Can’t believe they left rupturing smash (hammer burst) as it is…. Hope they change it post launch, it’s really underwhelming.
All good point Auesis, as someone with the x-pac I’m just trying not to see it as paying to get more damage, versus those thieves without it.
If staff were a weapon for the core thief profession that might be true. If for some reason you happen to like 3 out of 5 of the existing trait lines, you’re gonna have to make some decisions about what you’re willing to give up for that staff…
So, in your opinion, giving up a trait-line should be enough to make up for the power difference? What about all the % modifiers on the DrD line.
In the face of the new staff, is there a reason to use power dagger/dagger anymore? If staff is better than d/d and they both play the same role, are players without the expac at a disadvantage when considering pve power builds? The necro gs does more damage than daggers but daggers have greater life force generation. Does this relationship exist with staff versus dagger on thief? What do you guys think? (This is not a nerf staff thread).
Well, long term it’s not a huge deal, but it will make the first few days a lot less fun. I was looking forward to bumping my Thief to DD right away and get in there. As it stands, I’ll be playing my vanilla Thief for at least a few days longer.
I agree, but at least there is a sense of progression even if it’s only for a few days.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Lyger.5429
Arena should have announced this earlier so people could ease into it. I have a feeling they were still finalizing everything that’s why we are only knowing this now.
I seriously hope they changed the hammer burst kill, even an aoe knockdown would be better than what we have now.
People complain too much, if you main thief this shouldn’t be a problem. Even if you don’t just map complete the jungle. The only problem is if anet decide to gate mastery point access behind the later portion of masteries and not the earlier levels.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Lyger.5429
Wow this topic exploded within a day, it was only like 6 pages before. It’s really not that bad guys, all arena needs to do is slightly lower the cost for skills and traits and giving the remaining cost to the extras. I’m fine with it either way.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Lyger.5429
Thanks for finally giving us the info Colin. The requirements don’t seem too bad overall. I definitely called peoples reactions though :P. Only thing I would change is to slightly lower the cost of the skills/traits and put it on the cosmetic/runes.
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I know this isn’t the place for it, but Roy could someone confirm how many hero points we need to unlock elite specs and their utilities?
This is sooooo sweet no idea why it wasn’t done earlier (maybe tech problem) but it’s done now. Wooo!
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Lyger.5429
Just waiting for the required number to be announced. Will probably be in the same situation as Pre-hp introduction. At least back then you had options for PVE.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Lyger.5429
Simplest solution is to allow us to buy hero points with spirit shards.
The new animation is REALLY good! Can’t wait for a Nevermore!
I think the Daredevil is finally ready.
now fix revenant’s staff melee animation
Plz don’t. It’s fine the way it is. I want at least one class to use spinny animations.
Yea it actually fits revenant. Maybe with just a little tweak on the Charr, but no need to change it completely.
Hot kitten Karl, you’re the man! Props to whoever else worked on the animation!
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Hey Josh, I think adding some runes that synergize with some of the elite specs would be cool! Like this one for tempest: http://wiki.guildwars2.com/wiki/Superior_Rune_of_Radiance
Aside from that maybe you guys could come up with some pvp exclusive runes that help create new play styles.
I have so many questions….
Condi mesmer?! Where were you? Who were you fighting? What build were you using? Did you die right after or a lot overall? Does your team usually lose? Have you fought a condi mesmer? What year was it? What did you take or smoke? Condi mesmer?!
Was using a variant of the old p/d with venoms. As for losing… lets just say my win rate doubled after I switched from d/p to p/d and often having the highest score of the 2 teams. It’s no doubt cheesy but it’s hilarious to down people that quickly.
^ this condi Mesmer is one of the weakest Mesmer Specs.
I don’t know about weakest..maybe pvp (where it is still strong against classes like thieves imo) but it’s meta in wvw. At this point I would say mantra is probably the weakest mes builds.
Nice changes so far, my only issue is the cast time to destroy the gyro. I think they should remove the cast time and make final salvo basline. Also what about allowing super speed to stack even if it’s only up to like 15 sec. Lastly any chance on giving gyros a stunbreak, perhaps on bulwark?
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Cheer up guys!, join the dark side and play p/d condi thief
You contradicted yourself that build and set only works in WvW and PvE where anything can work. The few that existed in PvP died after core spec patch mine did as well. Saw of few ballerina thieves around during BWE 2 and 3 but meh even with upcoming DD changes I’ll count a condi thief as a sticky pet I don’t even care for venom bombing anymore.
Hey it may not be pvp meta but it’s pretty fun to down people at a rate faster or equal to condi mes.
Cheer up guys!, join the dark side and play p/d condi thief
We can rebuild the engineer… We have the technology!
The simplest solution to this would be to make lesser plague signet transfer 2 conditions instead of 3. When paired with MoC you can auto transfer that self weakness and the secondary condition.
Here’s a couple other updates that had been in the works and are now in testing.
- Vault: Reduced aftercast by 80ms. Added a 500ms evade at the start of the ability.
- Distracting Daggers: Projectiles from this ability are now counted as 100% projectile finishers.
- Impairing Daggers: Projectiles from this ability are now counted as 100% projectile finishers.
- Weakening Strikes: This trait now grants 10% damage reduction when being struck by a weakened foe, in addition to weakening foes on critical hit.
Man DrD is getting better & better each day. Liking that this line has a lot of defensive options for thief. Consider adding a daze to staff 4 if used up close, this could be a way to improve the skill. I hope that the running/idle animations will change when you guys get the chance. So far thanks to all that are working hard to make this spec awesome!
Great changes on traps and spear of justice! If it isn’t proven to be too OP perhaps the cd on the pull could be lowered or effected by refreshing justice in radiance. Also the trait defender’s dogma still seems out of place in a traitline that encourages the active use of virtues.
Like others said a % modifier is nice & all but perhaps add something unique to Pure of Sight if you guys have spare time. Lastly any chance of getting a whirl finisher on procession of blades? Keep up the good work guys!
Eh I kinda wish the Gyros had diffirent effects when destroyed.
Medic: Heal & cleanse a condi of you and allies.
Blast: Blast finisher & aoe knockback.
Purge: Rip 3 boons from up to 5 enemies.
Shredder: Shred armor of up to 5 enemies (10 stacks of vuln)
Bulwark: Grant protection & Aegis to you & allies.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
Good ideas gyros need something more…they should also get rid of the cast time on destroying gyros as I’ve said before.
Yea I have to agree perhaps getting rid of the cd on berserk all together is the best solution.
Huge improvement from BW2! I still think Tempest needs some condi removal outside of cantrips & water. Also maybe a higher heal on rebound or something else completely, make this skill feel me “elite” and thematic with the Tempest. Lastly adding stability baseline to overloads is a good idea, I’m loving the stun breaks on overloads as well. Please rework latent stamina.
Great changes Karl!, I agree with others, any trait that promotes damage mitigation will be a welcomed addition. Really glad to see you guys working on polishing up the DrD. Also awesome change to fist flurry as well. DrD felt a lot better this past beta weekend so you guys are on the right track! Just keep up the communication, we really appreciate it.
Would be really neat if hammer primal burst produced an aoe knockdown or float!
Maybe they should lock this thread so people post in the other one.
https://forum-en.gw2archive.eu/forum/professions/thief/BWE3-live-feedback-chat-room/first
How about that we would get a “gyroswap” as an elite mechanics? It would be accessible only with enough fuel that we would acquire by attacking. It would replace utilities with gyros for some time. Fuel would deplete in time and by using the gyros.
This is a great idea, gyros are situational and best and this would allow you to use them when the situation demands it. This means you can still use kits/elixirs/gadgets etc., and equip gyros on the swap. I wouldn’t even mind if they replaced the toolbelt for this! So much potential with the fuel system however none of it was implemented….
Great work on audio/visuals, only thing I can ask at this point is to lower shield of courage cooldown to 60 seconds untraited and to add bleeding to traps baseline.
Function Gyro Should have like 5 sec cd and stability baseline. Self-destruct should also be instant (why is there even a cast time in the first place….it break the flow of gameplay).
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I’m stuck in queue too.
Nerf the only thing that makes thief good ?
You are aware if they nerfed it, we wouldn’t get buffed to compensate and the one and only thing we can accomplish right now would be gone and we would become the worst class in the game by an overwhelming margin.
That and, SB 5 isn’t a problem. The problem is we don’t have another support weapon for our swap AKA if acrobatics… I mean DD, had been some thing like shadow caster and staff had been a caster / support weapon………
If Anet did decided to nerf sb5 and did not compensate there would be riots. I feel like they are sacred of touching this class because they don’t fully understand it.
No thanks. It shouldn’t take gutting our mobility to improve other aspects of our class. That is one of the primary draws of thief imo. If I didn’t care about mobility, I’d be playing a different class.
I agree but why the kitten is anet so indifferent about that class. The argument is that you can’t have both mobility and 1v1 potentially. Its so bs though other classes can fill so many roles why must we be cursed with ONE.
If that’s what it takes to fix this class, please do it. I’ve had enough…when 2 nercos can beat you using staff…that’s where I hit my limit. I see burn stacks on me I must IMMEDIATELY disengage. No other class suffers from this crap. I’ve been patient but when HoT comes thief will be done in pvp. I don’t understand why I can only decap empty spots, any class I face just swats me like a fly…just becomes depressing.
Why was EVERYONE’S sustain and damaged buffed while thief was nerfed in many ways it is…..Let a dev just queue up for pvp and see how it plays. On top of all this the patch notes were just insulting…..
Sorry that my thoughts are all over the place…but I can’t stand by waiting for a “fix” anymore.
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If Karl doesn’t want to make all traps ground targetable, how about adding an F4 where you can slot one trap at a time to be placed using ground target, maybe that could work?
Thanks for the update! Any word on staff animations? Even if it’s just the running/idle animations that change it would make a huge difference.
He already said sometime in the last week that those two animations in particular weren’t slated to change. I would take that to mean that you shouldn’t expect them to change until after HoT release (if at all). Disappointing, but at least it was openly communicated.
Yea I saw that last week was just hoping they might have snuck something in
Animation update: All dodge animations are in the process of being iterated on. With that being said, in the next Beta weekend each custom dodge ability has had its animation replaced with what is called a ‘stub’, or a placeholder.
These stubs aren’t necessarily what the final animation will look like and may not even resemble the final product remotely (Huge disclaimer: Everything’s subject to change). However, we needed to replace the previously existing animations due to issues that couldn’t be resolved otherwise (i.e. Lag).We are looking forward to the new functionality, but there’s a few pains that we’re getting through. During the next beta weekend, you’ll find that the Leap combo finisher for Bounding Dodger only works if you land inside a field. This is not intended and we’re already working on the fix for it (it’s in testing now). For now, it’s going to be trickier to get your leap finisher from Black Powder. There’s also a bug in the skill facts that indicate that it delivers a blast finisher, but it in fact a leap and will remain as such.
Other stuff:
As I talked about last update, Channeled Vigor’s now being tested as a 0.75 second cast (down from 2.25 seconds). We’re also toying with the endurance/healing values. The role of this heal is shaping more toward being high spike healing for the thief.-Karl
Thanks for the update! Any word on staff animations? Even if it’s just the running/idle animations that change it would make a huge difference.
This types of threads are the reason, thief is in the state it’s in.
Did pledge bug get fixed?
Did you try reading the notes?
I’m not understanding the patch notes, was it just the tooltip that was bugged?
Whenever you use any form of aegis within a city it stays up infinitely, the countdown seems bugged (sometimes it moves up and down). Also I don’t think it’s just a visual bug on the boon timer because the aegis itself can still be seen on you character. Was this always like this?
Did pledge bug get fixed?
So do you think IB will still be meta with the current nerf? Or should we start looking at other utilities?
Yea I noticed it too thought it was on my end. What’s going on? It was bouncing up and down around 100kb/per sec.
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My question is why were none of our concerns addressed in this patch (aside from pistol, but damage buff wasn’t what we wanted alone)? Feels like a list of stuff devs just wanted to change to make it look like they did something with thief. Looking at necro, ranger, mes, engi a lot of QoL changes and requested features were addressed. Does Anet really dislike this class that much?
They might not even realize that the skill exists.