if anyone successfully runs S/P in tourneys.
I think necros are fairly susceptible to cc – engineer have plenty of cc options so you could build with that in mind and have your teammates to nuke him down while you cc.
I played the build a bit last night and found it to be quite fun – I really like these warrior builds that have beefyness to withstand thief burst but also put out decent amounts of damage. I’m not really sure I understand the rationale behind Hoelbrak runes though.
On a side note, hopefully not derailing the thread, I watched a bit of Ostricheggs stream last night and he is playing a warrior – he was running an unusual support type build with banners and sword/shield mace/warhorn – it was quite interesting. I dont’ know the details of the build but it was fun to watch.
This build has such good sustain that I could see sticking with R as being totally fine. The toss and endurance refill on that utility seem way more useful than the stun break for this build.
Thieves can’t carry up to three other weapons along with their pistol, and swap between them all with no cooldown.
Thieves can’t chain-swap through kits to the extent that they rarely have to their pistol 1 ability at all.
Thieves don’t have a pistol 2 that stacks heavy poison on one or more targets, a pistol 3 that stacks blind and confusion across up to four targets, and pistol 4 that applies burning to any opponent in front of them, or a pistol 5 that immobilizes/cripples opponents in a solid area.
Thieves can’t swap out their pistol 4+5 for a ranged reflect+aoe knockback, or a block+ranged daze.Thieves can’t decide to use a different auto-attack, but still be able to instantly swap over and use their pistol skills when needed/they’re off CD.
If thieves could do all those things, then yes, I would agree that our pistol auto-attack needs a buff. But engineers are a completely different class from rogues, with separate strengths and weaknesses, so I don’t see how a comparison between the Thief and Engi pistol 1 abilities proves anything, one way or the other.
LOL really? A thief complaining about the tools they have? The top 20% thieves I’ve come across hit like a truck, move across maps and through zergs at will, and can reset any fight that’s not in there favour.
Just remember the frozen bird thawing out in the cow patty and kitten.
Actually he made a very legit point – P#1 for engy is pretty weak – but the pistol main hand in general is VERY strong overall for the reasons he stated – especially if you take into consideration the fact that, if they run kits, they have a near zero cooldown weapon swap to other kits and therefore rarely if ever need to even bother with pistol #1. Sounds like you are just tyring to turn this into the typical qq about thief burst thread which is not the point at all.
However, thief off-hand pistol is really awesome – both #4 and #5 are fantastic skills. Thief pistol main hand is pretty bad and if you run P/P you are blowing the majority of your initiative on Unload and don’t have a lot left over for the off-hand utility skills in most cases.
Engy/thief are the two classes I play the most so I do not have a bias here.
This isnt about trolling a suggestion, it is about the spread of misinformation.
Flame jet is not broken.
Advice has been given on how to propetly use the flame jet without missing.
This advice is ignored as “elitist” and “condescending”.
Listen to the advice.
The only advice I’ve seen from you is to turn off auto-aim. By auto-aim I’m assuming you mean auto-target? i.e. you don’t have a target selected, you use a skill, and it auto-targets the closest guy (or something like that). Is that what you mean?
Because I have that option disabled and my FT#1 often misses due to slight elevation changes.
The overcharge of turrets doesn’t take place immediatly after you press the button: you have to wait the next “cycle” for it to activate. You can avoid this delay if you buttonmash the skill when you put down the turret, in that case it will overcharge right after it’s been placed.
I returned to play engineer since the change to healing turret and sticked to it, it never failed to activate for me. Try to overcharge it right away and see if it still fails.
I have a similar issue to the OP where I get no heals out of the turret and this may explain it.. you are saying the second press of the heal button (6) must occur immediately after the first press? If there is a delay between the presses then the water field may not go down immediately when you press the button the 2nd time?
Also, you do need to delay the detonate after the 2nd press for a second right? i.e. mash 6 repeatedly and then pause briefly F1 to detonate? Thanks, I have been using the healing turret but sometimes it just doesn’t work and I’m pretty sure I must be doing soemthing wrong probably with the timing.
I’ve recently been using the FT a bit and find that it misses a lot when my target is at a different elevation than I am. The difference in elevation can be very small too. This is when I have the guy targeted and am facing towards him so I don’t think it has anything to do with the targeting options. Maybe you all are talking about something else but that is one major problem I have noticed with FT#1 – good example is the little ramp leading up to windmill/mansion on Khylo pvp map – if they are on the ramp and I’m above nearer to the point it will often miss.