(edited by Lucky Shot.7650)
You can go in there only when the event to defeat Bria is active, when the back door is open. You could even before the LS brought us there. The door closes as soon as the event ends, and if you are in the house when it ends you’re suddenly kicked out. I love Bria’s event and general atmosphere in that area!
Quality is opinion not fact
Quality being an opinion? Are you even serious?
Nice way to see things, when I’ll graduate and start to work I’ll use the cheapest materials on the market to save and fast techniques to treat more patients in less time and thus gain more. When they’ll come back complaining because they’re vomiting pus, losing bone structure fast and getting all sorts of infections, complaining because I did some craplow quality job I’ll answer them quality is an opinion and they’re nuts.
Quality is an opinion. That is to say, saying that a GAME UPDATE, which is what we’re talking about here, is an opinion is pretty much the case.
A lot of people thought the Marionette and the Escape from Lions Arch were quality updates. And then there were people who thought Battle for Lion’s Arch was a quality update, but I didn’t.
People confuse preference for quality too often. If you only like dungeons and PvP then these updates might not seem like quality to you.
But they were quality to me.
Ok so you’d say that content that is unplayable due to gamebreaking bugs that prevent you from advancing the plot, like The Dragon’s Reach had in europe, bugs that crash your client every 2 minutes, that have bad optimization giving top-end machines awful framerates in certain areas, that have time-sink like tasks (like “go repair 1000000 refugees signs”) instead of carefully built missions like we have now, that have bad mechanics (like unjustified player deaths) and a soundtrack composed of burping tunes wouldn’t be objectively described as “low quality”?
Game bugs are a fact of life in MMOs. Every single MMO has game bugs. The bigger/faster the update, the more bugs it has. Most bugs are fixed in a day. Fact of life for MMOs, you should get used to it.
When I played Rift, every time there was an update, there’s be patches every single day for four days to sort out the mess.
Because the bug didn’t happen on all servers (some servers were okay some were bugged) it means that particular bug is harder to test.
I think people don’t realize quite how complex these games are and how much work and time goes into each patch. If they made the game with few enough bugs to release, we’d be waiting a whole lot longer for content. And people would complain about having nothing to do. Hell even with the patches some people complain about that.
Answer the question. Can a bug-ridden game update, with bugs that crash your client every 30 seconds or prevent it from loading, glitchy sound and soundtrack, trivial tasks given as game content to repeat an insane amount of times, cheap mechanics to improve durability or difficulty, unfinished maps and missions be objectively described as “low quality”?
Well sure, if it happens to everyone that would be the case. But since my game isn’t bug ridden and isn’t crashing every 30 seconds, and I don’t have those glitches, I’d say the update is a quality update.
Your experience may vary. But you having problems doesn’t make an update low quality.
Am I talking about this game? Am I talking about this update? No. I merely took some examples from it. I’m not having problems with these updates, I’m playing them and enjoying them a lot… but I think that entire maps stuck on bugged events weren’t.
I’m saying that quality is objective. Sure it may not be objectivable about arts. But some flaws are. So, when you said earlier quality is an opinion and not a fact you were raving since you said yourself a bug ridden update is objectively described as low quality. Once again you defend subjectivity but go ahead and make up stuff just to have fun saying people that are wrong.
Quality is opinion not fact
Quality being an opinion? Are you even serious?
Nice way to see things, when I’ll graduate and start to work I’ll use the cheapest materials on the market to save and fast techniques to treat more patients in less time and thus gain more. When they’ll come back complaining because they’re vomiting pus, losing bone structure fast and getting all sorts of infections, complaining because I did some craplow quality job I’ll answer them quality is an opinion and they’re nuts.
Quality is an opinion. That is to say, saying that a GAME UPDATE, which is what we’re talking about here, is an opinion is pretty much the case.
A lot of people thought the Marionette and the Escape from Lions Arch were quality updates. And then there were people who thought Battle for Lion’s Arch was a quality update, but I didn’t.
People confuse preference for quality too often. If you only like dungeons and PvP then these updates might not seem like quality to you.
But they were quality to me.
Ok so you’d say that content that is unplayable due to gamebreaking bugs that prevent you from advancing the plot, like The Dragon’s Reach had in europe, bugs that crash your client every 2 minutes, that have bad optimization giving top-end machines awful framerates in certain areas, that have time-sink like tasks (like “go repair 1000000 refugees signs”) instead of carefully built missions like we have now, that have bad mechanics (like unjustified player deaths) and a soundtrack composed of burping tunes wouldn’t be objectively described as “low quality”?
Game bugs are a fact of life in MMOs. Every single MMO has game bugs. The bigger/faster the update, the more bugs it has. Most bugs are fixed in a day. Fact of life for MMOs, you should get used to it.
When I played Rift, every time there was an update, there’s be patches every single day for four days to sort out the mess.
Because the bug didn’t happen on all servers (some servers were okay some were bugged) it means that particular bug is harder to test.
I think people don’t realize quite how complex these games are and how much work and time goes into each patch. If they made the game with few enough bugs to release, we’d be waiting a whole lot longer for content. And people would complain about having nothing to do. Hell even with the patches some people complain about that.
Answer the question. Can a bug-ridden game update, with bugs that crash your client every 30 seconds or prevent it from loading, glitchy sound and soundtrack, trivial tasks given as game content to repeat an insane amount of times, cheap mechanics to improve durability or difficulty, unfinished maps and missions be objectively described as “low quality”?
I’m not talking about these updates, even if I took some examples from them, in fact I’m loving them, especially the achievement parts that are, in my opinion, very stimulating, interesting, rewarding and challenging to get.
I’m talking about the fact that quality IS objective even when talking about games and games updates. Sure some things may not be objectiveable, but some, a lot, are.
Quality is opinion not fact
Quality being an opinion? Are you even serious?
Nice way to see things, when I’ll graduate and start to work I’ll use the cheapest materials on the market to save and fast techniques to treat more patients in less time and thus gain more. When they’ll come back complaining because they’re vomiting pus, losing bone structure fast and getting all sorts of infections, complaining because I did some craplow quality job I’ll answer them quality is an opinion and they’re nuts.
Quality is an opinion. That is to say, saying that a GAME UPDATE, which is what we’re talking about here, is an opinion is pretty much the case.
A lot of people thought the Marionette and the Escape from Lions Arch were quality updates. And then there were people who thought Battle for Lion’s Arch was a quality update, but I didn’t.
People confuse preference for quality too often. If you only like dungeons and PvP then these updates might not seem like quality to you.
But they were quality to me.
Ok so you’d say that content that is unplayable due to gamebreaking bugs that prevent you from advancing the plot, like The Dragon’s Reach had in europe, bugs that crash your client every 2 minutes, that have bad optimization giving top-end machines awful framerates in certain areas, that have time-sink like tasks (like “go repair 1000000 refugees signs”) instead of carefully built missions like we have now, that have bad mechanics (like unjustified player deaths) and a soundtrack composed of burping tunes wouldn’t be objectively described as “low quality”?
Quality is opinion not fact
Quality being an opinion? Are you even serious?
Nice way to see things, when I’ll graduate and start to work I’ll use the cheapest materials on the market to save and fast techniques to treat more patients in less time and thus gain more. When they’ll come back complaining because they’re vomiting pus, losing bone structure fast and getting all sorts of infections, complaining because I did some craplow quality job I’ll answer them quality is an opinion and they’re nuts.
I’d like to be able to watch other people’s characters closely without the need to run past them.
You’ll all regret saying you want it gone when you need it most and its not there anymore.
Trust me I won’t. This is how my eyes feel every time I’m so unlucky to stumble upon toxic guys:
http://image.blingee.com/images15/content/output/000/000/000/466/304702289_1269361.gif
http://mikepurecolor.files.wordpress.com/2010/10/truzzi1.jpeg
Why did the molten alliance disappear then? I don’t see molten invasions around anymore.
Plus, those guys are a real pain to see not to mention to fight. Seeing them with their “hey look I’m acid shiny green so I’m poisonous” colors and let’s start the disco lights makes my eyes bleed every time. Seriously, It’s like seeing kittenstains on the beautiful painting that is tyria.
Topic. Will the toxic alliance leftovers ever be removed from the game? I mean those toxic alliance events and also some random toxic enemy. They feel very random and out of place. Today I was leveling up an alt in kessex hills, tried to to an escort event, some toxic kraits shown up, killed the escort, me and a random guy with conditions in a blink of an eye. The toxic alliance was destroyed, why are these events still here?
I solved my Dragonite farming problem. I got the closest waypoints to Shatterer, Claw, golem and karka queen with 3 alts, and I just farm those four bosses. I managed to craft 2 ingots in 2 days and I still have spare dragonite.
I suggest you guys to use this page: http://dulfy.net/2014/04/23/event-timer/
It has a nice sound alarm that warns you when one of your tracked events will start so you can hear it while you play normally, without the need to continuously alt+tab your game.
How? From keep lords?
Yes but Empyreal are farmable if you want to. Dragonite was, until the megaserver rolled out and now it’s impossible to farm. My problem is, even if I’m willing to do temples to get dragonite I simply can’t since megaserver rolled out.
I also have the same problem. I play mainly dungeons and fractals and I recently started to actively collect dragonite from temples thanks to event tracking websites.
Now that the megaserver rolled out I can’t do temples anymore, they are often uncontested, there’s no website to track them reliably and even if there was one you could end up in a different map where the event you were tracking isn’t active or the temple is free. What am I supposed to do now to get a reasonable amount of dragonite, camp a map for hours in the hope somebody fails to defend the temples and I can finally get the attack event?
Other bosses reward with just too few ore, like behemoth, wurm and friends so it’s not worth to hunt the events. It would take 100 of those bosses, assuming they will always drop the maximum amount of ore, to craft an ascended weapon. I do karka, shatterer and claw every day but it will take a lifetime to get enough ore, since the latter two award with a random quantity. For instance, today I got 15 and 16 ore from them, that equates to one temple.
I feel this a big problem, something should be done about it.
I’ve been wondering, why should I swap to D/D on bosses and use Backstab rotation when I can use Pistol Whip?
Let’s ignore Revealed Training since I still use the old 5/6/0/0/3. Pistol Whip has higher damage, costs less initiative, evades and hits multiple times stacking more vulnerability with Sundering Strikes. How is backstab more dps?
Revealed is a terrible term for what sic em does, it should be called, delayed. We need a “break them out of stealth” skill. Clear now?
“We”? I thought you only played thief and had 5 thief characters.
I was going to write a long boring post explaining how stealth is balanced for thieves but after reading some raving, misinformed, lying posts I think I won’t waste my time.
I will say, instead: look at thief’s new traits. 3 out of 5 are based on stealth. Stealth is here to stay and developers like that thieves rely so much on it to the point they encourage its use with new stealth based traits. If the existence of stealth makes the game unpleasant for you to the point you can’t stand it then feel free to leave for another game that doesn’t have this annoyance.
(edited by Lucky Shot.7650)
Not irrelevant, just unnecessary. Against 98% of the encounters at least. The fact that a handful of bosses in the game need to be interrupted doesn’t make that an actually widely useful tactic. A handful of bosses are also better dealt with ranged attacks, so are bearbow rangers a widely useful play style, worth investing in?
Look at this warrior. He clears the same boss by just DPSing and evading in one third of the time it took the mesmer. And as far as injecting the abomination goes, that’s more a peculiar boss mechanic than actual crowd control play. It would be like saying that dropping pots of lava on bosses is a valid mechanic because one boss in dredge fractal requires you to.
Also control and support can be performed by full dps oriented builds so there’s no need to actually spec for anything else than dps hence build variety is 0.
(edited by Lucky Shot.7650)
Yeah removing defiant stacks and leave them to 0 can be important in some situations. However, such task can be performed by full dps oriented builds so, as I said, there’s no need to actually spec for anything else than dps hence build variety is 0. All classes opt for the most damaging build without the need of anything else. Same goes for support.
A system that provides stats to control and support properly would solve that problem and make the DPS, Control, Support trinity effective, hence giving people reasons to spec in something besides dps.
And the topic “World bosses will be stunlocked” can easily be resolved. The boss checks all players and determines the number of control characters. This could be done by setting an amount of “control power” for the boss to determine if the build is control oriented. Then, when the boss attacks with an attack that should be interrupted, it sets an amount of “control defense” based on the number of control characters on the battlefield. If the total “control power” withstood during the channel/attack animation is greater than the boss “control defense” the attack is successfully interrupted. This requires a set number of those player trying to CC during that attack. If less than a error margin, considered acceptable, fail to CC during that attack, the total “control power” will be insufficient to interrupt. This way you will need actual coordination to overcome world bosses. Control players trying to CC unimportant attacks will leave the zerg vulnerable during heavy damaging ones since their control skills will be on cooldown.
Or make world bosses immune to CC. I’d hate to have hard world bosses since usually I cast a ranged autoattack and go for a sandwich. Worst case scenario, when I come back my character is being revived and I’ll have to wait a couple of seconds before getting my reward.
(edited by Lucky Shot.7650)
Similarly, they should overhaul the way that stats influence support (boon application) because right now a full dps spec can apply boons at full efficiency, like might stacking ele for instance that can max out might stacks and deal top tier dps. A stat that influences the power of boons and not only their duration would be needed to have support oriented builds. Said stat should replace Healing Power and would, for instance, determine the quantity of damage Protection can absorb, power increase from Might, how much heal per second Regeneration provides, the chance to resist a control effect Stability provides, the speed increase from Swiftness, critical chance raise from Fury and so on, including skill specific support increase, like Banners for instance. That stat wouldn’t, however, have an influence over self-buffing skills like personal buffing signets. That way we could have support builds that focus on something else besides dps. Said builds would be able to buff party damage, make survival easier in critical situations, make the party able to skip some mobs with swiftness and so on. A modifier should be added to boons and buffs as well according to their effectiveness, in order to avoid more powerful boons to break the game, like having a party with 90% damage reduction Protection, 70% uptime.
Such changes would imply an overhaul of rewards to better reflect the difficulty increase.
That being said, all these changes would require an total overhaul of the fighting and stat system as we know them, so… not going to happen (as much as any serious combat overhaul is not going to happen) especially since dungeons are pretty much abandoned by the developer at the moment, dungeons being the place more deeply altered by such changes. I even heard the dungeon team doesn’t exist anymore.
And even then, would such a system with an higher complexity level, that implies thoughtful use of skills, harsher choices of stats, more specific builds, good timing skills and strategic use of skills, as well as the need of a certain group composition would be welcome by a playerbase that rages over 10 seconds longer kills on bosses and that the only strategy it can think of is “allstackhere”?
And make no mistake: the critical damage nerf is not oriented to improve build variety. It’s a change aimed at people that can’t survive playing a full berserker spec to please them and at people that can’r react to a burst in wvw. Build variety won’t improve, and full zerker will be even more optimal since more dps will be needed.
So, for the people who love fast paced, complex and varied combat please, pick another MMO. And let me know when they find one like it.
TL;DR: In order to have truly desirable control and support builds, control and support should be a requirement for clearing content. A stat overhaul is also needed with stats influencing control effect and conditions chance to trigger and their power, as well as a control resistance stats on target in order to prevent builds with small amount of “control power” stat to effectively apply control. A stat that has an influence in boons and other support forms is also needed in order to create support oriented builds. A reward overhaul is also necessary. Such changes will never occur and player base wouldn’t welcome them anyway.
(edited by Lucky Shot.7650)
Guild Wars 2 trinity should be DPS, Control and Support.
Right now only dps matters against bosses because of Unshakeable. Control effects are rendered almost useless and they are used almost exclusively on bosses that can heal to interrupt their heals, and boons are applied by full berserker specs without any need to sacrifice dps.
In order to make Control effects work on bosses the mechanic should be altered in a way that allows for some degree of control but prevents a party from stunlocking the bosses. A party composed by full zerker a/m + GS right now can have a stun every 5 seconds, the outright removal of Unshakeable would allow such party to totally shut down a boss while still dealing top tier dps. So could a /p thief that interrupts every 4 seconds.
In order to make Control desirable in a dungeon run they should make it required. To do so, attacks that wipe the whole party or at least cripple heavily their chances of success need to be added. Those attacks would need to bypass evades and cover big areas of the battlefield in order to require an interrupt and not being simply avoided by evades. Also they should have longer cooldowns after an interrupt so that the interrupt itself wouldn’t be useless because the attack will still occur after 3 seconds. Kholer spin attack is a good example or how those attacks should behave, with the addition of bypassing evades but not boons, so that also support would be more useful. This would make interrupts a requirement, but they also could work towards making other forms of control useful. They could, for instance, add heavy damaging charging attacks that chase you through evades avoidable with Cripple, fast and damaging multi-hit attacks avoidable with Weakness and so on.
But again, a party of full dps geared characters would still be able to control the boss just fine, hence making control-dedicated builds virtually useless. In order to make control oriented and damage avoidance builds actually viable, they should overhaul the stat system. Right now there is no stat that has any influence over control effects or control-like conditions (like Immobilize, Cripple and Weakness) bar Condition Duration that is a stat that you can raise dramatically even in a dps spec with just a consumable and in some cases shares traitlines with damage oriented stats. A stat that influences the quality and actual chances of applying successfully control effects and control conditions would be needed in order to prevent all out dps specs to control as effectively as a control oriented build would, as well as a control-defense stat on the target to prevent a full dps spec to control at full efficiency. In an ideal scenario, a dps build would see the old “Resisted!” message pop up on the target upon trying to apply a control effect or condition, an hybrid dps-control build would be able to successfully apply the control effect/stat but with reduced effect, like having weakness trigger at a lower percentage, cripple, chill, immobilize and CCs last shorter and so on, while a pure control build would be able to successfully apply the control effect with full efficiency. Also, a modifier based on said hypothetical stat should be added to individual control effects according to the power of the control effect itself, for instance Chill would need a higher of said hypothetical stat to actually trigger and for more time than Cripple would.
Some powerful attacks would still be impossible to interrupts to retain evades usefulness. Small autoattacks would be interruptable but the party would be punished for doing so because they will find themselves short of one interrupt. To do so, they could add an attack-specific modifier that changes the amount of “control power” needed in order to interrupt an attack, with hybrid control-dps builds being able to interrupt smaller attacks.
(edited by Lucky Shot.7650)
I just recently started to be interested in ascended gear. I leveled my armorsmith to 500 and crafted two ascended weapons.
Farming for mats for the ascended crafting itself wasn’t a big deal since you can simply get to an area associated with the level of resource node you need. To make things even better, I found some useful maps with paths you can follow to run through areas that have an high amount of a set resource node:
http://pwniversity.com/guide/gw2-iron-ore-farming/
http://pwniversity.com/guide/gw2-platinum-farming/
http://pwniversity.com/guide/gw2-soft-wood-log-farming/
http://pwniversity.com/guide/gw2-seasoned-wood-log-farming/
http://pwniversity.com/guide/gw2-hard-wood-log-farming/
Getting enough mats wasn’t a big deal thanks to those maps, to the fact that nodes are guaranteed and to the fact that while I was farming the mats I actually had fun following the path and doing events along the way.
Now comes the problem with cloth and leather. Since they don’t have resource nodes they’re quite hard to find.
I found that you can get a lot of Linen Scraps in Iron Marches just by doing Flame Legion related events and killing flame legions moving from an event to another: they drop bags and frayed garments that both give linen. So farming them was quick and fun since I love dynamic events.
Now, are there maps with mobs that can give you both salvageable items and bags that contain the other materials I need, namely Wool Scraps, Cotton Scraps, Thin Leather Section, Coarse Leather Section and Rugged Leather Section?
I have 106% critical damage. With the new stat, I’ll have 72%, so I’ll suffer a total 34% damage nerf.
No, your damage is dropping by less than 13%. You need to remember to 1) add the base damage boost, 2) calculate your damage relative to the old value, and 3) understand that you are not going to “crit every hit”.
Classes with Precision and Ferocity in the same traitline will suffer more for this change.
You might have overkill Precision in your build. I have Lyssa runes, for kitten’s sake, and not even I have as much base crit as you do.
I’m talking about pve. 60% (base crit chance+)8% (singet of agility)+ 20% (fury)+8% (banner of discipline)=96%. +7% (Side Strike)= 101%. Now come and tell me I don’t crit every hit. Of course I’m talking pve, not wvw.
Edit: got it, since my crit damage is actually 256% and I’ll drop to 222, I’m in fact suffering a 13,2% damage reduction.
(edited by Lucky Shot.7650)
That’s about a 21.8% nerf, but only at a 100% crit rate. Don’t forget that your DPS includes non-crits.
I have 68% critical chance with Signet of Agility and 75% if I Side Strike. Plus, since there’s always at least one warrior I have 88% and 95% thanks to Fury, with Banner of Discipline I can easilly crit every hit.
I have 106% critical damage. With the new stat, I’ll have 72%, so I’ll suffer a total 34% damage nerf.
Classes with Precision and Ferocity in the same traitline will suffer more for this change.
(edited by Lucky Shot.7650)
Is there a full list of new traits and changes to existing traits? Because I could only find one new GM trait per class.
Link please!
Hmmm… didn’t think about that. With more rotations the difference definitely sums up and creates a huge dps gap.
One more question: how does the thief 25/30/0/0/15 fares against warrior’s 30/25/0/0/15 dps wise? I heard somewhere that warrior has lower single target dps compared to thief, but honestly I can’t see how that’s possible since warrior scores about 25000-30000 on hundred blades alone every 10 seconds with HB, plus axe auto goes for about 2700 every chop and hits for 5000 on the last chop, and crushing blow hits for about 4000… Plus warrior can keep his chain up indefinitely.
I mean, if I look for “thief vs warrior dps” I find only threads with people arguing without getting to a conclusion. Did someone actually do some real and objective calculations? Also, I’m not talking about burst, I’m talking about sustained dps.
(edited by Lucky Shot.7650)
Since this topic’s title is quite general, I think I’ll post here instead of opening a new topic.
First of all, I came back to thief after a looong break playing mostly warrior and necro and sometimes other alts. I guess I was missing the class. I was quite disappointed about the buff to initiative passive regen when it came out but now I’ve changed my mind, now thief feels much more fun to play and I’m more willing to use skills and spend initiative.
Now, on the matter of the post. I had some trouble in dungeons at first, especially considering the stacking meta, but now I feel comfortable again with the class. At first I used this build:
http://gw2skills.net/editor/?vYEQRAsa4Yl0Mp7pFOx0J0PNhs9YnqQeS/AO1zgrkPA-zQCBYLFRjmgAjII0UBCRJPSrZPChlhFRjVXDT5iIqGA-e
Then, since I’m used to play zerker warrior, I switched to this build seeking more damage:
http://gw2skills.net/editor/?vYEQRAsa4Yl0Mp7pFOx0J0PNhs9YnqQeSnBO1S9H4KA-zQCBYLFRjmgAjII0UBCRJPSrZPChlhFRjVXDT5iIqGA-e
I’m also packing a shortbow and bloodlust stacking weapons.
I tested the damage output for both builds on veteran risen giants at cursed shore, without any bloodlust stack or food.
25 acro (keeping Fluid Strikes up) averaged
Backstab: 6392
Bacstab + Executioner: 7681
Wild Strike&Lotus Strike: 2288
Wild Strike&Lotus Strike+Executioner: 2786
Cloak and Dagger: 3692
Cloak and Dagger+Executioner: 4292
25 deadly arts averaged
Backstab: 6804
Bacstab + Executioner: 8479
Wild Strike&Lotus Strike: 2456
Wild Strike&Lotus Strike+Executioner: 2951
Cloak and Dagger: 4009
Cloak and Dagger+Executioner: 4717
I was quite disappointed with the not so great damage increase. 25 acro has 1000 hp and you can trait Pain Response to have cleanse, which I found quite helpful in AC and CM and very useful in the fight against Mai Trin. Also it can cleanse weakness if needed with Fleet of Foot. It loses 412 dmg per backstab, 798 per backstab+executioner, 168 per wild/lotus strike, 380 per C&D, 424 per C&D+executioner.
Do you guys think is worth to run 25 DA instead of 25 acro to gain around 1400 dmg per rotation?
As far as I know in real life you don’t get a downed state if you get shot in the face or are caught into an explosion.
Where did you people find that art with the cultural armor? Are there more artworks like that with human cultural armors?
I think the part you are forgetting is that Ham/Bow is a single broken build for the Warrior and Healing Signet is already confirmed to reducing healing by 8%. God forbid someone uses something else, like GS, Axe, Sword, or Mace, they really don’t benefit from much of what you posted, because they NEED full adrenaline to actually dish out damage , whereas any Thief build can benefit from going heavy into Shadow Arts. Honestly, the only thief build that requires a lick of skill is Sword/X. Dagger/X or Pistol/X is stupidly easy to win with. If only Shortbow was viable, though.
And I think that you’re forgetting that thief will lose a lot of damage by going shadow arts to get cleanse and regeneration. To make an example, the instagib 25/30/0/0/15 signets runs no kind of defense whatsoever. Both have to lose something in order to get something else. Besides, SA is not that popular in pvp. What’s the point of fighting on a point if the opponent will cap it anyway?
I don’t really see a point here. I think what you’re trying to say is that you want to use any random weaponset and build and have many defensive mechanisms anyway. Also you mentioned GS and Sword, that have dashes to help you disengage to answer you earlier complaint that warrior has no disengage, and Mace has weakness, a block, a stun and a knockdown.
The fact that that build is powerful doesn’t mean warrior can’t do it so it’s no excuse. You said warrior has only HS and armor as defenses, that was clearly not the case.
(edited by Lucky Shot.7650)
You know Warriors have no defenses outside of their healing and armor, right? Avoiding damage in this game is FAR more effective than passive damage mitigation. Shadow’s Rejuvination in conjunction with Hide in Shadow & Blinds will always mitigate damage better than HS and armor ever could. I don’t thieves realize just how strong disableing your opponents target from you really is, especially when you never lose target in the process (and thats not even taking into the fact you are complete invisible).
I’m not saying Thieves don’t need stealth to survive. I am saying their ability to remedy any and all mistakes through it is too kitten much. Reduce healing in stealth, and Thieves will now have to be punished for getting hit in the first place (as it should be).
As you said disabling your opponents counts as a defensive maneuver, so I’m pretty sure that you’ll agree that stunning, knocking down and knocking back your opponents counts as defensive mechanisms, especially when said ccs hit the whole enemy party and cooldowns are so low.
Warrior also get massive hp, good regeneration from HS and Adrenal Health, 10 seconds of condition immunity with berserker stance, -10% damage from Dolyak Signet, stability from Dolyak Signet and Balanced Stance both working also as stun break, almost permanent weakness from Fierce Blow, small blind and immobilize from longbow. Also they get to cleanse 3 conditions every 7 seconds. These are the defenses that warrior has in the build I’m using, so I’d say that they definitely have more defenses outside their healing and armor. Keep in mind they get all of this while doing damage while thief has to sit in stealth if he wants to regenerate and cleanse and even then warrior simply gets more.
Then they can also get additional cleanses through warhorn, Shrug it off, Shake it off and Signet of Stamina, additional disables with Physical skills and Fear Me, invulnerability with Endure Pain and Defy Pain and additional stability and stun break from Last Stand, disabling conditions reduction from Dogged March and additional regeneration…
On warrior you can hold your ground on a point against 2 opponents and 3 opponents for some time, this is something on thief you can’t do. First, thief’s blind don’t work all that well against ranged and aoes. Second, stealth don’t hold a point making the whole battle pointless and letting me die anyway because of aoes and cleave weapons.
(edited by Lucky Shot.7650)
If these people who claim thief to be OP ever played a thief, they would realize that trying to enter the fight in sPvP while capping a point that has a 2v2 or 3v3 going on can be deadly. We have stealth and evades so we can get away from dying so easily!!! If we did not have these skills we would surely be KO’d in seconds from any class that has some sort of zerker cc or conditions even! Most of our condition removal is in stealth!
I have a tendency to tell each Warrior which says that Thief is OP to reroll something else, because he’s beyond saving.
I have an 80 Thief, an 80 Warrior, and close to getting my Elementalist to 80.
Thief is BY FAR the easiest class of these three to play in PvP. The QQ is sound. I suggest YOU try playing a class that doesn’t have two reliable escapes on hand at nearly all times, and then tell me thieves aren’t an uphill fight from the get go.
You’re not playing warrior right.
It’s just not fair. Nerf everything.
Why can’t we all do 1 damage and heal 5 every 15 seconds!!!!111one!one!!one!111one!!one!No, that solution would be bad for the game.
Instead, they should nerf every class and every spec I don’t use to the point that I will be able to beat them by just autoattacking. That way we could have a nice, balanced and fun game.
Nonono. Give everyone spaghetti noodles as weapons, and 1 hp, first one to hit the other person with the noodle wins.
Nice idea, but only if the classes I have trouble with will get noodles as weapons and I still get to use pointy things.
It’s just not fair. Nerf everything.
Why can’t we all do 1 damage and heal 5 every 15 seconds!!!!111one!one!!one!111one!!one!
No, that solution would be bad for the game.
Instead, they should nerf every class and every spec I don’t use to the point that I will be able to beat them by just autoattacking. That way we could have a nice, balanced and fun game.
This thing deals a lot of damage: http://gw2skills.net/editor/?vYAQNAoYVl8MpypFOxxJ8PNRs9wn7kneFIr2Da2SYC-zEyAYLBRCCERAkKAk8KiGbxtIas6aMlLRUNA-w
Pop all signets and Basilisk Venom. Precast Cloak and Dagger and hit Steal. Backstab and then proceed to mash the 2 key as hard as you can. If the target’s dead you’re gold.
You could take Back Fighting in SA instead of Mug because you’ll be downed. A lot.
(edited by Lucky Shot.7650)
Hi there everybody! I just recently came back to thief and I’d like to hear some opinions on this pvp build.
While I can’t deal as much burst a d/p would, I manage to have some pretty decent sustain and I can stay in a team fight for a little bit longer thanks to high hp, PW and BP. When I join a fight I open with steal to buff the team and try to pin down an enemy with IS, PW and Basiliks Venom so my mates can bring him down faster, or try to finish off somebody low on health. I can then stay in the fight to help out, that I wasn’t able to do with a burst oriented build, to the point I couldn’t even stomp the opponent I just downed due to aoes and cleaves. Now I can even hold a point for a while.
I’m still don’t know if I prefer to run 15 in DA to get Lotus Poison, adding more defense to the team with Chocking Gas or goind 15 Trickery to get Thrill of the Crime, adding more damage.
When talking about 1v1s I manage well against ranger, elementalist and guardian. I can also hold my ground and even win against warriors unless they pull out longbow and use Combustive Shot. Very good warriors just tear me apart though. I can also handle most necromancers and some mesmer. Two classes I can’t even scratch are engineer and PU mesmer.
Keep in mind I just came back to thief and I haven’t been pvping for a long time now and I may be just playing and winning against bads.
Any feedback will be much appreciated.
Weird because I’m so sick of warrior chain ccs, soaking up damage and regenerating, of guardian blocking all day long, making my damage look insignificant with protection and still hitting me for 3k on autos, of engineer running spamming conditions blowing up half the world meanwhile, mesmer phantasms beating me up and clones stacking bleeding while the owner sits in stealth laughing, necros sitting behind a second health bar while I burn and bleed to death and their little zerg of freaks is biting off my heel…
Usually hairstyles are removed for clipping issues. I can see how that hair could cause problems on heavy armor.
I don’t see how this hair could cause clipping issues when certain Norn or human hairstyles show the same potential problem.
Now whether those hairstyles actually clip in the game or not, I don’t know. None of my characters have them.
And with all the clipping issues in the game, I find the “it would clip” excuse to be a lie. (I don’t mind certain kind of clipping, especially with weapons or hair. Only type of clipping I mind is related to the body, such as the Medium Krytan armor that clips with Sylvari..)
Phalanx armor, bought with gems, clips heavily with itself, go figure…
Black Powder meets Unshakable. Black Powder loses. And, and I already said, I already spam PW to survive.
I already dodge towards the wall, I think the problem is the lack of cleanse.
I recently came back to my thief: warrior is too boring and easy to play.
I’ve been wondering, how do you guys manage the all stack in the corner meta with your thief? I can survive well when not stacking in almost full berserker gear, but when people want to stack, that happens very often, I’m guaranteed to get downed. I even manage to die on AC spider queen boss. When facing Kholer, no matter how fast I am stunbreaking out of his spin attack I die in a split second. I play S/P so I should have some pretty decent evasion uptime, but it seems bosses always manage to hit me in between evasion frames. Also, I have a very hard time dodging manually because when stacking I can’t see anything (think about COE stacking spots). I feel disappointed because I wanted to go back to thief badly and now I can’t play it because of the kittening stack meta.
How do you guys handle stacking on thief?
When I want linen, I hang around in Iron Marches, completing flame legion related events. There are a lot of them and the area is filled with flame legion. So I just complete the events and kill every flame legionnaire I see. They drop bags and frayed garments, no need to hold an event forever.
She’s looking for Satan.
The problem isn’t just that “what one-shots you in zerker gear still one-shots you in PVT gear”: support and control aren’t stat-dependent, however damage is. Boon duration and condition duration are more easily obtained through traits and food and even then they translate in +1,5 secs protection party wide, +3 secs weakness on target which I don’t think is that useful. You can support in zerker gear as much as you could in PVT gear. You can control in zerker gear as much as you could in PVT gear. The only thing besides damage that is stat dependent is mitigating damage, and you won’t need that as long as you can dodge properly. You also don’t need to be able to soak damage while ressing a team mate, where PVT gear would be beneficial, if your party can dodge properly.
You don’t need stats to support, control or mitigate damage so damage dealing gear is the most convenient choice.
To add to that, control isn’t that useful against bosses thanks to unshakable.
(edited by Lucky Shot.7650)
Last Refuge is one of the main reasons I quit thief, dying because of it is probably the most infuriating thing I have ever experienced in a videogame.
Should of tried not using SA trait line ^^
But yes for a minor trait it’s terrible (can’t swap it).
Oh, yes I did. I played d/d burst, and I liked Engi’s Static Discharge better. Also tried s/d and s/p. Problem is, I felt naked without condition cleanse from shadow arts and thieves don’t have any other reliable way to deal with conditions. Yes you can shadow return, but that only cleanses one condition and that can be a problem when you have multiple conditions that “shield” the one you want to remove.
When I heard about the -10% overall damage on berserker heavy builds I immediately thought about Hidden Killer.
We still don’t know how much crit chance you need to have your total damage output reduced by 10%. If we assume 50% crit chance is the amount they are thinking about when doing calculations, Hidden Killer 0/30/30/10/0 builds will have their total damage reduced by 20%, since they basically only land crit backstabs, which could mean the build won’t survive the change.
That being said, they may be accounting a higher crit chance. For instance, 87% crit chance is another good number to start calculations from since it’s the crit chance a warrior full zerker, 25 Arms, Banner of Discipline, Signet of Fury and Fury reaches and since the damage reduction itself seems to be conceived to address the “only warr, full zerk” issue. In that case, a reduction on Hidden Killer total damage would be around 11%.
Last Refuge is one of the main reasons I quit thief, dying because of it is probably the most infuriating thing I have ever experienced in a videogame.
(edited by Lucky Shot.7650)
Warrior
If you want a class that puts a lot of work and effort and still remain Op, this is the right class for you.
Thief
If you want a class that puts no effort or work whatsoever and still remain OP, than this is the class for you.
-Reap and Reward Class- > Warrior
" Before the reward there must be labor. You plant before you harvest "
-Reward than Reap Class- > Thief
" Before the labor, reap the reward. Harvest before you plant "
OP, I leave the Truth in your hand,
You decide->
Hahahahahaha!
Sometimes people just ARE to blame.
I don’t blame developers: they are finally giving us content that isn’t a mindless zergfest/grindfest, has some interesting mechanics and is, when played right, very fun and rewarding to beat. Bad players are the only ones to blame.
I had a marionette try today, my group did good on warden 2 so I had enough time to watch carefully how the platform next to mine was failing hard. There were 2 deads, one light armor downed and a guardian and a warrior. Guardian and warrior were running in circles with scepter and rifle respectively, even while the boss was stunned by it’s own mines. They weren’t even trying to res and of course they weren’t dealing any damage so eventually the downed died and they failed, the only platform to do so, because of time limit.
People refuse to improve. Some time ago I had to drop shout builds when I needed to be more effective and gone zerker, even if I found my old build funnier to play. A lot of people just don’t care, they expect to be carried.
You just cannot avoid anger when you see people not listening, not resurrecting downed, not carrying quick-res skills in an environment that demands them badly and the commanders shout on map to do so, playing selfishly, not boon sharing for the classes that are able to, not doing damage because they play ranged to be safer and, in general, not doing anything to contribute to the success of the event. I can’t avoid being angry at the selfishness of people.
Don’t give me the “it’s everyone’s fault” crap. I never failed a platform. I saved the day more than once with warbanner and I got used to carry people on my team. I bring damage and boons to improve the party damage. I don’t yell at people even when they fail hard because I like to be polite ingame and I try to be as helpful as I can. I root for people to encourage them. I give advises and suggestions. I’m not the best player out there but I put as much effort as I can to play at the best of my abilities to ensure success for me and for the other 124 persons that are playing with me. And since I’m no way a pro anybody could do as good as I do if only they tried.
But I can’t tutor every single player on the map on what build to use, even if I had enough time at my disposal some people play classes I’m bad at, and besides some people wont’ listen and won’t accept any advice out of arrogance and pride. I can’t carry other platforms. I can’t dodge for other players. I can’t force people to leave a lane to reinforce another one.
Nevertheless, I don’t blame anybody for being bad or for not wanting to improve. It’s perfectly fine to stand and autoattack if your only activities are to wander maps and champ train or in general playing content where you won’t hinder other players. However, I DO balme them for joining an activity where your sole incompetence can cause 124 persons to fail and waste their time, not caring at all about others. Don’t want to contribute in a meaningful way? Fine, don’t participate then.