Showing Posts For LionZero.3479:

So engi's get revealed aswell now

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Posted by: LionZero.3479

LionZero.3479

Ah yea mistake cd is indeed altered by traitline which makes it still however possible not saying its likely, as for the bounce not adding reveal i said i assumed it would and wasn’t sure on it, which i guess makes it slightly better as in not to be randomly revealed by an rng bounce.

But yea my post was mainly aimed towards wvwvw environment where engi’s now got a hardcounter if a pesky thief or mes keeps some people busy, when most engi’s where already in a good state vs thiefs ^^

So engi's get revealed aswell now

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Posted by: LionZero.3479

LionZero.3479

On a 30 second cd, traited 24 and lasting for 6 seconds on a 1200 range with acces to bounce reveals i assume, did engi’s rly need this option vs thiefs >_>

Source: gw2 stream on twitch just ago.

(edited by LionZero.3479)

Bugging Dolyaks is still a thing...

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Posted by: LionZero.3479

LionZero.3479

As far as i’m aware using swiftness on dolyaks will cause this out of syncing on the dolyaks, if you happen to be at the dolyak when it spawns and follow it with swiftness on you will see it on the proper position, however if someone swiftness buffs it and you encounter it half route, odds of it being out of sync are fairly high.

Please fix guard code in camps

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Posted by: LionZero.3479

LionZero.3479

Having flipped 9569 camps thus far i can tell there’s anomoly’s in spawn behavior at odd times, i’ve had dolyak gaurds instantly respawn endlessly once and recenly i’ve had a few enemy dolyaks spawn in camps owned by oneself.

However most of the time the spawning seems in line and the habit of bugging out if you cap it during a spawn or an upgrade finish seems the most likely cause for spawn related bugs.

Improving objective-claiming

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Posted by: LionZero.3479

LionZero.3479

Some suggestions to improve the claiming of objectives.

-Claims work only if you have an active wvwvw buff.
-Everyone can claim instantly, no more claims based on which guild had the most active players during the cap so others have to wait 3 minutes till they can claim.
-Claims dissapear when the there is no more wvwvw buff active so other people with an active buff can claim instead.

Another off topic suggestion that i consider an improvement would be to equalise the capping speed regarding of the numbers of people taking an objective so smaller groups or even solo players aren’t punished for trying to cap off-zerg.

Sick of condi builds when roaming

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Posted by: LionZero.3479

LionZero.3479

-Condi food already has an inherited advantage over +condi food, as conditions tick per full second, and both scale from the base condi-duration, also not to forget not all classes have insane base durations on their condi applications like let’s say a warrior or necro.

If you tweak condi food you also need to tweak durations on certain skills to keep a viable balance so condi builds also keep their middle ground and not either are all out overload or pure tank with no output.

Then again conditions are useless in big fights as there simply is to much cleansing going on, and there’s even loads of hardcounters in the game currently to condition specs.

The problem for condi specs mostly lies in anet’s powercreep philosopy where they applied to much overload acces and not keep their stronger conditions as smart application this again led to hardcounters and stronger anti-conditions traits and skills, killing any depth it could possible have had, the same goes for boons to some extend when it comes to application and removal.

Congratulations Far Shiverpeaks

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Posted by: LionZero.3479

LionZero.3479

For the beast of influx has been stained in their road to victory, showing powerless against the sheer will of the collective dedication to act as one against the odds.

And for that i take of my hat and bow, well played.

Gandara&Abbadon's Mouth vs FSP

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Posted by: LionZero.3479

LionZero.3479

Gandara must be bored facing us all the time so they went for the double team, which Am gladly accepts, in the final score it won’t matter anyway as it comes down to the last week.

Besides having a match vs Gunners and AG is probably more fun next round for us then another round of Gandara and Piken.

Gj on defense though, and we all know Gandara is mostly quanity these days anyway, which is a shame for the local inhabitants of Gandara that will have to endure the joy of gold league once the league is over.

EU: Silver League Predictions

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Posted by: LionZero.3479

LionZero.3479

Atm it doesn’t rly matter who ends second or third vs Gandara aslong as the loser of that MU wins the next MU, which means Piken, Gunners and FSP can flip coins till the last week, which decides who ends on shared second and who ends on shared 4th.

Whoever ends up last in the last week vs Gandara ends shared 4th so placing for last week might get a tail, if the 2 fighting vs Gandara want to push themselves third for an easier fight to grab 5 points and ensure second in the last week.

Anet Please let us salvage wvw weapons/armor

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Posted by: LionZero.3479

LionZero.3479

Iirc there was a dev post some months back hinting they would likely adress this, however it seems to have fallen off the radar again, and i’m to lazy to search the specific dev post regarding this.

But yea for something that that costs gold + badges, when tp gear at times is even cheaper for some stats then the gold costs alone already it seems a bit out of place for this to not be salvageable at least.

Switch League of Gandara and Augury

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Posted by: LionZero.3479

LionZero.3479

This would probably be a good idea but not likely to happen.

Gandara currenly is like a sc2 swarmhost can’t really move forward cause of all the free neverending units you have to clear on the way

Question regarding Fear change

in Profession Balance

Posted by: LionZero.3479

LionZero.3479

With fear becoming an interupt does this also mean fear will no longer be considered a condition but a cc effect instead?

This meaning condi removal won’t remove it, and also meaning only traits and cc runes/sigil duration affect it’s duration and no longer condition – and + will ?

If that’s the case sounds like a good change to have fear duration have a more consistent scaling then a a max of 100% increase in duration in certain environments.

Gandara EU Primetime is FULL

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Posted by: LionZero.3479

LionZero.3479

Show me a picture of the season live que’s for Gandara, by the looks of it even obsedian sanctum has a que for you guys XD

New GM traits!

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Posted by: LionZero.3479

LionZero.3479

Thief changes won’t change anything for thief outside of making it harder for thiefs to kill stuff with crit damage change and the buffs in substain/mitigate options most other classes gotten.

God Mode Thieves

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Posted by: LionZero.3479

LionZero.3479

Sounds to me you experienced the strong feature called lvl up in wvwvw which if you get xp that pushes you to a lvl up (skillpoint up) fully heals you and has an aoe launch to go with it.

I’ve had it often enough that an enemy in downed got xp from something random around and just went out of it and back to full cause he got his xp bar to hit a lvl up.

Movementlock bug

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Posted by: LionZero.3479

LionZero.3479

Bump,

Seeing how much feedback this gotten i guess it’s no wonder such core-issue’s are rather ignored then fixed, then again the movementlock bug is a bug related to porting which is most likely and thus most exlcusive to messing up thief gameplay.

Signet of Might active ability bypassing

in Profession Balance

Posted by: LionZero.3479

LionZero.3479

Ranged reflective skills when wielding ranged weapons on the warrior, is this considered intended?

Since unblockable doesn’t directly mean that it also should bypass a reflection check especially when we have a block mechanic ingame, perhaps a rewording on the tooltip of this skill is needed if it is also intended to bypass reflection?

Movementlock bug

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Posted by: LionZero.3479

LionZero.3479

Is there still no update/progress on this?

Ever since december 10 ‘’ performance ( anti rubberband fix ) ’’ the game has been plague’d with movementlock bugs stuck in place dodges after ports and the likes.

I notice the movement lock bug happening a lot lately on my thief in conjunction with sb 3 and movement keys held while porting with a skill like ss, it’s highly annoying that you have to break it with a movement skill to proceed your combat, making dodging/moving impossible unless you get cc’d break it with a movement skill, which greatly interupts the flow of combat.

For a game that wants to succeed in a competitive form it would be nice if core issue’s like this and other issue’s such as mid-air immobilise lockdown, projecile obstructions on flat terrain etc would be fixed in the near future rather then having gamebreaking bugs added without ever fixing them.

Condi Necros- too op?

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Posted by: LionZero.3479

LionZero.3479

Signet of spite dhuumfire necro’s are indeed extreemly rewarding for just rolling your face on the keyboard, they might even top every war spec currently out there in terms of execution vs reward.

Then again this game isn’t balanced never will be has tons of mechanical issue’s and plenty bugs, so who cares just go along with the meta and spam like a monkey ^^

FSP-RoS-MS

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Posted by: LionZero.3479

LionZero.3479

That’s quite the determination you had there MS going on and going on.
Our border had to endure quite a bit, but for now it’s still standing, bay was close though ^^

Is it some event you guys have though? The numbers you pulled at this time of the day where quite insane.

Thief, dodgeroll, infiltrator arrow

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Posted by: LionZero.3479

LionZero.3479

It appears this bug is related to all port skills that have no channel time, including mesmer, ele and gaurdian ports, however it is the easiest to reproduce on thief infiltrator’s arrow, as for all other dodges you kinda need to dodge on the port to get the self immobilise, while with infiltrator’s arrow you can dodge after and selfimmobilise.

Seeing how this is a bug that doesn’t only affect thief there might be some hope it will be addressed a bit sooner then usual, although on the other hand we still have mid-air-immobilise lockdown which is here since beta >_>

Thief, dodgeroll, infiltrator arrow

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Posted by: LionZero.3479

LionZero.3479

As it seems we thieves got a new awesome feature that when using dodgeroll straight after using infiltrator’s arrow we get to dodge in place instead of going in any direction, it’s like having a free immobilise on yourself while you dodge, while this is all awesome and all, i do hope for a fix of it, no need to rush it though we’re just the thief class afterall

WvWvW gear salvaging, mystic forge

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Posted by: LionZero.3479

LionZero.3479

Wasn’t there a topic regarding this some time ago where a dev stated this wasn’t intended to be locked out?
And has there been any information since in regard of this being fixed?

Ghost Players? What did I just see...

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Posted by: LionZero.3479

LionZero.3479

Think it’s caused by using certain food like that omnomberry ghost stuff.

Fleet Shadow

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Posted by: LionZero.3479

LionZero.3479

When will the tooptip of this trait be changed to accurate reflect that the speed increase is simply the cap of 33% and not 50%, so we can avoid that uninformed use this a straw man argument in thief mobility.

3 out of 4 players is either war or gaurd

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Posted by: LionZero.3479

LionZero.3479

I’d rather avoid trolls as posted above but to prevent this topic from derailing as he would like i can rest you assured i do not play d/p thief as he assumes to think ^^

However to get on the post where someone states gaurds make lousy 1v1’s or bad roamers i’d disagree i often see succesfull roam groups that rely heavily on the gaurds in their groups, Tchu is a fine example of this and i’m pretty sure a mesmer could not beat a gaurd in 1v1 if the gaurd simply specs to stay alive, they are not for nothing the most wanted bunker for midspot in spvp.

This all still doesn’;t take away the density of the heavies is extreemly skewed in their favour in wvwvw and wether this is considered acceptable or simply bad balance.

3 out of 4 players is either war or gaurd

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Posted by: LionZero.3479

LionZero.3479

The 3/4 ratio was a ratio purely based on a personal perspective over the last weeks and especially in primetime this ratio seems to be even higher.

However with the announcement of wxp being accountbound should we expect even more people to reroll to war/gaurd? since people that have played other mains won’t have to fear losing the buffs they’ve earned.

Personnaly i feel the sheer amount of war/gaurds is too hefty and indicates there is a lack of varierty and counterplay, wether it be more tools to actually break a bunkerzerg or simply give other classes a similiar way to substain and support to get more varierty in the game is something i’d greatly support, but the one way or the highway method is not something i’m a big fan off.

And if so how would one create ways to change these setups, obviously siege could be an answer by adding full boon strips/-armour debuffs for instance, but i simply feel that such a change would overpower siege again.

How would one truely move the meta to shift and bring varierty without destroying the current options and classes?

3 out of 4 players is either war or gaurd

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Posted by: LionZero.3479

LionZero.3479

With other people also seeming to see a high percentage on war/gaurd in wvwvw, is this something that is concering or is it something that’s acceptable.

Also is this high ratio because there is lack of counterplay and options? or perhaps because war/gaurd performs the best in a big fights where serverlagg is not uncommon either.

3 out of 4 players is either war or gaurd

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Posted by: LionZero.3479

LionZero.3479

Could it be that the balance of this game just isn’t that good ?

Or is it something else.

deso/gandalf/fsp

in Match-ups

Posted by: LionZero.3479

LionZero.3479

Seems someone here isn’t the brightest crayon in the box, Gandara also putting work in detiering bay means you’d have a harder time keeping those points ticking once it’s paper and at the same time now keeping your numbers locked in a single place while trying to deperately hold it, seems like a good move to me

Pulls exceeding range

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Posted by: LionZero.3479

LionZero.3479

Quite regular i have gaurds or engi’s as example make their pulls just when i ported distance and still pull me back all the way overexceeding the pull range, when are we finnaly getingt a loss break on these pulls when people are out of range, it’s a bit silly that when i ss away or sb5 and get pulled back over 2k range, i doubt this is working as intended, but in the spamwars of let’s say a wwvwvw environment i find these kind of bugged mechanics rather painfull and absurd.

Desolation - Far Shiverpeaks - Gunnar's Hold

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Posted by: LionZero.3479

LionZero.3479

Think there’s no other server least not in the silver league that has 10 people try to kill a thief inside inner paper bay for 15-30 mins @ 4am in the night.

Gratz on the kill though that stealth trap in lord room had the npc cc/dps me pretty hard ;p

Dec 10th thief changes

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Posted by: LionZero.3479

LionZero.3479

For venoms they could even do something like, add stealth upon venom activation cd 30 sec onto Quick venom cd reduction and suddenly a free util slot for a venom and suddenly build varierty into power trait lined condi specs, it’s not that hard to be creative to add build varierty, although the venoms in itself are still lackluster and imo at least need 1 offensive condition on each of em ( burn/confusion/bleed).

Dec 10th thief changes

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Posted by: LionZero.3479

LionZero.3479

Avoiding mostly reaction on the constructive feedback given and picking out those that aren’t seems to derail from your own view to discuss the balance with the small amount of time available.

With that said a lot of strong points have been made throughout this thread that have plenty substance for discussion.

The problems with thief variety and substain lie in the amount of options we have,

Currently thief only gains substain (or survivability ) either through speccing for mass avoidance or speccing deep into Shadow arts through stealth benefits, both of these forms of substain rely heavily on initiatve regen, and already set builds in stone for limited options.

The same can be said for Utilities to compensate in that direction, as a thief is often forced to take at least two slots for defense, leaving one truely for the said utility.

This again leaves a lot of Ultities and related traits unused again pidgeonholing the thief class in a certain direction, to top it off a thief that specs into power is pretty much forced to go deep in Critical strikes to even be a threath, and those that go condition are forced to increase their durations and lack options of condition overload if they want to have any form of substain ( survival ) left.

This means that if you truely want more variety and substain ( survival ) for a thief, you need to link these unused traits like traps and venoms more to traits and benefits to go all out with these while maintaining forms of pressure and substance overall for a form of survival to see more play of the unused utilities, however what truely would open build varierty is creating options by spreading condi-removal, healthgain, damage boosts, condition option traits all across the board while leaving the strongest forms deeper and into their subjected lines.

Regarding the changes listed for 10 december i already posted my view on it before but i don’t mind listing them again.

Regarding the changes on Initiative regeneration, it seems a step forward to increase our base regeneration and take it away from speccing heaviliy into traits to compensate, however a lot of these traits that will be changed will become extreemly lackluster and will give you a good oppertunity to either fully rework them or add side effects to compensate, Quick recovery mainly comes into mind for such a rework/add on.

Regarding limiting avoidance by cutting vigor, this in the overall picture is a good change but for a thief who already lacks the tools for substain it will hit us kitten longterm fights, but generally speaking no class should be able to maintain perma-vigor, i feel that rangers and thiefs might be hit to kitten this while mesmers stay unscatted, however it is good to see you stear from the extreem duration cut already.

As for Infusion of shadow this is a change done right and i don’t have much more to add on this.

Then we come onto Trickster that wants to be moved down, if this does happen i suggest to swap it with a dead trait like Instinctual responses and rework that later.
However the true problem of Trickster is the ability to fully utilise this trait and for that you need to link traps themselves and traits regarding traps onto survival, so utilites taken for survival can make room for creative trap utiliy builds, the same should be regarded when it comes to venoms.

Then we come to sword, by limiting the avoidance and lowering the initiative gain that these builds specced heavy into you already cut out a lot of it’s effect, and adding a delay on the return only seems to create ackward play and take away from the smooth play that this setup requires to be succesfull.

When going deeper into specific trait changes, one cannot seem to ignore the willingness to push Hard to catch into play with the mindset it adds survival, however as already mentioned a lot of times the current version of this trait will not add survival but rather add inconvience and take away from forward play, as i stated earlier if you want to push this for survival add 2-3 seconds of evade/invul on this and it will see play, however the 30 seconds cd might have to be upped to 40-45 then.

Then we still have traits like Critical haste being buffed, while it’s nice that the proc change is upped the duration has not been changed since the quickness change, and this trait will likely still not see much play if any play over other more important options.

There’s probably still many more things to list and comment on but for now i will leave it at this.

Dec 10th thief changes

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Posted by: LionZero.3479

LionZero.3479

As a p/d thief i would prefer to hold acces to Uncatchable and Bountifull theft, and not be forced to choose between these, if you want to push Trickster into t1 swap it with something useless like Instinctual responses instead, and not with something that would destroy build synergy.

The problem with trickster that a lot of related traits like these suffer is that we thieves lack the ability to make full use of these traits as traiting for them in our utilities will leave us extreemly crippled in our survival.

For survival you should therefor try to push traits in each line that add some direct survival or perhaps compromise it more in skillsets themselves or even add survival to the traps/venoms themself for a bigger impact to go for such traits, and use those over deception or signet traits where the overall compromise seems worthy in going deep for these traits.

As for pushing Hard to Catch as a survival skill, this trait would be better suited to give 2-3 seconds of invulnerbilty/evade upon activation, and it might see some play for what you intend with it.

Edit: even though this proposed change would add more passive defense play in the game which i’m not a real fan off, it would however adress the survival in a similair way a lot of other classes have such traits, ( war endure pain / engi automated responses / soon diamond skin on ele’s and more )

(edited by LionZero.3479)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: LionZero.3479

LionZero.3479

First impression for thief changes:

Let’s see so our base regen will be increased (nice) but a lot of traitlines will be deemed useless to compensate (time to create some new traits?), vigor upkeep nerfed (perma vigor on all classes that had it with no effort and low cd’s was to strong anyway so good), sword mainhand probably killed cause the flow won’t be smooth (sounds bad), permastealth made harder especially with d/p setups (good).

Then they keep pushing useless traits like hard to catch into play when they are more a counter to a thief then a protection, if you want to give us more survival make it more realiable not something that puts you off your target or pushes you in walls and whatnot.

Same for buffing our quickness proc when the duration was never changed since quickness nerf to begin with.

-Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.

This seems a change done right, for Quick recovery however i suggest just creating a new trait, or adding something extra like the Signet use has in terms of Signet cooldown.

Overall some decent changes, but feels like the compensation however lacks a bit.

Get ready for more nerfs, Dec 10

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Posted by: LionZero.3479

LionZero.3479

First impression.

Let’s see so our base regen will be increased (nice) but a lot of traitlines will be deemed useless to compensate (time to create some new traits?), vigor upkeep nerfed (perma vigor on all classes that had it with no effort and low cd’s was to strong anyway so good), sword mainhand probably killed cause the flow won’t be smooth (sounds bad), permastealth made harder especially with d/p setups (good).

Then they keep pushing useless traits like hard to catch into play when they are more a counter to a thief then a protection, if you want to give us more survival make it more realiable not something that puts you off your target or pushes you in walls and whatnot.

Same for buffing our quickness proc when the duration was never changed since quickness nerf to begin with.

-Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.

This seems a change done right, for Quick recovery however i suggest just creating a new trait, or adding something extra like the Signet use has in terms of Signet cooldown.

Overall some decent changes, but feels like the compensation however lacks a bit.

FSP vs Gandalf Schwarzenegger vs Apollo Glade

in Match-ups

Posted by: LionZero.3479

LionZero.3479

Fsp might not be strong enough to compete this week(end), but we are strong enough to push a winner for this match, personnally i will likely push Gandara for winning after seeing how serious some guilds on AG took the ppt last night on hills, by having 30 man from vii/unity/fire port over each time 10-20 pugs poked it

As for that spontaneous GvG between Punk and DiVa, what was the score?

"WvW Dawn of the Season" broken

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Posted by: LionZero.3479

LionZero.3479

This patch has unlocked all but one perk for me, Advanced mist invasion defender is still locked, so the bug is not fully fixed yet.

Yea was about to edit i missed that, Cheers.

(edited by LionZero.3479)

"WvW Dawn of the Season" broken

in Bugs: Game, Forum, Website

Posted by: LionZero.3479

LionZero.3479

Adding to the list of people having the wvwvw achievement panel still locked, despite start of the season.

Official thief notes for Oct. 15

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Posted by: LionZero.3479

LionZero.3479

Yep nerfed not mentioned, guess there’s a dev with a hate for thiefs out there.

As this change makes little to no sense whatsoever.

The EU Silver League Thread

in Match-ups

Posted by: LionZero.3479

LionZero.3479

Appearently Gandara had to tank a few days to prevent gold league, so i guess they will be one of the favorites to win it.

(source on the info http://www.reddit.com/r/Guildwars2/comments/1ogfqn/the_upcoming_wvw_competitive_season_is_tearing_up/ )

October 15 patch

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Posted by: LionZero.3479

LionZero.3479

Truely dissapointed with the SE change if true, seems Anet just wants thiefs to burst and run, while other classes can have fun in substained fights.

Banners Hold-Underworld-Far Shiverpeaks

in Match-ups

Posted by: LionZero.3479

LionZero.3479

So much hypocrism in this thread, i can totally understand UW’s thought of willing to drop, when being a server with a lot of pugforce behind their strenght, and knowing you’ll have to fight 7 weeks of being outmanned vs mostly bunkerguilds and higher numbers the prospect doesn’t look rather fun, not everyone wants to play in a bunkerguild to compete or enjoys bunkerwars as much as these people do, nor does everyone want to transfer away from their home server.

If anything the massive transfers with the announcement of the league’s the past months have changed the landscapes of servers more then any of these players have, and sadly their approach is simply a naturel reaction of the motion set in place by Anet’s decision to hold league’s.

I’m glad FSP got some much needed love and we’ll at least be able to hold our ground in the silver league now, but without the influx we recently gotten i can imagine, offpeak and not being in a guild in primetime could turn a lot of our pugs also down in a similiar situation.

Let’s face it people prefer somewhat balanced matches and not stomps, 300k to 100k matches or even worse are often not the most fun overall for either side, and if you’d have to choose to be on one of those sides it’s naturel most would choose to be on the stomping side.

Far Shiverpeaks Looking for WvW guilds.

in Looking for...

Posted by: LionZero.3479

LionZero.3479

It might be worth notifying that transfers to high servers such as FSP are currently on 800 gems, if you want to move here you’ll save some gems and it also cuts down the costs on the guilds helping you funding the movement here.

Far Shiverpeaks Looking for WvW guilds.

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Posted by: LionZero.3479

LionZero.3479

Welcome to FSP RiOT, hope a few more will follow before the league’s start

20/09: Underworld/Dzagonur/Far Shiverpeaks

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Posted by: LionZero.3479

LionZero.3479

If we really where throwing this wouldn’t be the score currently, and the last time we faced you we still had lion and FSV i think, on top you gain most of your points with the nightcap which most of us don’t feel like countering and staying up for anyway, and then it also seems drakkar is throwing the towel so while i personally would love bronze to rebuild FSP it seems unlikely we’ll get bronze.

And with Deso now also pushing to drop in silver, i guess most silver servers are gonna have fun farming us for 7 weeks, but i guess good fights might be had.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: LionZero.3479

LionZero.3479

The only good fix is the stunbreaker change outside of that most just proves again how bad the balance is, buffing war/gaurd/staff ele will make wvwvw bunkerzergs even more immortal and no counterplay/tools atm for it.

Adding more aoe condi removal because engi/necro condi is out of hand and you simply powercreep condi removal to react is not a good way to balance again, means classes that spec for condi but don;t have the overload like these classes will be hurt even more.

Adding a counter skill to a class mechanic is silly, can i expect skills to stop mesmers from creating clones ? war from gaining adrenaline, ranger from using pets ele’s from swapping atunements etc etc, i hope that the skill ranger get have a fair cd a fair duration are applied from a melee pet and have a clear animation at least.

Next part is specific to what i enjoy playing myself atm and concerns about it.

I mostly play a p/d thief myself, when i see you want to change pistol mainhand to give more support i get worried that you might kill off the condi spec even though inferior to other condi class setups, what p/d currently needs is a small tweak in base bleed duration being upped, 1 extra torment on sneak attack, and a rework on venoms to make them worthwhile, for instance cd to 36 seconds and adding confusion/burn/bleed to these so each venom has at least one offensive condition on it.

reworking body shot to something more worthwhile could be good but i’d still like to see it at least give a condition so you coud cover for removals.

Anti -stealth buff to rangers

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Posted by: LionZero.3479

LionZero.3479

It’s getting a bit tiresome indeed, channels /cc are good counters to thieves and there’s lots of non targetted aoe cc spam already, on top thieves have no way to absorb or bunker out dps like most other classes have options for, and when we evade we don’t deal dps (sb 3, deathblossom dps rly?), on our condi spec we mainly rely on bleeds and now condi removal get’s buffed once again, on our power builds we are more squishy and will be forced back more often with a random pet revealing.

It rly does feel anet only wants people to play warrior gaurdian only at this point.

Siege Bunker Needs Some Buffs

in WvW

Posted by: LionZero.3479

LionZero.3479

While it maybe could use a slight buff it’s not what wvwvw needs imo, what wvwvw needs is ways to punish bunkerzergs for being static or face on tanking anything which the new ram mastery will make even easier, making this even better means making gaurd/war bunkerzergs even stronger.

Adding siege that would do a % amount of hp damage per hit or a thing that adds armour devalue per tick, would be better idea’s to punish static bunkerzerging which i think should be added to give the defenders some more options vs these immortal setups, not making it easier for them to facetank your t3 keep under siege.