Showing Posts For Lucky Shot.7650:

Your voice on improvement of GW2

in Guild Wars 2 Discussion

Posted by: Lucky Shot.7650

Lucky Shot.7650

1. Class balances in pve.
2. Class balanced to fight 1vs1: what if I’m roaming alone in wvw killing Dollys and capturing camps and meet a Phantasm Mesmer?
3. Balance dungeon rewards so harder and longer dungeons give better rewards than, say, cof path 1.
4. Give us an elite dungeon, a hard dungeon that only a really skilled group with perfect group coordination could clear, you can really de carried through today’s dungeons, I want a dungeon that requires every single party member to cooperate at his best level. And with a reward higher than cof speedrun, please.
5. Being able to get more than 1 friggin’ laurel per day.
6. More pvp modes.

(edited by Lucky Shot.7650)

Will Last Refuge ever be removed?

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

People are confusing Last Refuge with Shadow Refuge. That’s why there are comments like “Only downside to that would be… Thief can do multiple backstabs with no revealed….”

In fact the reason for the trait name being Last Refuge is because during beta it summoned a Shadow Refuge instead of Blinding Powder. At some point they changed it to Blinding Powder but they kept the trait name. I think it would be awesome to have SR again instead of BP, that way even if you screwed with revealed you would have access to a Dark Field, and if you waited long enough inside you could get the last pulse of stealth.

But as I don’t see it happening, I think it would be better to root for a complete change meant to help the trait line instead of killing the Thief.

I think the problem of getting Revealed would persist.

I think Living Story is bad for this game

in Living World

Posted by: Lucky Shot.7650

Lucky Shot.7650

For the non-fetch quests, no. For the fetch quests, yes: I don’t like hanging around an island looking for rotting plants while being attacked by hordes of OP mobs.

That actually explains a lot.

Yes, it explains I don’t know anything about the current plot. You know why? Because I found that uninteresting in the first place, so I didn’t bother with it. As I already stated, give me some interesting story and I’ll gladly play attention. If they made me support a full scale rebellion on the island to free the refugees, for example.

By the way, wasn’t this game supposed to avoid fetch quests?

No this game wasn’t supposed to avoid fetch quests. In fact, there are only X types of quests in existence. For example kill, fetch, escort, defend. How many other quest types can you name. All games have these or some variations on these.

The example always used was kill ten rats and there are very few of those quests in this game. You have to kill but the number of things you have to kill is obscured and even can change as more people show up. I find that more interesting than a static kill ten rats quest, because the rats are still there.

In this game, centaurs attack a town and you drive them off…after killing a bunch of them. Same with many fetch quests in this game. You don’t have a number that you go through. You get it when there’s enough. Some of us prefer that.

But what other types of quests or content can there be without killing, fetching, escort or defense. Surely you take any one type away and you end up with even more repetition.

Yes, but with random events (kill x, turn in x items, defend npc) you actually feel you’re making something useful. For example, I love the aqueduct chain event in queensdale and chain events in general because I feel my efforts are making a difference in the world I’m in. Even when I’m hanging around with a lvl 80 character I still do them all the time even if the reward is meaningless, it makes me feel good.

With living story I don’t actually feel rewarded, I feel I’m just “doing stuff”. “Bring refugees mementos and random lost items… just because” doesn’t give me the same feeling of accomplishment that “rescue a mother kidnapped by bandits” or “bring x toxin samples to NPC, so he can develop an antidote to save queensdale citizens from intoxication” give. Nor does “investigate plant activity so we can discover Canach’s evil plan to help refugees”. Wait what? Other examples are “repair refugees signs”, yes that’s totally gonna help. “Aid refugees along the road”, just to have them slain by a random creature two seconds later. “Close the molten alliance gate” that is spawning molten forces just standing there, meaning no harm to anyone but the random guy that tries to close the portal. “Collect Audio Logs” to discover a molten alliance facility that will spawn in two weeks whether you found it’s location or not and that you’ll be magically aware of even if you didn’t any bit of research. “Quell the riot” so the consortium may keep exploiting the refugees.

I’m not saying LS should be scrapped. I’m saying right now I feel there are more pressing issues and before expanding the game the developers team should address those issues. And, when the time will be right, they should deliver a better experience with LS, especially with the plot. I want Steam Creatures! ;_;

(edited by Lucky Shot.7650)

Will Last Refuge ever be removed?

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Speaking of Shadow Refuge, don’t you love when you are attacking with the short bow, shadowstep away, drop SR and stand in it stealthless for its whole duration, realizing LR revealed you?

I think Living Story is bad for this game

in Living World

Posted by: Lucky Shot.7650

Lucky Shot.7650

For the non-fetch quests, no. For the fetch quests, yes: I don’t like hanging around an island looking for rotting plants while being attacked by hordes of OP mobs.

That actually explains a lot.

Yes, it explains I don’t know anything about the current plot. You know why? Because I found that uninteresting in the first place, so I didn’t bother with it. As I already stated, give me some interesting story and I’ll gladly play attention. If they made me support a full scale rebellion on the island to free the refugees, for example.

By the way, wasn’t this game supposed to avoid fetch quests?

I think Living Story is bad for this game

in Living World

Posted by: Lucky Shot.7650

Lucky Shot.7650

For the non-fetch quests, no. For the fetch quests, yes: I don’t like hanging around an island looking for rotting plants while being attacked by hordes of OP mobs.

Oh, wait: these LS events are almost exclusively fetch quests.

I think Living Story is bad for this game

in Living World

Posted by: Lucky Shot.7650

Lucky Shot.7650

Most of the things in your “Instead of wasting their time on these half-kittened “activities” they could:” list aren’t handled by the same people working on the Living Story content.

Assign those people to something else they’re competent with, then! There are so many issues players have with this game emerging from these forums that I think LS should be the last concern, fix those issues first then keep the LS going. It’s not like we don’t have an endgame. I’m pretty fine with dungeons and wvw being our endgame at the moment. The problem is, nobody runs dungeons anymore because the reward system is broken, they just run cof 1. I’d gladly join other dungeons but nobody runs them because the reward system rewards people doing the hardest and longest arah paths exactly in the same way it rewards a 8 minutes cof run.

@WolfOwl
If they gave me more interesting stories I’d gladly immerse myself with them. For example, I’d really really love to see a develop to Steam Creatures invasion, or being able to have some plot about Underworld menace, or dwarven-related quests. Sorry to say, if I think about those 3 I get to laugh at Molten Alliance and Consortium guys. I like to play hard content and achieve everything possible in a game but I also like the story aspect of the game. For example, I have 8 characters, 5 80s and 3 30-ish’s (ugh), two have full ascended trinkets and I plan on getting everybody to a “perfect” state… but every one of them in my mind also has a backstory, a personality and motivations: I like to imagine their personal stories coming together at one point.

(edited by Lucky Shot.7650)

I think Living Story is bad for this game

in Living World

Posted by: Lucky Shot.7650

Lucky Shot.7650

I think Living Story is a waste of time and resources. In theory, it should keep the game fresh but in reality it doesn’t. Me and most of the people I know just clear the achievement panel of the current LS in about one-two hours then they forget about LS until the next episode comes out, when they clear the achievements and go back to do whatever they like to do. A few do farm the temporary dungeons though.

Most of LS activities aren’t funny and challenging at all, I feel forced to do them to avoid losing some achievements/items I will never be able to obtain again, but I did find quite boring stuff like collect Audio Logs, Lost Objects and Sample Collection. I did Crab Grab to get the achievement, but I did it because I felt I had to, not because I was enjoying.

Also, Living Stories aren’t interesting at all. This game has many ongoing plots that could be developed as a theme for more epic and interesting stuff, like Steam Creatures, Dwarven Ruins, Underworld and regional conflicts (like Centaurs, Separatists, Inquests, Nightmare Court and so on).

I may go as far to say that Living Story is detrimental for the overall game quality. The time and resources spent on LS could be spent to make the game better. Instead of wasting their time on these half-kittened “activities” they could:

-Fix classes’ broken skills and traits
-Improve class balance, both in pve and in pvp
-Add more pvp modes
-Improve wvw (even if I don’t understand what’s wrong with wvw, I hear many players complain about it)
-Add more dungeons. I loved Molten Facility, the only redeeming factor in this whole LS thing.
-Add more fractals and fix current fractals length/difficulty disparity.
-Raids?
-Improve current dungeons, fixing the current reward system: a cof speedrun earns us the exact same amount of coins/tokens arah path 4 does.
-Fix a ton of minor issues, like targeting, aoe targeting, random bugged events, trading post, player bank (still no tokens collectibles tab), add guild features, a lfg tool, duels…

I understand LS is an attempt to keep people interested without a gear grind, but it’s failing at it but for that hour required to clear all the stuff.

I also understand LS is an opportunity to add some Gem Store items, but they could add new items anyway, even better ones. Give players new skins, new hair, new emotes and they will buy them even if they’re not “New Consortium Hair”. Hell, saving resources from LS they could add a ton of new items for the players to buy.

This is of course just my opinion, I wanted to know what other players feel about it, because I don’t know if it’s me and my playgroup to be very disconnected from the rest of the playerbase or the devs are the ones that don’t know what their playerbase actually wants.

Pvp its seriously compromised

in Suggestions

Posted by: Lucky Shot.7650

Lucky Shot.7650

Yes, because thieves are famous for being OP in tpvp, every team runs with at least 3 thieves.

/sarcasm

Is D/D still viable?

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

S/P and D/D are two completely different sets, you can’t really compare them and say one is strictly better. I’d compare D/D to D/P instead.

But yes, let’s say that at the moment S/P is quite bad. Infiltrator’s Strike was nerfed or, if you prefer, changed and became worse due to the change. Pistol Whip was nerfed a long time ago, but the Haste nerf killed it.

(edited by Lucky Shot.7650)

Will Last Refuge ever be removed?

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

I’d rather have an empty minor trait slot, instead of Last Refuge. As it is now, this trait is “You get Revealed when your health reaches 25% (90-second cooldown)”.

May it be because I’m trying to C&D, or because my Disabling Shot/Trick Shot is still mid-air or I’m shooting Black Powder, Last Refuge gets me Revealed all the time. If I’m falling below 25% health it’s obvious I’m in a fight, and in a fight I’m usually attacking, should I peacefully wait Last Refuge to trigger instead?

I’d really like to get a developer post on this matter.

Will Last Refuge ever be removed?

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Really, I can’t count how many times I died from last refuge. I think it’s the only trait in the entire game that hinders you instead of being useful.

Rank Chests Extremely Dissapointing

in WvW

Posted by: Lucky Shot.7650

Lucky Shot.7650

Are you talking the reward chest you get for each wvw level?

Because I had 6 and I found only BoH and some silver, not even a green. I was starting to wonder if they dropped something besides silvers an BoHs.

Stealth Change?

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Last refuge probably, killed me two times today in wvw.

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: Lucky Shot.7650

Lucky Shot.7650

-One room dungeon, annoying boss fight. Bomberman was funnier than this boss.
-WvW ascended rings take 25 laurels a piece. Only worthy ascended accessory from WvW is the amulet.
-Unappealing new infusions
-Got 2 levels in WvW (4 chests), just BoH and a few silvers.
-No NPC swimwear

I’m also quite disappointed.

Weapon skins dropping

in Black Lion Trading Co

Posted by: Lucky Shot.7650

Lucky Shot.7650

Weapon skin prices are dropping since 20th/22nd may. I know they dropped heavily with the world boss rewards, but why are they still dropping? I remember I sold a Cinderspire’s Rage for 5 gold about a week ago, now it’s worth like 2 gold. That’s an extreme example, but it holds true for many lvl 80 exotic skins. What’s going on?

http://www.gw2spidy.com/item/19367

http://www.gw2spidy.com/item/27485

http://www.gw2spidy.com/item/19360

http://www.gw2spidy.com/item/26231

(edited by Lucky Shot.7650)

Consortium Swimwear (GemStore)

in Last Stand at Southsun

Posted by: Lucky Shot.7650

Lucky Shot.7650

I was hoping to get those new skins today, on 28th patch. Guess we will never be as cool as the NPCs.

Target priority and downed players

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Hi everyone. Tonight I won my first outnumbered fight against 80s. Well, actually I won 3 fights, a 1vs2, a 1vs3 and a 1vs4 (these four were already heavily injured though).

I won those fights only because they never tried to rally a downed ally, so I could finish them off easily. When outnumbered, as soon as somebody tries to rally an ally I always lose. My biggest problem is that resurrecting an ally is faster than our stomp animation, assuming it is the first time it goes down, so by the time I end the animation the target is still back on his feet. Also, the amount of health recovered when being rallied is higher than the damage I can land on the downed target.

So my question is: how do you prioritize your attacks when fighting multiple enemies? Do you try to finish downed players or do you take advantage of the one trying to rally an ally to land a few free hits?

One copper less.

in Black Lion Trading Co

Posted by: Lucky Shot.7650

Lucky Shot.7650

If you have a minimum acceptable price to sell the item at then why don’t you just list it at that price?

Why do people haggle? Why don’t people just sell everything at cost?

Why can buyers see other people’s orders? Shouldn’t it be a black box? Shouldn’t the buyer have to take a chance and offer a reasonable price that they want to buy at rather than always trying to snipe the absolute minimum?

Being able to +/- by just 1c on both buying and selling is a broken system. Being able to do so on buy orders without any risk at all is even worse. Because of this it’s far too easy to abuse buy orders. For example, a simple program written in a few minutes can completely dominate and always be the highest buy order for the desired item. It’s the average joe that’s getting abused the most here, but they don’t know it. At the very least, undercutting should require a minimum difference.

“1c” undercutting doesn’t work in real life because to get that sale, the buyer has to put in effort, which will most likely cost far more than what you would save. If ArenaNet wanted to be complex, they could sort of simulate this by having different trading posts for servers, regions and cross region. Buyers would then have to shop around and pay a fee when going outside of their server and again for outside of their region. This would add needless complexity however when the goal is to simply allow people to buy and sell items.

No idea what you’re getting at. Undercutting and overbidding by 1 Copper has made me tons of money. It’s a fair system, because it puts the decisions of how much to buy and sell things for with the players.

But, to make you happy, I admit that sometimes I’ll increase that to 2 Copper. Sometimes I can be generous with my flipping.

The fact that has made you money doesn’t mean it’s fair. And no, 1 copper doesn’t make any difference so no decision is involved, you won’t lose money for undercutting/overcutting by one copper, unless the item is worth a few coppers. If the system allowed you to overcut/undercut by a % of the item’s listed value you would still be able to overcut/undercut by one copper on those low value items. Of course you won’t be able to scam-cutting on a 3 gold worth item for a copper.

The system as it is now only supports the last one to place the bid/sell or, as already stated, people who constantly keep an eye on their buy listings. No thoughts involved, just cut 1 worthless copper.

One copper less.

in Black Lion Trading Co

Posted by: Lucky Shot.7650

Lucky Shot.7650

Perfectly fine and perfectly realistic. In fact, you see it everyday in the real world be it from Fast Food Companies competing against each other to smaller stores here and there.

No, it’s not the same thing. In the real world, a store doesn’t have to pay a fee when it undercuts its products to match the competition, instead they have to worry about not lowering the price too much or else they won’t make enough money to cover expenses, initial product cost and to make an acceptable profit. Hence, in real life the ones that manage to keep low expenses and work on a large scale so they can accept making less money-per-product because they’re selling a load of them and cut the initial price they get (or produce) their products at will have the upper hand.

In this game, the only advantage you can have is to be the last one to post a product.

And no, I didn’t undercut. In fact, I like that “Match lower seller” button a lot!

One copper less.

in Black Lion Trading Co

Posted by: Lucky Shot.7650

Lucky Shot.7650

It’s so annoying and so unfair to list your item for, say, 4 gold.

Then somebody undercuts to 3.99.99.
Then 3 people undercut to 3.99.98.
Then somebody comes in and undercuts to 3.99.97.
Then the big boss comes in and undercuts to 3.99.96, selling 30 units of that item.

It could go on and on, just think that 100 persons undercutting for one copper for one unit will in fact delay your sell by 100 buyers, and the last one to undercut will earn only 1 silver less than the original price.

In my opinion there should be a minimum limit to undercutting, like say 1% of the item value, so people would actually have to think if it’s worth to sell at lower price and gain less money in order to gain “priority” instead to drop that meaningless copper, delaying your sell. Or maybe since I don’t know anything about economy I’m missing something.

What are your feelings about “free” undercutting?

Missing Backstab should reveal

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

A decent player will know where the thief is: behind them. So yeah, they know where the thief is so they can move out of the way. Or randomly swinging the mouse to get a front stab.

And yeah, we melt even when dodging and avoiding aoes.

Investing in shadow arts means lowering our damage, so no, CnD doesn’t last 4 seconds on a damage spec.

If you fail to understand why something hard to accomplish shouldn’t be punished as hard as failing something easy to accomplish well, I don’t have anything else to say.

And, since you cry for honesty, you may as well as cut the hypocrisy and go back to your mesmer forum and cry for nerfs for your class, since you seem to think some of your mechanics are unfair.

Missing Backstab should reveal

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

A mesmer player saying thieves are rewarded for bad play. It happened more times than I like to admit to down a mesmer when I was at 50%+ health and then getting downed and killed by his phantasms. So he got downed first and by a fair margin… but he won. Sure he wasn’t rewarded for bad play was he?

So it is perfectly fine that a Mesmer can be downed and be carried to victory by his pets but a thief can’t miss a backstab. Makes perfect sense to me. Honestly, I can’t see how you can defend your theory with a straight face.

I understand your point about ignoring defenses, but you have to consider that:

1. We enter stealth mainly with Cloak And Dagger. If CnD is blocked, evaded, misses we just wasted 6 initiative and we’re probably going to die. So you defend yourself from CnD, we can’t ignore failing one.
2. If we enter stealth with smoke field+Heartseeker we just spent 9 initiative.
3. Our stealth cooldowns are at least 40 seconds long and if we blow them we won’t have safe stealth to escape. Or we can waste a heal.

So it’s not like we don’t pay a price to attempt a backstab.

4. When we’re out of stealth we melt.
5. Sometimes we melt even when we’re stealthed, due to our low health pool a couple of aoe or a blind swing can bring us down.
6. Backstab is melee range and requires positioning. It’s extremely hard to land backstab since the target won’t be gentle enough to stay still. Sometimes the target can just run in a straight line and we won’t be able to reach it.
7. We have like 3 seconds to land a backstab.

Your offences are already enough to blast us away in few hits. And what about aegis? We can’t land our backstab at all if block=revealed since aegis doesn’t wear off. Isn’t Protection a hard enough hit to our offensive ability?

Do you have any idea about how many successful backstab are landed at the first attempt? I played thief for more than 800 hours and it’s still not uncommon for me to get out of stealth without managing to land my attack. Can you think how many thieves will quit the class with a heavy nerf like the one you suggest?

Do you have any idea how hard is to land a backstab and even more to land it on your first hit? Yeah, maybe you do because “I played thief blah blah blah” but it seems you don’t care a bit about the class since you just want to make it sink. And you even say we’re dishonest for getting mad at you people for asking more nerfs…

… of course we are, we are thieves!

If knowing that we have to pay a high price to attempt backstab, that is short range, that we have a very short time window to land it and we have to land it in a specific place is not enough to understand why is hard to attack with backstab as it is already hence reveal (on a squishy class) on block, evade, miss etcetera would totally kill it is not enough well…

Also, you’re talking about bad play without considering the difficulty level. Landing backstab is hard, so it souldn’t be punished. It’s like, you lose a chess match against the world champion. Was it a bad play? No, you just failed at doing something very hard. Should you be heavily punished for not accomplishing something hard? Because you know, reveal on block would probably mean disengage or die.

What is bad play? Trying to achieve something difficult but failing, or succeeding at doing something very easy? Failing at something hard is more forgiveable than failing in something easy, in my opinion.

And remember, if we don’t land backstab we already get punished by initiative loss, utility skill loss, being revealed and defenceless at melee range.

(edited by Lucky Shot.7650)

Missing Backstab should reveal

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

So let me get this, people are suggesting that a melee attack that must be landed on a 3/4 seconds window by the squishiest class, that requires positioning and burning half or more of our resource pool or blowing a high cooldown should reveal on miss/block/evade, thus making said squishiest class targetable and preventing it from trying to create such requirements again?

Yeah, why not.

And why not halving Backstab damage. Why not make Shadow Refuge reveal when the aoe ends. Why not prevent stealth skills from critting. Why not having Revealed last 6 seconds. Why not putting thieves’ weapon skills on cooldowns. Why not getting Revealed when taking damage.

And since I keep reading the “it’s not realistic because in real life I could feel the hit landing on my block so I would know where it came from” argument, why not change guns so first time you get hit you are left with about 10% your hp, with 10 bleeding stacks 8 hours, crippled for two months and stunned for 2 minutes, and critical hits just defeat you bypassing downed? And Mesmers, Elementalists and Necromancers start their adventure in an asylum, and they only get Branch Smack as a weapon skill.

Good strategy guys, keep asking for nerfs, you will get them eventually.

(edited by Lucky Shot.7650)

I'm terribad at S/D *warning, contains rant*

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Posted by: Lucky Shot.7650

Lucky Shot.7650

Tried Evil Apprentice build today. Being forced to stay visible to deal damage melts me.

Shadowstep re-work, please?

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Posted by: Lucky Shot.7650

Lucky Shot.7650

Shadowstep it’s great. I really can’t think to play without it, saved me so many times. Maybe a little bit too high cooldown, considering it’s our only stun breaker.

I'm terribad at S/D *warning, contains rant*

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

I used this:
http://gw2skills.net/editor/?fYAQNAV8YlUmiO3ey5E/5Ex2jeuTeypwpGtTxVjPA-TsAg0CnIqRVjrGTNyas1MsYRxmAA
I won’t explain the reasoning behind such build because it’s simply not worth the trouble.

Edit: also tried withdraw. I’ll never equip it again. Also tried going 10 in trickery (-10 Shadow Arts) to get Thrill of the Crime. And I also tried some other things I can’t remember, tried to use S/D for a while now but I really can’t get it.

I tried roaming. With old D/D you see your team in a fight, you drop in, spot a target, down it, stealth kill if you have enough health then disengage. It was like a bomb suddenly dropped on enemy team. I remember trying to do that with S/D to help an obviously unexperienced engineer fending off a ranger. Ranger killed us both. Or dropping in a teamfight to get downed in a matter of seconds, since I didn’t have blinds nor could do anything useful with stealth, and even if you manage to stay alive you can’t make such a huge difference like taking down a target, possibly ressing a teammate by doing so. With S/D, you are just an annoyance for the enemy team, and even a lesser annoyance compared to a D/P thief.

(edited by Lucky Shot.7650)

I'm terribad at S/D *warning, contains rant*

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

It’s just me, or this weapon set is still useless? How do you even land larcenous strike? Like “hey, fully booned guardian, I’m dashing all around you for half a second, can you pretend you didn’t notice so I’ll land my new super oh so good 1/2 sec cast move that will leave you boonless afterwards? And please, can you avoid popping blocks after my first dash or even slightly moving around?”

And then, where does the damage from this set come from anyway? Am I supposed to stay there and autoattack? Or maybe I have to keep dashing and teleporting around around with Flanking Strike and Infiltrator strike dealing little to no damage?

The only good thing on this set is Shadow Return for removing conditions and Infiltrator’s Strike to chase. Not that it mattered, considering how low my damage was.

I feel so useless with this set. I can’t kill anybody even if I rip off their boons. Tried that with rangers. Assuming I have both boon removal and condition removal this should be an easy matchup. Well, is not. Not for me anyway.

The only thing I could do was killing someone with about 20% hp left. Yeah. I could do that even with nerfed mug. So what is my role in a fight, aside managing to rip off two boons (Corrupt Boon says hi) if the target fell asleep on the keyboard and being super fast at getting onto targets just to be slaughtered half a second later?

So what does this set offer?
-Low Damage
-Teleport on target
-Condition Removal
-Slow, highly predictable and easy to miss boon removal
-Stealth (to do what?)
-An interrupt that takes 1 sec to hit (C&D+Tactical Strike)
-Stealth doesn’t deal damage, meaning you have to expose yourself to attacks to deal damage.

Is anyone else trying s/d? What are your feelings about this set?

And what are devs thinking about thieves? “We want to increase thieves’ spike damage”. They kill mug. They give boon removal to the lowest damaging set. We were low rated in tpvp already, why in the world did they nerf us?

Meanwhile Mesmers still spike like crazy and make themselves hard to target (yes, I can spot the real one instantly but good luck making your attacks land in a cloud of clones thanks to our great targeting system, same goes for MM necros), elementalists can chill, weakness, launch, stun, immobilize, knockdown, rangers condi you all the time while getting protection, regen, vigor, guardian is still a hard undying kitten (actually, I’m fine with this one).

I hate conditions on thief, I’ll never use them so P/D is out of question. I had a D/P build but it took forever to kill something (about 6000-7000 dmg every 5-something seconds) and the only thing it was good at was surviving. Now that build has to face +33% revealed. I liked also the classic spike build. Now mug doesn’t crit and heals me when I’m starting the fight so I’m full health already.

Time to adapt again? Yeah, time to adapt to use another class. I’ll stick with engineer Static Discharge for a while. Assuming they wont nerf it before they make thief playable again… if they ever will.

By the way, thief was my main in both pve (yeah, an hard life for me) and pvp. More than 850 hours on it last time I checked… about two months ago. I loved my character, it breaks my heart to think about shelving it but as it stands now I don’t see anything that could make it worth to play. Maybe I’ll move to a RP server, if such thing even exists.

(edited by Lucky Shot.7650)

Remove stealth on miss/evade/block

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Posted by: Lucky Shot.7650

Lucky Shot.7650

I main thief and I do agree with TC but instead of revealed on block I’d rather have stun 3 secs on block, after all you’re hitting a hard wall with your attack, it should throw you out of balance. Revealed on miss or evaded is fine though. Being able to repeat BS indefinitely is not fair especially taking into account we can stealth 100% of the time as things work now and we don’t even pay a price to stealth aside for some trivial initiative nobody cares about or some low cooldown utility.

Not getting revealed on a failed backstab is not the only thing I would change though, there are a lot of thing about thief that are op and/or do not make sense:

I’d lower BS damage. I hit for about 6000-7000 with backstab, that is way too much. I also play warrior, and I hit for about 1500 with Chop. Now, BS deals FOUR TIMES the damage that Chop delivers, that is clearly op due to the amount of damage and it also doesn’t make any sense: how would a tiny dagger deal four times the damage an axe deals? And don’t try to sell me the “but backstab is harder to land because you have to be behind an opponent, you have limited time and you have to be close range” argument: guess what Chop also is hard to land since you have limited time (opponent killing you) and you have to be melee range.

Heavy armor should negate any form of dagger damage: a lightweight weapon couldn’t in any way pierce through a steel plate. Go knife your car’s engine and try yourselves. I did, and guess what my car still works and my kitchen knife shattered, mom was really angry. Heavy Armor should also negate shortbow damage for the same reason.

I’d remove Break Stun from Shadowstep. We already have plenty of stun breakers assigned to our best utilities. Also, I’d remove cure conditions since it doesn’t make any sense: in real life, when people teleport they don’t heal their wounds…

… nor they do when becoming invisible, so why HiS should remove conditions?

Damage also should knock us out of stealth, it should require a lot of concentration to keep such an op spell up, so any damage should shake our focus and thus remove stealth.

When set afire, bystanders should be able to see the flames when we’re stealthed. How do we cloak fire is beyond me. Similarly, when stealthed armor and weapons should stay visible.

While stalthed, people should be able to target us with tab or by clicking where we stand even if invisible. After all, physically we are still there.

I’d halve our base HP also. A thief, a thin and fragile fighter, has the same HP as a guardian, a heavy armor wearer trained to fight on the frontlines. How they came up with our base HP is beyond me. Also, for the above statement, 10 vitality should raise our HP by 1 point , since I, for instance, hang around with 18000 hp.

I think everybody who doesn’t agree with TC knows not being revealed on a failed backstab is op but is fine with it because they don’t want to give up their opness, otherwise they would actually have to learn to play the class, low skilled players that now can beat everything just because they play an op class would be forced to quit thief of learn to play.

Instead I’m more concerned about keeping balance since now thief is clearly op as you can easily tear trough any bunker spec, and that’s why in tPvP you can only find five thieves teams. Seriously, in tPvP thieves are everywhere. I’d happily welcome any nerf that makes thieves more in line with other classes, so pvp will be more challenging for me since I’m getting tired of winning single handedly against other teams in sPvP, provided they don’t run thieves.

Blinding Powder should be a stun break

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

The reason is this: http://wiki.guildwars2.com/wiki/Decoy

It’s the same skill, except Mes also gets break stun. Why Thief shouldn’t, especially considering how long the cooldowns are on their break stun utilities (Shadowstep, Roll for Initiative)?

I think mesmers need to be nerfed

in PvP

Posted by: Lucky Shot.7650

Lucky Shot.7650

The only thing I would change about mesmers is their downed state. The phantasms don’t despawn when they get downed, and there is nothing more frustrating than downing a mesmer and then get killed by their phantasms.

I was dueling a quite good mesmer a few days ago, I managed to down him first several times but to do so I had to blow all my cooldowns. Then, when he was down he could delay his death long enough with Deception to have his Duelist bring me down, since I was at 50% health and without any options. Then, I tried to bring the duelist down after downing the mesmer itself, wasn’t a great idea since it gave him enough time to cast Phantasmal Rogue downing me. Happened several times, it was quite insulting. Oh and I was playing thief, but not the burst build.

Stealth stomp? Hide in shadows, c&d, bp/hs…whatever…he can’t use his downed 3 if you’re invisible…or just dps him with sbow killing phantasms at the same time…sbow is the “must have” weapon for thieves so no chance you haven’t a sbow on secondary

The problem is, I had everything on cooldown (also no initiative of course). I bring SB but I don’t think autoattack’s dps and cluster as soon as it’s avaiable would be enough to kill a phantasm and the mes before he Phantasmal Rogues me. Phantasmal Rogue takes 8 secs to hit after the down. Let’s say I take half a second to get to press f, then he deceptions when the animation is, say, 1.5 seconds rolling. Then he stealths for 2 seconds, it’s 4 seconds. Then I take half second more to get him and 3 to complete the finisher animation. It’s 7.5 seconds, just half second before he brings me down with rogue. What if I take, say, 2 seconds to kill a Duelist?

My point is, anyway, that if two player of the same level of skill duel, blowing everything they have in the process, the one who get downed first shouldn’t be the winner thanks to an attack that takes 40% of health in one hit, nor he should get to keep all his pets that hit for 3000 per attack. If the standing player has left something like 50% hp he won by a decent margin so he should be able to finish off the opponent. It’s just unfair that a mesmer can happily blow all his abilities during a fight while the opponent has to keep some for dealing with downed state.

No other class has a downed state like mesmer does. Guardian’s Symbol of Judgement has 388 base dmg within 4 ticks, no pets. Engi has a 773 base dmg spell, no pets. Elementalist has a 755 dmg over 3 secs, maybe a pet. Necro has a 1260 dmg over time (poison) that could bring you down, but well after the necro itself died. Thief has a 3 secs stealth that blocks finish off animation, that can give 6 more secs to the allies to save him and maybe 2 pets, one that hits hard. Ranger has a pet, but no high damage downed skill. Mesmer has a 806 dmg attack and one or more hard hitting phantasms, and also can delay his death for more than other classes thanks to teleport+stealth. Hell, his Deception is basically Smoke Bomb+Shadow Escape+a little extra.

Vengeance doesn’t count, since if the warrior fails to kill the target he outright dies, so is high risk-high gain. But Mesmer’s downed just misses the high risk part.

I think mesmers need to be nerfed

in PvP

Posted by: Lucky Shot.7650

Lucky Shot.7650

The only thing I would change about mesmers is their downed state. The phantasms don’t despawn when they get downed, and there is nothing more frustrating than downing a mesmer and then get killed by their phantasms.

I was dueling a quite good mesmer a few days ago, I managed to down him first several times but to do so I had to blow all my cooldowns. Then, when he was down he could delay his death long enough with Deception to have his Duelist bring me down, since I was at 50% health and without any options. Then, I tried to bring the duelist down after downing the mesmer itself, wasn’t a great idea since it gave him enough time to cast Phantasmal Rogue downing me. Happened several times, it was quite insulting. Oh and I was playing thief, but not the burst build.

[WvW] Whisper players from different realms?

in WvW

Posted by: Lucky Shot.7650

Lucky Shot.7650

Wait a second, so is it possible to get party invitations and whispers from players on opposing servers?!

Suspension of Disbelief or Secondary Belief?

in Lore

Posted by: Lucky Shot.7650

Lucky Shot.7650

What bugs me more is the lack of explanation on how some skills work and what they do. Like: what happens when a thief casts shadow refuge? How does Spatial Surge damage an opponent? Does it burns things like a laser, or it messes up with matter structure? What happens on many Mesmer skills, like phantasms? Are they physical enough to damage flesh, or it’s just the target imaging to be wounded? What are necromancer’s wells?

Asuras, humans and magic

in Lore

Posted by: Lucky Shot.7650

Lucky Shot.7650

Asuras are presented in this game to be the most intelligent race and the more skilled in magic use, even being able to create technologies based on magic. Yet, it was the humas who got magic as a gift from the gods in the first place. Shouldn’t be the humans the best mages, considering they have a deeper magic tradition and also magic was meant for them in the first place?

I don't get Guild Missions

in Guild Wars 2 Discussion

Posted by: Lucky Shot.7650

Lucky Shot.7650

It was in fireheart rise, so not so low level. The boss didn’t last even 20 seconds, nobody got even downed.

Also, I’m not talking about Guild Merit, I’m talking about Guild Commendations.

Great job anyway, I hope you have a system that makes targets spawn randomly so we have to actually look for the target instead of having to know where it is from looking at an online map.

So, how many Guild Commendations are available per-week?

I don't get Guild Missions

in Guild Wars 2 Discussion

Posted by: Lucky Shot.7650

Lucky Shot.7650

I don’t understand, would you not have gotten more for getting the second target…?

Also just FYI they can drop outright as a reward upon completing a guild mission.

EDIT: To fully answer your question, you can only do one per week… per tier per mission type. You’ll be rolling in commendations after a few weeks if your guild has 40 players active enough to take on a bounty.

BTW, did you split into two teams, or what?

I don’t know If I would have got more if we cleared the second one. That’s why I was asking! ^^

We didn’t split in teams, we hadn’t any idea what was going to happen so we didn’t have any clue to make decisions and organize things.

I loved the overall experience. First of all there were 40 guildies in Lion’s Arch and a commander, people were constantly asking question what we were doing and we didn’t lose the occasion to answer with jokes. We were all excited and ts3 was quite confusing because of all the chattering.

Then the mission itself was very funny, we got in the first map and scattered all around the map. When a guildie spotted the target we all regrouped and then it was done. Too bad the champion itself wasn’t that much of a challenge. It seems they don’t scale in stats according to the number of players, it literally melted. Also, I’m afraid in no time we’ll be able to find maps on internet showing the targets and thus ruining the experience.

As for the “you should play for the sake of it”. If I see an equipment that is better than mine it’s only natural that I want it. And it’s also natural that I want it in a reasonable time. Especially considering that guild missions do not depend on my own skill or determination: they depend on my guild. Will they be willing to partecipate in many Guild Missions? Will we be able to clear them every single time? Will my admins bear the trouble of organizing the events?

I’m not the guy who just play to get the lootz. I ran fractals countless times and I don’t need it anymore: I have countless rings in my bank and more than 20 Pristine Relics. Still run it once a day (or twice if somebody in the guild needs people) because I consider it the funniest dungeon of the lot (bosses are great and require coordination and teamplay). But I have 4 lvl 80s, all with ascended rings and accessory and one with ascended amulet, and of course it’s a huge problem for me if equipping just one of them with 2 accessories takes 12 weeks. The non-ascended geared ones will slowly be left behind because they’ll have less AR or less stats. Why playing a weaker character if you have a stronger one ready? Also, my “main” is a thief and of course she will be the first to get the new gear BUT I prefer to run some instances with my Warrior, especially when they’re harder, when we have less skilled guildies in the team or when we are short of heavy armor wearers and condition removal. So my “trump card” will be weaker, even if by just a little.

And to think I was considering raising the remaining 4 classes to 80…

I don't get Guild Missions

in Guild Wars 2 Discussion

Posted by: Lucky Shot.7650

Lucky Shot.7650

So, my guild and I just tried our first Guild Bounty.

There were about 40 of us, yet we managed to find just one of the two targets. I got 2 Guild Commendations for the target we brought down.

Then I checked Ascended Accessory’s prices. They are 12 each. Since I can gain my reward once per week will it take 6 weeks just to get one?

And 12 weeks to get two?

Promoting MF and GF

in Guild Wars 2 Discussion

Posted by: Lucky Shot.7650

Lucky Shot.7650

Yeah, that’s why I said “if” I get them.

Promoting MF and GF

in Guild Wars 2 Discussion

Posted by: Lucky Shot.7650

Lucky Shot.7650

About “knight is no better than explorer”. If I’m dead for the lack of toughness I’m not helping the party, I’m hindering it.

Also, if somebody gets down and it’s about to die, with more toughness I can jump in and try to rally him under enemy fire. Or, with berserker, I can kill a mob faster to rally him.

So no matter what mf lovers say, if I get a mf geared toon it’s an auto kick. mf wearers are weaker, but they gain better rewards; non mf characters are stronger, but get less stuff. And I don’t like that a bit.

How to land Backstab

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Please, watch at 3:50.

How can we hit somebody in that kind of situation? Is rotation speed somewhat limited or you can turn as fast as you can swing your mouse around?

How to land Backstab

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Actually, I’m not really rolling a backstab glass cannon, so it’s not like I miss backstab and I’m dead in a couple of seconds. This is the build I’m using:

http://gw2skills.net/editor/?fYEQNAoYVlUmiO3ey1E/5Ey2jKUnIKuHGFS1UdFwKA;TsAA0Cvoey8k4J7TunkPtIYUwkAA

In wvw I use a similar build with full Valkyrie gear but the backpiece and rings (and amulet in near future) from the ascended Cavalier’s set.

Basically I have enough defense that I can stand failing a backstab or two, while still hitting for critical thanks to Hidden Killer. As you can see, my offense in heavily specialized around bakcstab and that’s why is a a problem if I miss several times. Maybe I won’t die instantly but I will still lose in a long term if I land, say, half the backstabs I use. I’m not saying that I fail to outplay every single skilled player I meet, I just want to raise my skills as a thief player and to do so I have to learn how to play in a situation where landing backstabs becomes difficult due to heavy use of cc effects and conditions such as Chill or Crippled.

(edited by Lucky Shot.7650)

How to land Backstab

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

I knew the “sidestab”, it’s just risky sometimes because you risk to end up hitting too close to the front and not getting bonus damage.

Also, I found out that backstab is really easy to counter once you know how to deal with it. Like Guardians pushing me away half mile with Shield of Absorption before I can land backstab, Necros fearing me while stealthed, Eles zapping all over the place while invulnerable, Warriors using Shield Stance, Endure Pain and stunning, knockdowning and knockbacking , Mesmer’s copies crippling and hitting while I’m stealthed…

So basically, how to deal with advanced players? Does a backstab build have the tools to adapt to such difficult fights?

How to land Backstab

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

How do you guys land backstabs against other players? I have and hard time doing so, when they realize I stealthed they go all crazy and start dodging around and doing all kinds of crazy turns it’s hard to actually get behind them. I’ve been using Devourer and Basilisk Venoms and Fleet Shadow but is still very difficult.

Also, I’m having trouble landing C&D, sometimes they just dodge it and you’re done.

So how do you guys land backstabs and C&D?

Thieves and magical powers

in Thief

Posted by: Lucky Shot.7650

Lucky Shot.7650

Great, thanks for clearing this up for me! ^^

Thieves and magical powers

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Posted by: Lucky Shot.7650

Lucky Shot.7650

How does a thief gain stealth? It’s suggested a thief can manipulate shadows around him, so does that imply that thieves are capable of using magic, even if only “shadow magic”? Or it is some sort of cloaking device?

Same goes for Deception skills. Some can be easily explained with smoke bombs, but what about Shadowstep, that is basically a teleport? And what happens when a thief uses Shadow Refuge? Why does that “house” pops up over the aoe and why does the thief wield a scythe when he performs Shadow Refuge?

Dress my build!

in Guardian

Posted by: Lucky Shot.7650

Lucky Shot.7650

Also, should I cut 10 points off VIrtues to give them to Zeal to get Zealous Blade or should I keep them where they are to benefit from Absolute Resolution? Which one heals more hp over time?

Dress my build!

in Guardian

Posted by: Lucky Shot.7650

Lucky Shot.7650

Hi everybody!

I have a guardian alt and I was wondering about the armor I should get. I’m running a set of soldier armor and sapphire trinkets at the moment because I want to focus on healing and survivability.

This is my build:

http://gw2skills.net/editor/?fUEQNAR5elYgiBnFyvDf4ESmCWCBrUsPyD2DMKj2IA;TYAKbM2IsxajzGpNA

I can heal with Battle Presence and Hold the Line, but my biggest heal is Spirit Bow: that’s why I put 20 points in zeal, with Eternal Spirit and Improved Spirit Weapon Duration I can cast its heal twice before the bow disappears.

My doubt is: should I keep going with Soldier’s set, or should I swap to Cleric to have that extra 312 healing power? Does the higher healing power compensate for the loss of 2240 hp, from a self-sirvivability aspect? And will my teammates notice the improvement in therms of healing I can provide them?

Also, keep in mind my focus will solely be dungeons and especially fractals of the mists, since I enjoy other kinds of content with my main and second alt (warrior).

Shield Bash and interrupt.

in Warrior

Posted by: Lucky Shot.7650

Lucky Shot.7650

Hi everybody!

Just capped a warrior at 80 and was starting experimenting with different weapons.

I have a question about Shield Bash and it’s ability to interrupt attacks. I’ve been using it on regular enemies and bosses and I noticed it always interrupts regular enemies “charged” attacks, but when used on bosses during charging animation or the attack itself it interrupts only sometimes. So my question is: is there a random chance of interrupting and stunning successfully with a shield bash when used against a boss?