After hitting SM for 4 hours straight and we only won because the enemy zerg has gone to sleep, I’m really quite annoyed at how cheesy it is. Place 4-5 arrow carts, combine it with a waypoint, the enemy can hold the place an infinite amount of time (as long as they are enough people to build and man the arrow carts).
Anet always wins, players always lose.
Just wondering if there’s any exclusive chance of it…
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Typical anet stuff, 1 step forward with reward chests, 2 steps backward with multiple alt restricted stuff.
Well no names are named here so far, nor did I single out any person’s name in the original post… so technically this should not break any rules. Rules doesn’t have anything about not allowing PMs for information either.
(edited by LoneWolfie.1852)
Doh, which part is against it?
So I’m relatively new to JQ WvW, but I don’t want to go in blindly and follow the wrong commanders.
So far I spotted one commander who refuses to pin down after being told to do so by a few of the disgruntled zerg personnel , while calling people names and telling them to stop whining. He even stated he was with JQ from the beginning, and even told users that they should shut up because they couldn’t afford to buy a pin.
Can anyone who’s with JQ from the start list out the bad commanders and point out the good ones by private messaging me, please?
PS: Added “private messaging me” in case this is against any forum rules.
(edited by LoneWolfie.1852)
Unless Anet completely writes down the details of the compensation system and the MF system, don’t trust the blog. Nothing has been set in stone, and that is it. Why the heck do you want to even post you’re a developer, mkalafut? Are you trying to insinuate something? That because you’re one, so your word is more reliable?
People seem confused about the MF changes… lets set some facts straight.
1. MF is not being nerfed or removed. The blog clearly states that MF is going to become an account stat and no longer a gear stat. It is never stated, mentioned, or implied that MF is being removed or nerfed.
2. MF gear is not becoming worthless and a waste of money/laurels/comms/etc. Again as is clearly stated in the blog, all current gear will be converted to compensation to give you an equivalent amount of account MF. They are already planning on refunding you in this way. The exact method and amount is not known and likely won’t be known until implementation.
3. Consumables are not temporary. These are not food buff consumables, they are like SP’s or an xp bar. You will need to consume a certain number of them to obtain the next “rank” of MF, and each subsequent one will require more of these consumables to reach a higher rank. Again refer to the blog, there is no mention anywhere of a temporary buff, all permanent.
4. MF food and boosters are remaining in game, these will not become useless.
Please keep to these known facts when making posts. Childish whining about things that have already been addressed just makes you look silly.
Unless anet states that it’s permanent MF increase, assume otherwise. Anet doesn’t have public trust, I’m sorry to say that. I still remember how they claim they are not against farmers while nerfing everything in CS.
The entire thing sounds like puke. Salvaging fine/masterwork to keep account MF artificially high with consumables?
That is one of the worst and most awful thing I ever heard so far out of all patches. I already spent 24 commendations and 80 laurels to get a full MF set, along with freshly crafted celestial gear, and this took months of effort to get where I am now. I have been trying every day with this gear and probably 1000 + mobs with a near 200-250% mf with 0 exotic drops so far. This account MF is making me bang my head, because Anet’s going to probably let users either hit a very low MF threshold, or users have to salvage a TON of stuff to keep it at 200-250 % mf, which could have gone into vendoring to get money, however poor the money is.
So either way, I can’t get exotic drops, or I have to spend another ton of effort into getting high MF with no exotics in sight. I am sick.
PS: I read the post as consumables = non-permanent, just like eating a food that gives 30% mf for 30 minutes.
Exactly. It’s a gimmick stat that shouldn’t have been in the game in the first place. At least now when you farm and get 0 exotics every 1000+ mobs, you won’t need to be upset that you have an entire armor set dedicated to crappy magic find.
And no, your PS is wrong. The consumables will increase your magic find. Think of it as an experience bar or something. You eventually “level up” the magic find over time.
Are you anet’s dev? Have you already seen the system that it shows EXP gain through consuming salvages’ stuff? The rich dragon coffers are a prime example of anet does, explaining nothing in detail, until you find out jade ticket drops are 1% (from users’ statistics), should this mean that your MF gain, if they use this particular system be as RNG as everything in the game?
Gimmick or not, unless Anet’s planning to refund all the guild commendations/laurels, the new incoming system is stepping on a lot of toes.
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The entire thing sounds like puke. Salvaging fine/masterwork to keep account MF artificially high with consumables?
That is one of the worst and most awful thing I ever heard so far out of all patches. I already spent 24 commendations and 80 laurels to get a full MF set, along with freshly crafted celestial gear, and this took months of effort to get where I am now. I have been trying every day with this gear and probably 1000 + mobs with a near 200-250% mf with 0 exotic drops so far. This account MF is making me bang my head, because Anet’s going to probably let users either hit a very low MF threshold, or users have to salvage a TON of stuff to keep it at 200-250 % mf, which could have gone into vendoring to get money, however poor the money is.
So either way, I can’t get exotic drops, or I have to spend another ton of effort into getting high MF with no exotics in sight. I am sick.
PS: I read the post as consumables = non-permanent, just like eating a food that gives 30% mf for 30 minutes.
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Last I checked SOR and JQ’s have been downed for a few days. Please see if there are any bugs to this event. And fix the spiderlings to give exp/loot. This is just awful.
Any devs can explain why this shouldn’t be counted?
I have 8 special minis that are either gem/living world events, should this count against miniature collection achievement? Right now I have 2…
I wonder when people will stop posting terrible posts about WvW loot. Especially one concerning with DR. Also your commander probably suck. WvW zerg battles are very tactical and strategical, and I find they have a really stressful job of leading successful battles (unless the server matchup is the awful type where one server outnumbers another by 100 players 24/7.)
Just look at this kitten… I get suppressed for copy paste “Veil before battle”, “Stack to commander”, and this idiot keeps repeating /sleep.
Please tighten up your map suppression system or just ban this person (which I reported in-game.)
How did I magically get more health than the 22,000 I had? Makes no sense. Btw, thats not low health for an engineer. Nice try though. He used 3 moves. Thats it.
Im assuming this is what happened considering its in the log.
Steal 2,545 damage
Cnd 6,846 damage
Backstab 10,954 damage
Lightning Strike(im assuming this was from a sigil/steal idk no one else was around) 1,879TOTAL = 22,224 damage.
I added that up myself and got the same number. Considering you took all that in 3 attacks, two of which are done almost simultaneously it’s safe to say that this damage all took place in the matter of about one second to bring you down. It was quite simple take one glance at your health after adding up that number and yep, you were down.
Anyone who reads the combat log further and tries to argue that it took longer needs to learn to not be lazy and do some simple math to prevent looking like a complete idiot.
I main a thief, and I’m not going to sit here and tell you to lrn2play or that you aren’t traited / geared right. I’m going to simply say that damage in this game is absurdly high. That’s right, I said it, I think burst in this game is kittening ridiculous and takes away from actual player vs player and having an engaging skill based battle. How do you counter act that? WHERE exactly is counter play when you’re down so ludicrously fast? Of course Thieves are going to be here and defend their ridiculous damage with an arrogant bias as if this somehow takes any level of skill to precast CnD, steal, then backstab!
I’m sorry but being able to down someone in quite literally one to two seconds is lame / boring and Arenanet needs to reconsider their game balance. I’m sure many are going to argue that it’s “fun” because it’s an easy mode “win” and “winning” makes people feel good about themselves, even if it’s something that doesn’t require any skill at all, like fearing someone off a ledge in Skyhammer.
Force the bads to use skill to win though … and suddenly there’s a ton of crying / whining / blahblahblah freakin’ everywhere in these forums. This community is in most aspects, a huge freakin’ drag.
Too short, too long. Man I had 10 minutes long duels, which I find it irritating. People doing some BS PVT gearing where it’s impossible to remove them, even if I went full glass, I still can’t kill.
No that is quite a bad idea… You can give higher WXP to them, 200% sounds like a good idea, but there’s no need to change luck mf.
I must vote for putrid essence. 50+ coppers? Every time I see my rares turn up into this junk, I get upset. Not sure what anet is planning to do with this, but this one takes the cake away from me.
What’s the use of this anyway…
Thanks anet, prices for the bags went up quite a bit. Hopefully this trend continues the patches ahead. This way we can vendor the bags in TP and recover losses from getting siege stuff.
A laughing riot when you put in PVE achievements (kites.) into the jumping puzzle.
Achievement unlock: 1% increased dps in PVE, and so on.
If you killed so many creatures with a sword/axe/dagger/bow, your PVE dps should actually go up, right? Just an idea.
Aren’t they made useless by ascended amulets?
Uhhh, getting a rare is probably 1/500, getting an exotic is probably 1/2500, haven’t seen a precursor yet from all my kills and not seeing anyone spamming a precursor drop in wvw for a kitten long time, so yeah, precursor maybe 1/250000, at least.
I use them just after killing enemies in WvW. I light off the fireworks over the dead bodies of my enemies while I spam the /laugh emote. Best thing ever!
You did? I thought it was disabled in wvw.
If mesmer/necromancersdoesn’t get first in PvP… I’ll be kitten ed shocked.
Oddly if you think about it, the amount of QQ on thieves is actually quite accurate. Thieves suck in WvW large scale battles, but they do very well in small scale battles (at least not a lot voted thieves suck on small scale battles.). killerAngel, can you do a vote for the best any time soon?
If you haven’t read the topic: https://forum-en.gw2archive.eu/forum/game/gw2/I-present-Vote-for-the-worst-Results/first
Worst profession to use.
PVE exploration: Thief (2nd place)
PVE instance (dungeon/FOTM): Thief (2nd place)
WvW large scale battle: Thief (2nd place)
WvW small scale battle: Thief is doing very well in small scale battles. (Bottom 3rd.)
PvP content: Thief is about average in PvP (4th/5th place)
http://kwiksurveys.com/tmp_pdf/report-CCC1A276386A48288ED187E683949FEE.pdf
I expected thief to do very well in one thing only, do well in WvW small scale battles (thanks to stealth kitten ing people off). Thieves have been nerfed pretty hard from the start and as I expected the class is getting really kittenty to use.
OP, I think you summed up the why in your post. With dps/burst so strong the community whines about, same with the near perma stealth. The class would be even more op if it could dominate from range as well.
Oh my god, please stop posting stupid posts about thief DPS/Burst so strong. This is what the noobs in WvW think of thieves
- Always able to stealth AND 10 K burst damage at the same time.
HELL NO. We CANNOT do that. I repeat, WE CANNOT DO STEALTH AND 10 K BURST DAMAGE AT THE SAME TIME. We are NOT even the best DPS in melee classes (I cannot believe how many newbies think that thief has the best DPS. What a stupid joke…). The only thing that we have going for us is the stealth, which somehow draws so much fire that we get ourselves repeatedly nerfed because some newbies couldn’t handle it.
And we get nerfed for bow twice? FK this kitten. NO.
Personally I didn’t feel the nerf all that much. Speaking from a WvW perspective, the only time I used Clustor Bomb at 1200 was keep/tower sniping. Other times it was purely for point blank combo field blasting. SB is still fine as a mid range sustained AoE damage weapon (trick shot + sigil of fire) and mobility weapon.
My death rate has gone up. Doing damage from +300 range more is a big deal .
a) Ranged professions have an edge against ranged thieves now.
b) Less range means enemy zerg has higher HP when they come into melee contact.
c) Approaching gate closer means you get easily rushed by the enemy when they come out from the wall/door.
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I really don’t have much to say about the ranged nerfs, but I really think thief is the worst ranged profession right now. Thief is getting really kittenty to play with in WvW. If I use D/P someone whines about stealth, if I use D/D, someone whines about damage.
Then S/D has become utterly pointless in WvW because the other professions just beat it hands down, while eles/necros become even harder in it. Sigh. I do not look forward to the next patch.
I need to facepalm every time someone posts a “can’t burst” like this BS. Your damage doesn’t come from the 10000 damage in 1 second, it comes from doing 5 seconds of controlled fear along with 10000 damage spread over 5 seconds. kitten , this is more annoying than watching D/P thieves cast their stealth rotations or watching some eles doing their superman 2 players vs zerg in wvw. Stop defending your professions like that. It makes you look really you gave an answer like 1 + 1 = 11.
You really think that guardian build will that work in sPvP, without additional food or nourishment. I seriously wonder how many stunbreakers/CC removals you have when sPvP can have multiple condition necros hitting you.
And in what world are you suppose to win 1 vs 2(+) ?
If you have 2 or more people hitting you you’re screwed by default. Stability nullifies fear, so no manner how many necros there are you’re effectively invulnerable from fear for those seconds.
Worse, Fear is the only hard CC that’s both a control effect and a condition, so it can be removed by both condition removal and stun breakers. You’re not so lucky if you’re up against 2 or more of any other class with control effects.
But no, I suppose Necro is OP if you can’t solo two of them or more. Seems legit.
Another poster who doesn’t know the/his class very well. I have seen necros (either one of the builds or something) removing stability (and probably made it into a condition or something) and then doing their rotations.
2 necros vs X, not vs 1. When did I ever claim 2 necros vs 1. Their wells are aoe, their wall is a line aoe, their alternate form in an aoe. Their attrition damage is massive, and unless I have a full cleansing CC removal, I’m stuck with weakness/torment/chilled/crippled or some crap that makes it kittening hard to chase the kitten necros.
What more do I need to explain, someone already posted a great video on this BS. 3/4 damage HP done, feared all the way when my stunbreaker is on CD, even dead if there’s a DPS profession backing the necro.
Just because some newbie necromancers don’t know how good their profession is doesn’t excuse the fact the good ones are abusing the crap out of this skill.
Seriously? This is your “proof”? A perfect setup on a pathetically weak bot (that doesn’t stun break) takes 10 seconds to down him?
Holy kitten, there are so many OP things in this game then! How broken is guardian then? . Guessing you think Hammer Warriors are the most OP thing in the world. I can easily make a hammer warrior that destroys those bots in about half the time. OP! OP! OP!
You really think that guardian build will that work in sPvP, without additional food or nourishment. I seriously wonder how many stunbreakers/CC removals you have when sPvP can have multiple condition necros hitting you.
He was probably to busy wasting his stunbreaker and dodge whenever he felt like it.
The fact that I constantly save my stunbreakers/cond. removals for necros and still having 4-5 conditions on me just speaks volume (Casting fear on me, waits for me to use up my stunbreak because other players are around, casts other attacks to inflict 5 different conditions, etc). Pure BS. Just face 2 GOOD necros together and tell me you have enough CC removals, please. There’s more than just spam buttons from necros, lots of strategical maneuvers that make it very hard.
I haven’t someone defending their profession intelligently (by showing me there’s a weakness/flaw somewhere in necros.) other than posting other videos of showing on how other players kill someone in WvW (which is full of bad players), or trying to insinuate that saving your dodges/stunbreakers JUST FOR NECROS is “possible” in sPvP.
The amount of inane diehards defenders are coming out of the can of worms I just opened up, right?
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The question is how many dodges do you have? If it’s 1v1 in a PvP, sure everything is fine and all, you can use up your stunbreakers/cond. removal clearance for the necros, but tune it up to 2 kitten necros, and all hell breaks loose. And it’s not like it’s a SINGLE target thing, but AOE with 5 different conditions coming up your way from other skills. Must be fun to know that my PUG allies who aren’t necromancers dropped down like dead flies.
Then when we revive and fight the next time, their kittening CD are done.
Well, it’s still a stationary object with a 5 second duration… So if one gets hit by it, no surprise, but a whole team walking into a wall? You can’t blame that on the skill. That is pure player error.
And yes, if you don’t know the skill you’re going to get caught by surprise and you might die. That can be said about a lot of skills (Feedback, anyone?).
What more do I need to explain, someone already posted a great video on this BS. 3/4 damage HP done, feared all the way when my stunbreaker is on CD, even dead if there’s a DPS profession backing the necro.
Just because some newbie necromancers don’t know how good their profession is doesn’t excuse the fact the good ones are abusing the crap out of this skill.
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How is the new spectral wall any different than the Guardian barrier? Just walk around ‘that BS’.
It takes a utility slot instead of being on a weapon, you can dodge through it, putting it under someone doesn’t have any extra effect, it has a longer cooldown, and it attracts much more QQ. That’s how.
I thought we gained an extra fear this patch because of this change, but then I remembered we lost one with the corrupt boon nerf.
Sure, I see those (didn’t know you could dodge through though, that’s interesting). So what exactly is the OP’s complaint? Seems like he just needs to learn how to play around the wall.
I’m not really PvPing right now, but in PvE the wall is definitely our best fear yet. And the loss of fear only applies when reacting to “Save yourselves” right? Most Stabilities can still be countered.
The question is how many dodges do you have? If it’s 1v1 in a PvP, sure everything is fine and all, you can use up your stunbreakers/cond. removal clearance for the necros, but tune it up to 2 kitten necros, and all hell breaks loose. And it’s not like it’s a SINGLE target thing, but AOE with 5 different conditions coming up your way from other skills. Must be fun to know that my PUG allies who aren’t necromancers dropped down like dead flies.
Then when we revive and fight the next time, their kittening CD are done.
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I beg ANet to revert that skill, or at least change it to something else. It’s impossible to play PvP with that BS.
- From another profession.
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I don’t even see the point in this build. Necros are so over the top with AOE condition damage and fear control, you get owned so fast you can’t even cast your dodge buttons.
Come back when necros are nerfed.
ANYONE who really thinks necros aren’t op now are just biased. I think “decimates” describes how the class performs. If you add in another DPS guardian, trololol, everyone dies in the AOE.
My bloody darn goodness.
Destroy them? Junk loot, not even sellable, a gimmicky product that a 3 year old kid will find fascinating, for maybe 5 seconds. * facepalms *.
Edit: I mean, if there’s at least a couple of silly recipes for it to make something else…
(edited by LoneWolfie.1852)
Sometimes I wonder what is wrong with the anet devs. First the carrots, now the saffrons. Can you guys seriously stop pulling this kitten off.
OP is one type of the people I frown upon irl. While I detest the RNG boxes, I don’t see why you need to complain about this thing.
a) The food isn’t that great anyway,
b) We paid for the boxes regardless of the recipe with gems. Heck I didn’t even know there was a chance to drop recipes.
have you got an effective p/d build lonewolfe? thats what I play on my thief just to be annoying and have fun.
Nope. I haven’t try out a condition P/D build.
CONDITIONmancers can now burst just as fast as a glass cannon thief or warrior and with DS, great peels, CC and a buffed weakness, you have more survivability than these two, something is just wrong with this. Speaking of strictly sPvP.
If you think condimancer bursts as hard as glass cannon thieves you are either delusional or terrible at math.
Probably not as hard, but give it 5 seconds, and you get your 10000+ damage, which is just as sick.
Lone,
I’ll capture and post some video at the weekend of a heavy variation that make necros pretty easy. They are the new popular sPvP toon, but you can still D/D condi them down safely with some changes. You really do need condi removal in stealth… so need to give up some of that heavy investment in trickery
D/D and D/D with one geomancy and agony on each… usual 2/2/2 runes.
10/0/30/30/0 rotation: pre-cast trops, wait half a second, steal, DBx4, change weapon (init regen and apply 3 more stacks of AE bleeds) DBx2… Blinding powder, refuge and HiS for stealth access on top of CnD. Dodges all over and all the evades anyway from DB – you’re only really taking condi damage so get that mitigated.
Finding it pretty easy to stack 20 bleeds on all in radius and shake off anything applied to me. Disengage when the numbers get too heavy and it’s just you stood there. Very nice for capping and holding far point or getting stuck into a mass of baddies.
Carrion of course. Ensure 2 extra init regen and init regen on weap swap. I could see the thieves who were trying the same thing to me without the condi removal and without so much init regen to keep bouncing up and down and they died pretty badly.
You see, you went into the stealth art lines (while I want to keep that sleight of hand buff.). The only possible way to remove the ridiculous amount of conditions (AOE, no less.), is to go into stealth, gain lots of init and cond. removal when you go into stealth.
If the buffs thieves got this patch doesn’t work, it makes it kind of pointless to even go into this area. I’m starting to think anet devs are thinking up of stuff like this.
Dev A: We need to buff some lines in thieves.
Dev B: But people will complain!
Dev A: Then let’s nerf some stuff like cluster bomb and underwater skills. That way people won’t complain as much.
One thing about this game, it doesn’t run on a matchmaking system. Every bad player can get paired up with the good ones, and the good necros right now are insanely OP. Thieves still beat the newbs up with the crit/stealth line ez, especially with that blind buff.
I really hope anet stop catering to the bad players, seriously. I got into a PUG matchup which ended up in 500:60 score, because the players don’t cap points and repeatedly die to the enemies. When I played against them the next round, this thief spammed heartseeker on me with full life. Sigh.
Anyway, I stated before I wanted to use the BUFFS anet devs gave us. Does it work? Well, it was pretty fanciful, but the necros just spammed AOE and I can’t evade that kitten. The end.
(edited by LoneWolfie.1852)
For this particular patch using death blossom/sleight of hand buffs.
(unedited)
10/0/0/30/30
III
III, VIII (not tested yet) OR X, XII
III, VII, XII
Runes of warrior
Agony sigils + hydromancy.
This is the best build I came up (and I spent 7-8 hours on experimenting everything, including signet of malice which still sucked), and I had tested many armor runes sample to make sure that it’s done from a practical approach, amongst other weird stuff like going into the stealth line.
Silly, because you’re not using stealth.
Anyway, I tested out rabid amulet more than the shaman’s amulet (both jewels are knight), and I find it to be relatively satisfactory. As usual, stealth thieves are still much better than this build, and my conclusion is that the acrobatics line still need buffing in some of the traits. (In example, hard to catch and pain response should be 20 seconds.)
Necromancers are almost OP to the point that it’s impossible to play against them using this build. 5-6 conditions instantly dealt, daggerstorm doesn’t reflect the stuff they do (I keep getting bleed from something and it wasn’t even melee range), wth was Anet thinking, lol.
If there’s ANY other build that is better than this, I would like to know, because I don’t see how it can get any better than this.
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Basically this topic is to let the devs know what we thieves (please post only if your main profession is a thief) think they did right. If you think they did something wrong, don’t post it here. If you think they are in the right direction, but still lacking in something, explain what you think can be added.
Shadow Trap: Increased the recharge to 45 seconds.
Destroy Shadow Trap: This ability now teleports the thief back to the trap location when it is destroyed. Added range skill facts. This skill now breaks stuns. Using this skill puts Shadow Trap on recharge.
Shadow Pursuit: This ability now grants fury and 10 stacks of might for 5 seconds along with stealth when used to teleport to the enemy who triggered Shadow Trap. This ability now breaks stuns. Using this skill puts Shadow Trap on recharge.
This looks interesting.
Pistol Whip: Decreased the time between the stun and the sword flurry.
In the right direction to buff S/P
Scorpion Wire: Decreased the aftercast by .2 seconds. Reduced the cooldown to 20 seconds.
Good.
Signet of Malice: Increased the base heal by 33% of the passive ability.
The passive heal is still useless. How many attacks do you need to do before reaching a useful threshold? Good try anyway.
Steal: Reduced the recharge to 35 seconds.
Good.
Dancing Dagger: Reduced the initiative cost to 3.
One of the biggest buff in this patch.
Pain Response: Reduced the cooldown from 45 seconds to 30 seconds.
Hard to Catch: Reduced the cooldown from 60 seconds to 30 seconds.
Good in a way. The reason why you want to have this is a attrition defense. This particular build will only work if you are traiting your thief for an attrition build, one that tries really hard to survive for copious amount of time, while dealing tons of bleed damage.
Furious Retaliation: This trait now grants 10 seconds of fury when striking a target whose health is below 50%. This effect can only occur once every 30 seconds.
Signets of Power: The 5 stacks of might that this trait grants have been increased to 10 seconds.
Sounds good for PvE/dungeon bosses.
Deadly Arts
Sundering Strikes: Vulnerability caused by this trait has been increased from 5 seconds to 10 seconds.
Panic Strike: Reduced the cooldown from 60 seconds to 30 seconds.
Slowed Pulse: The effect of this trait now occurs if the player has 2 or more stacks of bleeding.
Various traits that badly needed buffs, have now been changed.
Sleight of Hand: In addition to dazing the player’s target, this trait now reduces the recharge of Steal by an additional 20%.
Instinctual Response: This trait now properly blinds enemies struck by the feathers. Increased the radius from 120 to 180.
Bountiful Theft: This trait will now trigger before Sleight of Hand.
Some misc stuff.
The only things that I’m seeing here are buffs to keeping thieves alive, and a slight relook at thieves condition build (which is D/D based, and maybe P/D?). The rest of the stuff are either useless or outright nerfs.
Currently I want
1) S/X to be looked at again. Please add in some traits that influence the sword weapon directly, something like sword damage is increased by 10% or something.
2) Venoms that can either hit the entire AOE area with shortbow (can you imagine some minions eating up ALL your charges? Useless crap.) or CD to be reduced to 20 seconds.
3) P/P to have more damage or hit things faster.
4) Shortbow to be looked at again.
5) I remember inflitrator’s signet states that it breaks stun, but it teleports to the enemy without being able to do anything until the stun duration is over, same with steal, are these two fixed in this patch?
Lastly, my view is this: I should be able to use any kind of build, P/P, S/P, S/D and SB should be as strong/viable as direct damage D/D or D/P, and right now I doubt anything comes as close as that.
(edited by LoneWolfie.1852)
Any P/P thieves here? Is ricochet any use now? (although I don’t expect much… if Pistols got to 1200 range, there might be something to talk about…)
Since patch? I’m not sure why I’m seeing repeated nerfs to SB, or even complaints to it. If anything complaints have something to do with D/D or D/P, not SB…
It’s absolutely necessary to nerf necros… way too OP.