inb4 anet doesn’t remove celestial amulet.
Rev starts at 50% of whatever it’s called.
Mist Energy?
I have to agree with this. The worst part of it all is that half of these issues could have been foreseen or at the very least dealt with when they cropped up. Good luck with that Esports dream anet. Season 2 has the potential to be good but I’m not holding my breath.
We gotta be careful with these kinds of threads guys, we don’t want to give the devs any ideas. I understand the frustration of certain weapon sets underperforming but nerfing a certain set isn’t a good idea. Let’s see what the next balance patch holds first.
Skill is terrible, still waiting for a replacement or reversion to the original.
I read it as you saying the changes will be based on esports making pvp less casual player focused.
I said, " at least not primarily". Their changes may indeed make the casual experience better. But I think it’s mainly about eSports viewership. Use that as a guideline, and we will better be able to determine what changes will go through.
I agree and my first reply was not worded properly.
Anet should focus on the players that play pvp often rather than casually.
I read it as you saying the changes will be based on esports making pvp less casual player focused. I’m saying this is a good thing as the last meta was inspired by the goal of making pvp more accessible to non-pvp players (more passives etc). If the changes create an environment where players will need to learn and just spam buttons, then it will be an improvement.
Come on really…the last meta was garbage. Just because anet nerfed specs causing players to actually start thinking again it’s suddenly anti-casual. I believe up coming changes will lead to healthier pvp for everyone. The only thing anet has to keep an eye on is necros sceptre and making sure mes and ele stay competitive.
The only fix for preog I can think of is creating a third category different from “blur” & “distortion” but work the same way as blur while preventing capture point contribution. The new skill type could be called temporal shift or something.
Staff damage being upped (why?), D/P improved via BV changes over all other weapons (why?), passive procs on evasion builds in Acro for full-on invuln (why?).
I feel like half of the changes were really good, and the other half are just incoherent. We’ll probably see the good changes undone and the bad ones further emphasized.
Staff definitely does not need more damage, yea kinda disappointed with the addition of more passives. Other changes were great though!
Any chance we will get to see the interrupt sigils which were introduced with HoT in spvp? The ones that have various effects on interrupt.
Yea hoping for interrupt sigils as well
So what are mesmers good at now, thieves will eat them alive lol
Yum! Tastes like butterflies
Why do you guys keep making amulets with both toughness and vitality?
Good changes on durability and mercy though!
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Haven’t been active in a while. Are they still refusing to acknowledge that CiS as GM is a major issue?
I don’t think they care, but Mesmer got a trait that blinds on shatter so yea….
Really guys?! How would it be anymore op than warrior’s 10 sec stunbreak. Like others said it just needs an icd to avoid spamming. I think it’s a great idea w/o us having to rely on stability as it doesn’t fit our class.
He’s an event/skill designer, though. Any special thanks to him doesn’t require a new model for said species.
Interesting we’ll see the direction they take in S3, looking forward to the updated shatterer though.
“The rock dogs and devourers now stack vulnerability and bleeding respectively, and the Branded Lieutenant— and the newly added Branded Ravager (a minotaur) —just love to knock you down in their boss’s area attacks.”
With the update to Shatterer coming on the 26th, could the next expansion bring us face to face with the crystal dragon. To avenge Snaff and allow Eir to rest in peace?
Or perhaps Anet just made that model for the boss fight? Discuss!
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Perhaps an easy solution to all these people asking for refunds would be for anet to make all these extra convenience items tradable on TP for the next week. I know not everyone will be able to meet this timeframe (like if they are away from the game for that week) but it’s the only thing that seems fair to me.
To be honest this is the first company I’ve seen charge for a Qol improvement for their game. Most games would be in the patch notes: added account bags to all player inventory to improve usability. Anet’s like here you go just pay 700 gems. The greed is real.
Can’t wait for them to charge 800 gems for a “sort” function on our inventory bags.
700 gems hahahaha good laugh anet, good laugh.
Unblockable sneak attacks would be awesome!
I am hoping they nix the acrobatic and do another balance pass on thief so I can play like a thief again(you know attack from the shadows and stuff) and not some circus freak.
Pretty much what I was saying before, when I chose the class I was promised an emphasis on stealth gameplay. Now they decided that’s not what they want thief to be anymore.
I just want to be able to land my attacks. Is that so much to ask? I prefer fighting a 40k hp reaper than a 15k hp DH who is immune to damage 80% of the fight
As I just posted, anyone else concerned with the movement away from stealth gameplay. I know they’ve been doing it for years now, but without a proper rework this could leave thief significantly handicapped (as it is one of our main mechanics). What makes no sense to me is that they seem ok to give stealth to other classes.
Additional Note: Nothing about withdraw was mentioned.
For Thief:
“Our design for this profession tends to lean toward damage, mobility, and evasiveness”
Why move away from stealth completely? I mean other classes can arguable stealth better than us while also revealing us. Stealth was one of the reasons I love the thief class (& rouge archetype). If you’re gonna insist on keeping us perma-revealed then pretty much the whole class needs to be reworked.
Additional Notes: Also as other thief players are saying, thief needs more than just damage increase (although acro rework could be interesting), please consider increasing our sustain or making certain traits baseline.
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Why was nothing mentioned about passives?? Like Rev 4 second taunt? What about reducing some healing power for tempests and druids?
Also gj on normalizing rezes!
I don’t care much for this gamemode, but I was thinking about something that could drastically improve it and perhaps prevents exploits. Perhaps Anet could simple block the entrance to the lord room to all players and only allow NPCs to enter so you would actually be playing the game rather than camping lord room. This could add a new depth to Stronghold or completely ruin it, but it’s probably worth a try
Let the map breaking begin! >:)
Meh I don’t let it bother me as much anymore. I’m at tier 1 ruby w/ 1 pip. I dropped pretty hard. It literally cannot get worse.
Also I’d like to emphasize one thing to the balance team: PASSSIVES NEED TO GO
They are ruining the pvp experience and have drastically lowered the skill floor of many classes. This is hindering this game from becoming an esports contender as the AI is playing the game instead of the PC. At the very least design a way for the player to use these passive skills actively. This can be done by assigning a hotkey to passive skills and having a prompt be available for a short time window in that the player can interact with, based on the form of cc or attack used against them. Even with this system in place some passive skills need to be toned down/changed like the Revenant and Mesmer passives. I really hope the team considers these points.
Exciting changes so far. Hopefully thief gets some love in the balance patch and I’ll consider still giving this game some of my attention I don’t give to BnS.
Also as others have mentioned, what about solo q?!
Matchmaking at its finest.
If it makes you feel any better scorpion wire is equally terrible.
No one said anything about killing gw2. But until Anet starts showing they care about balance and thieves. I’ll be on my assassin in B&S.
What we need is sustain not survivability.
And so it begins…..
Promised build diversity has gone to raids, well more or less.
A kd instead of blind would be nice, but could be potentially OP.
Wow they actually said something about this… a little longer and this would become the new “Last Guardian”.
Maybe Capricorn is coming back!
Little early no? :P
I really don’t know why it feels like there are so many newbies in Ruby, I’ve had way more interesting matches in Emerald and Sapphire. I’m guessing I’m being placed with people that were carried by low MMR.
inb4 double short bow thief :-)
I’m not a big fan of this idea for a few reasons.
1) Having a cooldown on weapon swaps is important for the “ebb and flow” of combat. What I mean by this is that there are certain opportunities that you, or your opponents, can take advantage of when a weapon swap occurs. Without a cooldown on weapon swaps, I think thief would be given an unfair advantage to some degree, or at least an unnecessary one. Seeing your opponent swap weapons, for most classes, is an important tell that good players will take advantage of. “Alright, that draghonhunter just swapped to his longbow, I need to watch for a good time to use any reflects I have and also try to close the gap to him to make his weaponset less effective.” Weapon swapping having a cooldown gives windows of opportunity.
I will address this concern since I agree with what Azure said for the other 2. I definitely agree with combat having flow (this was probably more present pre-HoT than now), however thief is still limited to camping their main weapon for almost indefinitely and only switching to their secondary as the situation demands, with initiative cost keeping them in place. The "tell’ that you are looking for will still be there. For example if a thief is using staff & p/p (an unusual combination ) and engages with staff you know that they will be in melee range for the most part once they spam vault initiative will be low. So they have 3 choices if they have failed to down their opponent. 1. Die or 2. switch to p/p to either spam 1 unload (if they have initiative on swap) or disengage with black powder and bound. This is just an example to show that while the possibilities may increase in-combat, the thief can still be “read” pretty often.
To be honest, I’d rather see stuff like ini gain on swap become baseline. That way, you could actually do something besides auto when swapping to bow, and bow would be less essential as a secondary set without nerfing it in any way. Everybody wins.
Yea the bare minimum would be initiative on swap baseline.
Just get rid of these lame auto-proc skills….
Quick Pockets + Fast Hands combine on thief? Goodluck
Haha one can dream
Huzzah.