Chris can I steal the big moment from you?
And now! Guild Halls!
Disscuss~~~
1. Alliances (chat included)
2. Guild map experience (commander tag, orange dots)
3. Guild name change
I’m not counting Guild Events as QoL though. Saw many people below me doing.
(edited by MakubeC.3026)
How about exhaustion be applied upon using supplies instead of dropping the siege? I can pretty much drop 3 trebs and waste 300 supplies under the 3 minute frame.
I think this gentleman here solved one of the problems.
Next would be placing build sites on top of legitimate build sites.
Ok time for a third topic.
Guild Halls.
I see this subject come up a lot in this thread and while we can talk about other aspects of Guild Halls at some point, let’s try another exercise.
What are the 3 top QOL features you think Guild Halls could provide that maybe couldn’t exist otherwise? Try not to list features that are beyond QOL, but I won’t hold it against you because its hard to do.
- A meeting place for guild members
- A place where guildmates can share stuff like their achivements (collections, tittles, PvP records, APs) and maybe personal info (real name, time spent playing, quantity of characters).
- A sense of owning something for which we have all worked towards.
- Something in which to spend time personalizing like many people have suggested, those include forniture, guild statues, etc and that evolves depending on influence. Maybe moving from city to city the more prestige you get.
PERSONAL IDEA. DON’T READ.
I’ve always imagined Guild Halls in phases.
1st tier. Guild Hideout: Basic GH. Would be a deep cave tunnel where they may exist thousands of smaller caves. This would be the first “Guild Hideout” and would resolve the logistic “commander of the pact” problem, where you would step into you GH just to see a thousand other people entering the same “house” just like there are thousands of " THE Pact Commander".
2nd tier. Guild location: Medium GH. Would be a bigger, more comfortable place, like a “tree house”, one of those monster sized tree there are in gw2. Always following the same scheme. A place where various Guilds could logically co-exist, like a house per branch. Not “THE guild’s tree”.
And finally the 3rd tier. “A house in a city’s respected district” where you enter the district’s door, not the mansion.
This could also be implemented in varios places per tier in different zones. For example, the “Tree House” would be in Sylvary land, whilst the “Ascolian abandoned mantion” would be the same second tier GH, but in Charr land. And they could also be unlocked via an event, like whipping out the bandits living in the cave or getting across in the dark, or gathering money for buying the mantion.
(edited by MakubeC.3026)
My guild disscussed the following idea and thought it would be alright. So here it is:
Proposal Overview
Temporary Guild Waypoints.
Goal of Proposal
Guild events and meetings is becoming an increasing problem for big and guilds on the raise, when new and veteran players using alts, have to walk half across Tyria multiple times just to attend community events. The idea of a temporary waypoint hopes to address this issue by giving quick access to certain areas to players who have not discovered them and could be another way of spending guild influence.
Proposal Functionality
The idea is to use guild influence to set a linkable, temporal waypoint that would be used by guild members to port, thus giving facility for guild to quickly gather anywhere in the world.
- Limited only withing Guild Event areas after the event has started.
- This waypoint would vanish after several minutes.
- Could be used to travel to unexplored areas.
- Could only be used in PvE.
- Cannot travel inside of a event area other than G.E.
- Could only be used by guild members.
- Previews the travel location before waypointing, and thus avoids grieving.
Associated Risks
- Per design, players who have not explored an area cannot travel there via waypoint. So, giving direct access to some places to a new player could be overwhelming. However, even though this is true in theory, in reality, players who have not explored a certain zone and want to assist to a guild or any particular event, will just run in a straight line over the maps even if out leveled. Using this method a level 5 character can reach Fort Trinity unharmed.
- This could be used for grieving by some players, but could be resolved by first previewing the location of the waypoint (a la living story letter style) before accepting to travel.
Accepting suggestions. Will edit if neccesary.
Has anybody played kitten DDO?
Now, that’s a kitten hard and complicated mother kitten game.
And that’s what makes it FUN. There are thousands of different, effective builds in that game. Gw2 has that potential, but they are too afraid of challenging people to THINK. And I don’t blame them, that’s what humanity has become these days. Too lazy to even play.
You can see this every time people ask for a port in a JP or look up guides. Most people are not us guys. Sadly, people like us should play chess.
I’ve always thought about this. Making one handed weapons builds viable not only for thieves, but for all classes.
However, there are a few things that should be in place for this:
- Each weapon should have 5 skills, even if one handed.
- If you dual-wield it then you lose skill 4 and 5 of the “single handed version”.
- They should come up with some kind of “phantom sigil” systems that only takes effect if you are single wielding that weapon, because right now single handed weapons only take one sigil, which wouldn’t be fair agaings two-handed weapons.
- Maybe for some classes some traits should be revised.
Forget the stun break.
Clean two conditions on 1st jump, two conditions on 2nd jump.
I like most of them, but switching every stealth benefit to a revealed befenit its not such a good idea, specially when there are so many stealth players out there. But I do understand your point.
Can’t go in detail now, but these might need some tweking. Anyways, they are an good baseline, I hope devs get to see it.
BUMP.
- Shadow Return’s 10s cooldown limits the hit-and-run capabilities of the skill. If my enemy gets me at the 11th second, I lose both: my escaping way and my condition cleaning.
You forgot something : Can you actually do something in 10s only? I mean, lot’s of players go around with very tanky builds. 10s is seriously short to kill them.
Which is why I think increasing the shadow return would benefit both play styles. Even if the player is running full glass cannon and you manage to down them, having other players AoE & CC the downed player is going to make the stomp incredibly hard to get and will cut your shadow return close.
Another suggestion would be to put condition removal on both the shadowstep and the shadow return, this would be very strong but it would give thieves a solution for clearing burst conditions. Maybe 2 and 2?
EDIT: For condi burst I would say 3 on step and 3 when you step back, it might be pretty strong…
3 and 3 is out of the question. 2 and 2 goes more in hand with the 60s cooldown.
It’s clear that per design, SS would fall into an assault type skill. However, I will list down the reasons why this approach could be revised:
- As per now, Thieves have a vast repertory of assault SS-themed abilities.
- As per now, Thieves do not posses any specifically defensive SS-themed ability.
- The stun breaking capability of the first jump corraborates the “run away” approach of the skill.
- Shadow Return’s 10s cooldown limits the hit-and-run capabilities of the skill. If my enemy gets me at the 11th second, I lose both: my escaping way and my condition cleaning.
- It is ground targerted rather than enemy targeted, making it prone to not being as effective as other assault skills.
- If per design SS is meant to be a mixed attack/defense utility, it should then remove the conditions per jump, rather than concentrating it on a single one, which in turn focuses it on an specific aspect (attack for the 2nd jump, defense on the 1st jump).
- The risks using SS brings right now are not on par with its cooldown: " Should I assault with it, knowing that if I get under pressure I only have 10s to run? Or should I save it for when I’m already under pressure, knowing that if I need to clean my conditions, I have to jump right back to the fight?"
And this is why no one else is posting in this thread… Sir Vincent please try to be respectful… maybe? I for one like to be disproved or shown a better idea when posting in a discussion board because it is in fact a discussion board. Most people here don’t mind being proven wrong or having their ideas throw out if it makes progress. But you see one mistake in a post or you see something you don’t agree with and you completely throw their idea out the window and you talk to them in a condescending tone (At least I think it is, hard to hear it when these are just words.)
Wait wait wait wait – wait!
I have constructed a respectful reply to his idea why it’s not going to work, which he completely ignored, and started with a reply with a sarcastic tone.
And you’re calling me on my reply? Wow!!!
Nothing is wrong with you disagreeing on a post as long as it is handled in a constructive way in which everyone benefits from it as a learning experience. I for one believe you bring up some excellent points on certain topics but your dirt bag aura makes me disagree with you just for the sake of how you seem to treat people.
You can do whatever you want. I can’t do anything about that. You can also read my post in an angry tone, or in a fun and loving tone — I can’t do anything about that either.
My previous reply to him was a sarcastic respond to his sarcastic remark. Nothing more, nothing less.
Now I could just be completely making this up and it could be all in my head …
It’s the end of the day after a long weekend, so yes, it must be something you ate or drank over the weekend.
Now back to the post…
I think this shows that the thief needs more traits and utility skills to handle conditions.
I for one do not use shadowstep for it’s original purpose because I use steal, infiltrators signet, heartseeker, and SB#5 to close a gap rather than shadowstep.
Imo shadowstep is too valuable as a defensive utility slot to be used for a gap close. With the stunbreaker and the 1200 step, I would rather save it on my bar for when I get perma stunned by a warrior or a thief tries a backstab combo on me. Or for when I need to get a stomp off. So to match my play style I would say having the condition clear on the first step would be more beneficial for me.
What about the others who uses it properly? That’s the same question I have asked above without any answer.
You are willing to ruin their playstyle to favor your playstyle. Now if ArenaNet will give us another skill (which I doubt will ever happen), then yeah, a skill like a Death’s Retreat would be nice to have.
Now I have used shadowstep as a way to poke in and deal some damage and step out but it was more to have fun and be a troll than to actually achieve a kill. I think that the time frame to step back on shadowstep is too short and should be increased. At the current moment it is 10 seconds which is compared to the swords 15 seconds. I think shadow return should be increased to 15 seconds to match the sword. If it was increased then I think more players would use shadowstep as it’s “original purpose”
If anything will happen to Shadowstep, I would bet that ArenaNet will force it to require an enemy target to be more consistent with Sword #2.
I didn’t reponse to your respecful reply because I think Azawrath replied in an accurate way.
After all, SS breaks stun, it is not meant to be an assaulting skill, I have proven we have too many of those already! SS is a defensive skill, used as last resourse for attacking. I will get on tonight and ask thieves around, but I’m pretty sure they will agree they don’t use it to assaulting, its on 60s cooldown for God’s sake.
The fact that it cleanses inmovility on the first jump and three on the jump back just mixes the concept of the skill. We don’t need more SS attacks, we need kitten defense!
In my humble opinion, I think shadowstep should be more of a retreat thing. Mainly because for that sole purpose we a great deal of skills, in fact, the only sets missing an assault hability is P/P and D/D, none of which are serious for PvP in this stage of the game.
- Steal (Global)
- Infiltrator’s Arrow (SB)
- Infiltrator’s Strike (S/D)
- Shadow Shot(D/P)
So, the fact that can use Shadowstep to BACK AWAY from pressure, not to get into it, (unless you are D/D) should make the cleanse at the beggining a more logical approach. Its clear we don’t need another assaulting skill, we need a disagange skill ala Shadow Strike(P/D).
But maybe my 2k hours as thief are wrong.I don’t know about you, but if you want to have a disengage perhaps bring RFI, Withdraw, use stealth or just dodge away — those are designed for defensive purposes.
Would do, unfortunately, none of those will cleanse my torment or confusion. Unless I sit for several seconds (on which my conditions are over anyways). Although, dodging does sound like a plausible suggestion. Maybe they should implement that for all other professions as well. Conditions? ROLL AWAY.
Your example of disengage skill was Shadow Strike, which does not remove conditions like torment and confusion, so MEH to your post. Try to make sense next time.
If you want a disengage and a condition cleanse, maybe you should start getting used to using sword.
I said ala Shadow Strike in the sense that it gets you away from your target, being more specific by the fact that I mentioned how we don’t have any shadowstepping disengage ability.
Maybe it wasn’t that clear for you or maybe my english could use some more polishing.
Anyways, the fact that we have many shadowstep-themed assaulting skills is out there, and trully, making the shadowstep utility but another, may fall into redundancy. I think switching it to conditions cleanse upon use would make it more defensive oriented yet also an attack abled skill.
Be honest with yourself: using shadowstep to assault is a last resourse, only used when you don’t have IP to use one of your weapon skills (mentioned above) and your Steal is in cooldown.
Heck, you even risk missing the target by using it since it is ground targeted.
In my humble opinion, I think shadowstep should be more of a retreat thing. Mainly because for that sole purpose we a great deal of skills, in fact, the only sets missing an assault hability is P/P and D/D, none of which are serious for PvP in this stage of the game.
- Steal (Global)
- Infiltrator’s Arrow (SB)
- Infiltrator’s Strike (S/D)
- Shadow Shot(D/P)
So, the fact that can use Shadowstep to BACK AWAY from pressure, not to get into it, (unless you are D/D) should make the cleanse at the beggining a more logical approach. Its clear we don’t need another assaulting skill, we need a disagange skill ala Shadow Strike(P/D).
But maybe my 2k hours as thief are wrong.I don’t know about you, but if you want to have a disengage perhaps bring RFI, Withdraw, use stealth or just dodge away — those are designed for defensive purposes.
Would do, unfortunately, none of those will cleanse my torment or confusion. Unless I sit for several seconds (on which my conditions are over anyways). Although, dodging does sound like a plausible suggestion. Maybe they should implement that for all other professions as well. Conditions? ROLL AWAY.
Dat feeling when you played ever since early access, have 2k hour of playtime and only have one character which is a Thief.
What is the meaning of this statement ?
I for example have also around 2.5k hours played since launch and i would say 70% of that on thief, but this is the reason i feel that thiefs are left behind somewhat.Cause i know how to fight against em, and it really has to be a top player to bring one into trouble in a 1v1 situation.
And bad thiefs are really freekills, more than any other profession.
It was meant to be a sad, kind of sarcastic comment expressing the frustration I sometimes experience after watching Thieves recieve unfair changes one after the other. Implying I suffer the most because, unlike the bast majority of people, who can and do jump between characters when the they are not happy with the changes, I have 2k hours, since pre-release, playing ONLY as a thief, without being able to jump the ship to another no thief-character. Basically, “sucking it up”.
Hope that helped.
(edited by MakubeC.3026)
In my humble opinion, I think shadowstep should be more of a retreat thing. Mainly because for that sole purpose we a great deal of skills, in fact, the only sets missing an assault hability is P/P and D/D, none of which are serious for PvP in this stage of the game.
- Steal (Global)
- Infiltrator’s Arrow (SB)
- Infiltrator’s Strike (S/D)
- Shadow Shot(D/P)
So, the fact that can use Shadowstep to BACK AWAY from pressure, not to get into it, (unless you are D/D) should make the cleanse at the beggining a more logical approach. Its clear we don’t need another assaulting skill, we need a disagange skill ala Shadow Strike(P/D).
But maybe my 2k hours as thief are wrong.
In my humble opinion, I think shadowstep should be more of a retreat thing. Mainly because for that sole purpose of assaulting, we a great deal of skills. In fact, the only sets missing an assault hability are P/P and D/D, none of which are serious for PvP in this stage of the game.
- Steal (Global)
- Infiltrator’s Arrow (SB)
- Infiltrator’s Strike (S/D)
- Shadow Shot(D/P)
So, the fact that can use Shadowstep to BACK AWAY from pressure, not to get into it, (unless you are D/D) should make the cleanse at the beggining a more logical approach. Its clear we don’t need another assaulting skill, we need a disagange skill ala Shadow Strike(P/D).
But maybe my 2k hours as thief are wrong.
(edited by MakubeC.3026)
From another thread:
Shadow Step has 60s cooldown and is not only one of our stunbreaks but one of our major escape spell. And if you use the condition removal part of it, it isn’t an escape spell anymore.
3 conditions every 60s is hardly worth mentioning.
Confusion isn’t much of a problem because we are kind of good at waiting up that it passes by disengaging a little I suppose.
Warriors can remove 3 conditions every 8s provided they can get the adrenaline and their was supposed to be the class that has difficulties dealing with conditions!
That comment is misleading.
Warrior’s trait allows the Warrior to remove those conditions — not utility skills.
In comparison, you should look at Shadow’s Embrace — which is removing 2 conditions every stealth. You can also stealth back-to-back if you know how to do it to remove even more conditions.
As for OP, Shadowstep is working as intended — you’re just misusing it.
How am I misusing it?
Shadowstepping away does not help escaping as intended because the conditions are present.
If the trick is to wait for the opponent to move away from the original position to shadowstep back, one might as well wait a little longer and just sweat out the conditions.
Right now we are shadowsteping away and returning, back to back, just to clean conditions, which is a waste of resources and a waste of the usability of the skill, specially on a 60s cooldown.
From another thread:
Shadow Step has 60s cooldown and is not only one of our stunbreaks but one of our major escape spell. And if you use the condition removal part of it, it isn’t an escape spell anymore.
3 conditions every 60s is hardly worth mentioning.
Confusion isn’t much of a problem because we are kind of good at waiting up that it passes by disengaging a little I suppose.
Warriors can remove 3 conditions every 8s provided they can get the adrenaline and their was supposed to be the class that has difficulties dealing with conditions!
Shadow Step has 60s cooldown and is not only one of our stunbreaks but one of our major escape spell. And if you use the condition removal part of it, it isn’t an escape spell anymore.
3 conditions every 60s is hardly worth mentioning.
Confusion isn’t much of a problem because we are kind of good at waiting up that it passes by disengaging a little I suppose.
Warriors can remove 3 conditions every 8s provided they can get the adrenaline and their was supposed to be the class that has difficulties dealing with conditions!
Can’t agree more.
I thought it was just me thinking it should remove the three conditions upon shadowsteping away instead of doing it when you jump back.
I really like that utility and I often find myself using it for condition cleansing. The problem is that I have to COME BACK to actually clear myself, which in turn makes me return to the source of the conditions.
The typical example is fighting a turret engi or condition mesmer. You get a burst of 5 conditions and you need to cleanse them, when you shadowstep away and then back again, you just return to the wolf’s mouth and get the same amount of condis you just got rid off. And then we have such a long cooldown on it…
(edited by MakubeC.3026)
Dat feeling when you played ever since early access, have 2k hour of playtime and only have one character which is a Thief.
Is it just me or should it remove the three conditions upon shadowsteping away instead of doing it when you jump back?
I really like that utility and I often find myself using it for condition cleansing. The problem is that I have to COME BACK to actually clear myself, which in turn makes me return to the source of the conditions.
The typical example is fighting a turret engi or condition mesmer. You get a burst of 5 conditions and you need to cleanse them, when you shadowstep away and then back again, you just return to the wolf’s mouth and get the same amount of condis you just got rid off. And then we have such a long cooldown on it…
EDIT:
It’s clear that per design, SS would fall into an assault type skill. However, I will list down the reasons why this approach could be revised:
- As per now, Thieves have a vast repertory of assault SS-themed abilities.
- As per now, Thieves do not posses any specifically defensive SS-themed ability.
- The stun breaking capability of the first jump corraborates the “run away” approach of the skill.
- Shadow Return’s 10s cooldown limits the hit-and-run capabilities of the skill. If my enemy gets me at the 11th second, I lose both: my escaping way and my condition cleaning.
- It is ground targerted rather than enemy targeted, making it prone to not being as effective as other assault skills.
- If per design SS is meant to be a mixed attack/defense utility, it should then remove the conditions per jump, rather than concentrating it on a single one, which in turn focuses it on an specific aspect (attack for the 2nd jump, defense on the 1st jump).
- The risks using SS brings right now are not on par with its cooldown: " Should I assault with it, knowing that if I get under pressure I only have 10s to run? Or should I save it for when I’m already under pressure, knowing that if I need to clean my conditions, I have to jump right back to the fight?"
(edited by MakubeC.3026)
Really guys, I think we need to be more vocal about this.
I feel like we are getting screwed….:(
Lets say you do 30k damage in 15 seconds. That feels a tad quick to me (with blocks, invulns, blinds, dodges, kiting, etc), but let’s take it anyway.
At an 85% crit rate, 25,500 of that damage is critical, and will apply heals.
25,500 * .08 = 2040
2040/15 = 136HPSCongratulations on your 30 point GM trait that is roughly equivalent to the Regeneration boon. You could have gotten that from Shadow protector for 10 points in SA, and it wouldn’t rely on you landing crits/being in combat at all, and can be used on friendly players to boot.
Garbage.
A hundred times this.
I don’t like the changes. Mainly cause Choking Gas damage will be only for reveling you and it will make like 1 damage. That sucks. If they at least put up a decent dmg amout that will be better.
Invogating presicion diserved a 10% buff. Not that I’m not happy, but for it to be usefull without that the healing signet it must go as up as 15%.
Panic strike got half the effectiness and not half the cooldown. Thoughts?
And I’m ok with the lacernous strike change, if only the upper the boon stealing back to two.
About the Black Powder nerf I have mixed feelings…
But still, compated to the warrior’s changes I feel like we are lackluster.
(edited by MakubeC.3026)
More evades? Evade is the most broken defense in gw2 because it has no counter.
True that is.
Maybe take half damage?
Some time ago I posted a few traits for this very same issue. Right now, it looks like the only good meta for thief is the stealth one.
Thief:
I think its time thiefs move a little away from stealth traits and reinforce other aspects they have. With this in mind I intended to address the gunslinger, venom/condition and evasion builds.
- Quick hands: If you have two pistols equipped, increase critical chance by 10%. Decrease weapon swap by 30%.
- Surprise entry: When you shadowstep daze for 1.50 seconds two nearby foes. Cooldown 20 seconds.
- Anti-toxine: Gain a random boon everytime you use a venom. (Up to 4 stacks).
- Trained reflexes: When you steal gain evasion for 2 seconds.
- Venomous break: If you are stunned, dazed or knockback while your health is less than 40%, break away and leave a random venom cloud in place. (Poison, Torment, Chill. Cooldown 20 seconds).
- Tainted blood: If you kill an enemy who had a venom you inflicted, recharge that venom. (Cooldown 20 seconds).
- Master of tricks: Gain up to 4 IP when you use a Trick. (Cooldown 15 seconds.)
- Expulsion: When you shadowstep, teleport away a foe in a random direction.
- Bad behaviour: Inflict one stack of confusion everytime you interrupt an enemy.
- Side effects: Poisoned enemies also become vulnerable or crippled.
- Three Stage Traps – Traps now may trigger two times before they are exhausted.
- Boon Traps: Traps remove 1 boon from up to 5 enemies when triggered. (480 radius)
- Forsee: Walking backwards for 2 seconds will instantly teleport you a short distance backwards. (60 sec cooldown).
- Persistent Venoms: Venom application cannot be blocked, missed, or evaded.
- Rewarding Daring: Successful evades grant random boons.
- Master of Signets: All signets can be used twice within 10s before going on a 30% longer cooldown.(not using the second charge keeps the signet on the origional CD).
- Trixter Training: All tricks have their range/duration increased by 300/20%.
- Sneak Attack Master: Auto attacking a target at the 50% health threshold will use said weapons sneak attack. (30 second CD)
- Dagger Training: All dagger skills get a 7% damage boost, and a range increase of 30.
- Down but not out: Downed state skill CD’s reduced by 50%. Downed skills are more effective.
- Impossible to Catch: If your Steal is on cooldown, stun break from CC once every 30s.
- Random charge: Posionous cloud now applies a random condition.
- Flexible Bow: Shortbow skills have their range extended by 300.
- Bandit’s Reward: Increased effectiveness of all stolen objects.
- Dangerous Smoke: All smoke fields now apply poison.
- Trap Education: Traps are now larger. Needle and Trip are persistent for 5s after activation. Ambush and Shadow have increased effectiveness.
Some of the ideas above come from other users.
Some of those are too OP, but I like his enthusiasm.
I think 20 skills per class is not throwing the ball out of the park. The main problem is that some skills, although inocent, could potencially make broken combos. That’s why balance is such a delicate process. More skills are coming, when they’re ready ©.
I don’t play Mesmer. In fact, I hate them.
But this is serious bussiness. Didn’t even imagine there could be so many bugs out there.
Wait, so mini Queen Jennah, Logan Thackeray, Rytlock, Ellen Kiel, Tequatl the Sunless… these didn’t bother you.
But Frostbite! Somehow, that crossed the line? Right. Okay.
It was just too much! :P
Guess I didn’t give too much thought to it. Although its sort of different for those…
You could also presume that all albino devourer babies got called Frostbites after the one that became famous. This happened to the Collie dog breed at least in my country, it became Lassie because of the moviestar dog.
What? Really? Where are you from?
Kind of breaks inmersion. There can’t and shouldn’t be an army of Frostbites around.
Baby Devour fits more, there are many of those, its a generic creature anyone can have. But the Frostbite reference is just weird.
I’m ok with other armors and weapons being sold since you could ask any blacksmith: “Hey, I want a Shield just like Braham’s.” But what if everyone has THE Frostbite?
Am I alone on this?
(edited by MakubeC.3026)
Kudos to the writing and all teams involved. I really enjoyed it all.
Keep it up.
Don’t ever bring the phantom hood.
You know you shouldn’t.
In your opinion, what should the strengths and weaknesses of each profession be?
Thief:
Strengths.
- High singular damage output
- Having exceptional critical chance OR exceptional critical damage (not exceptional both) and been able to make builds based on the above characteristics.
- Burst when needed (the whole point of Iniciative).
- Having at least three main builds variaties: stealth-based, poison-based OR high movility-based.
- High movility and deception for both him and his allies.
What’s your profession’s kryptonite?
- Constant damage should get him out
- Should not be as effective if the enemy can anticipate his location
- Should have low hp and defense.
- Shouldn’t be able to remain constantly stealthed.
Hi all,
We understand the frustration over having to wait to receive your rewards, and we appreciate your patience. The issue was very complex, and we needed to take the appropriate amount of time to sort it all out, and ensure a proper solution. We anticipate being able to provide another update with an ETA for the fix, soon.
Thank you.
>no ™ after Soon.
>wants us to believe in her
>kek
Look all I can say right now is leave buffs to steal out of this. Right now it is extremely strong with whole builds built around it. Not only mug but the entire 6 into trickery is all just for steal. We don’t need more added to it.
Thanks, carry on.
Mug is +2k hp and 800dmg. How’s that OP?
And the trickster traits are mostly boon ripping.
Steal could use a whole lot of changes.
Btw, I’m glad I’m not always the hero. There are millions of characters in the gw2 universe, it would seem rather crappy that they would all be the awesome hero who saved the universe from doom. I like being among the ranks: a commander in the pact, a faceless wanderer who joins up with some others and become the heroes of LA… It’s just a personal taste, I like being a not-so-extrordinary character who the steps up to the plate when he’s needed to.
This is a very interesting opinion since so many seem to feel the other way. We make every effort to put the player character at the center of the story because…well…it’s your story. But, I also believe that the player character doesn’t always have to be the one with the answers. Sometimes, your teammates (Rox, Braham, etc.) need to help out or risk becoming faceless flunkies. There’s a balance point, of course. Your teammates are an extension of you, living through your story with you.
I was actually surprised when I found out in another thread just how many people like being the ultimate savior. Even when that does not make a whole lot of sense in a world shared by heroes.
I’m with BellyBoomer on this one, but like Angel said, seems like we are the vast minority man.
Howdy all!
We’re going to make this one the official feedback/questions thread. Please stay on-topic and respectful throughout. Thank you!
Donna, I love you.
Now with the questions:
1. Can we expect big event chapters like much acclaimed Marrionette or The Tower of Nightmares?
2. If so, how will we deal with the 5 men instance limit?
3. Will there be temporal rewards/tittles or will they all be obtainable forever?
4. What will happen with fractals from now on?
5. What will be the balance between instanced and open world content for LS now?
6. Will we still get temporary Open World stuff aside from festivals?
Thanks.
I will now proceed to sacrifice an inoccent rabbit so Colin appears in this thread and answer my questions.
This was an intended change, but was mistakenly left out of the release notes.
Hey, I saw you the other day on Ready Up.
Trade Secrets –
Caltrops are now ground targeted
Scorpion Wire teleports it’s target to you
Haste will chill your target
Roll for initiative grants 1 sec of stability
Nice ones.
The caltrops one is a needed one, might come on par with the one suggested up there where traps can be used twice.
I made a thread on reddit as well.
Please keep it balanced and bring diversity, remember devs read these and you might be the one who inspires them.
Thief:
I think its time thiefs move a little away from stealth traits and reinforce other aspects they have. With this in mind I intended to address the gunslinger, venom/condition and evasion builds.
- Quick hands: If you have two pistols equipped, increase critical chance by 10%. Decrease weapon swap by 30%.
- Surprise entry: When you shadowstep daze for 1.50 seconds two nearby foes. Cooldown 20 seconds.
- Anti-toxine: Gain a random boon everytime you use a venom. (Up to 4 stacks).
- Trained reflexes: When you steal gain evasion for 2 seconds.
- Venomous break: If you are stunned, dazed or knockback while your health is less than 40%, break away and leave a random venom cloud in place. (Poison, Torment, Chill. Cooldown 20 seconds).
- Tainted blood: If you kill an enemy who had a venom you inflicted, recharge that venom. (Cooldown 20 seconds).
- Master of tricks: Gain up to 4 IP when you use a Trick. (Cooldown 15 seconds.)
- Expulsion: When you shadowstep, teleport away a foe in a random direction.
- Bad behaviour: Inflict one stack of confusion everytime you interrupt an enemy.
- Side effects: Poisoned enemies also become vulnerable or crippled.
- Three Stage Traps – Traps now may trigger two times before they are exhausted.
- Boon Traps: Traps remove 1 boon from up to 5 enemies when triggered. (480 radius)
- Forsee: Walking backwards for 2 seconds will instantly teleport you a short distance backwards. (60 sec cooldown).
- Persistent Venoms: Venom application cannot be blocked, missed, or evaded.
- Rewarding Daring: Successful evades grant random boons.
- Master of Signets: All signets can be used twice within 10s before going on a 30% longer cooldown.(not using the second charge keeps the signet on the origional CD).
- Trixter Training: All tricks have their range/duration increased by 300/20%.
- Sneak Attack Master: Auto attacking a target at the 50% health threshold will use said weapons sneak attack. (30 second CD)
- Dagger Training: All dagger skills get a 7% damage boost, and a range increase of 30.
- Down but not out: Downed state skill CD’s reduced by 50%. Downed skills are more effective.
- Impossible to Catch: If your Steal is on cooldown, stun break from CC once every 30s.
- Random charge: Posionous cloud now applies a random condition.
- Flexible Bow: Shortbow skills have their range extended by 300.
- Bandit’s Reward: Increased effectiveness of all stolen objects.
- Dangerous Smoke: All smoke fields now apply poison.
- Trap Education: Traps are now larger. Needle and Trip are persistent for 5s after activation. Ambush and Shadow have increased effectiveness.
Some of the ideas above come from other users.
I made a post in Reddit asking for trait ideas. For the thief I asked for traits that offerred diversity on the current stealth meta and explored the other ambits of the thieves, like venoms, movility and even [the three times elected worst mechanic] steal.
I’ll leave some here for you guys to read, maybe balance and if you’d rather, make your own.
- Quick hands: If you have two pistols equipped, increase critical chance by 10%. Decrease weapon swap by 30%.
- Surprise entry: When you shadowstep daze for 1.50 seconds two nearby foes. Cooldown 20 seconds.
- Anti-toxine: Gain a random boon everytime you use a venom. (Up to 4 stacks).
- Trained reflexes: When you steal gain evasion for 2 seconds.
- Venomous break: If you are stunned, dazed or knockback while your health is less than 40%, break away and leave a random venom cloud in place. (Poison, Torment, Chill. Cooldown 20 seconds).
- Tainted blood: If you kill an enemy who had a venom you inflicted, recharge that venom. (Cooldown 20 seconds).
- Master of tricks: Gain up to 4 IP when you use a Trick. (Cooldown 15 seconds.)
- Expulsion: When you shadowstep, teleport away a foe in a random direction.
- Bad behaviour: Inflict one stack of confusion everytime you interrupt an enemy.
- Side effects: Poisoned enemies also become vulnerable or crippled.
- Three Stage Traps – Traps now may trigger two times before they are exhausted.
- Boon Traps: Traps remove 1 boon from up to 5 enemies when triggered. (480 radius)
- Forsee: Walking backwards for 2 seconds will instantly teleport you a short distance backwards. (60 sec cooldown).
- Persistent Venoms: Venom application cannot be blocked, missed, or evaded.
- Rewarding Daring: Successful evades grant random boons.
- Master of Signets: All signets can be used twice within 10s before going on a 30% longer cooldown.(not using the second charge keeps the signet on the origional CD).
- Trixter Training: All tricks have their range/duration increased by 300/20%.
- Sneak Attack Master: Auto attacking a target at the 50% health threshold will use said weapons sneak attack. (30 second CD)
- Dagger Training: All dagger skills get a 7% damage boost, and a range increase of 30.
- Down but not out: Downed state skill CD’s reduced by 50%. Downed skills are more effective.
- Impossible to Catch: If your Steal is on cooldown, stun break from CC once every 30s.
- Random charge: Posionous cloud now applies a random condition.
- Flexible Bow: Shortbow skills have their range extended by 300.
- Bandit’s Reward: Increased effectiveness of all stolen objects.
- Dangerous Smoke: All smoke fields now apply poison.
- Trap Education: Traps are now larger. Needle and Trip are persistent for 5s after activation. Ambush and Shadow have increased effectiveness.
I have a sword warrior and he isn’t too bad. I run him around Orr and he hacks away at the evil dead quite well by themselves or in 5s and 6es. Grouped with someone playing a 2hander though I feel he’s below what he should really be. So, yeah.
I have a shield guardian and she saved the day during the Marionette, and other events, more than once so I’d say they aren’t in a bad spot. I’m not an awesome player but I get a decent go out of her.
I’m embarrassed to play my axe ranger in front of people…
I don’t have a dagger thief so I can’t really comment there.
The OP isn’t talking about using one-handed weapons in combination with off-hand weapons, they’re talking about only having the one sword, dagger, axe, scepter, mace OR a shield equipped.
Then maybe the OP can tell me that since only having a shield equipped would be dumb. I can’t imagine for a second that that’s what he means. He asked for feedback and I provided some.
Haha, it wouldn’t be so dumb. You can manage to attack while only using a shield man.
Go watch 300 or play a dual-shield-wielding warrior in Dark Souls.
A shield Guardian would be OBVIOUSLY be targeted to defense skills, but still, you can kill stuff with a shield if you try. You have your other hand and your legs free. You can kick, punch, bash, smash…use your imagination.
(edited by MakubeC.3026)
would the one handed weapon have two-handed stats?
That’s a good question.
Maybe scale them if you are only using one?
Then why not just use a two-handed weapon?
Because it would give you different skills than a regular TH.
Imagine skill 4 and 5 for a dagger in your Ele.
The problem would be what you mentioned before:
You’d be missing out on sigil/upgrade and bonus stats by having a one-handed weapon fill all of your weapon skills and no offhand.
The sigils are very important now that TH weapons take up to two. But it can be resolved in several ways in my opinion:
- Make every weapon take two sigils. One main sigil and one secondary that would only activate while single wielding.
- Make weapon stats scale while single wielded.
would the one handed weapon have two-handed stats?
That’s a good question.
Maybe scale them if you are only using one?
Wouldn’t it be awesome to have one weapon builds in the future?
Everyone dual-wields in Gw2 which is even weird to a degree.
Give every weapon 5 skills, as if it were two-handed. That would bring more build diversity and even personality.
A Sword Warrior
Dagger Thief
Axe Ranger or Necro
Even a Shield Guardian
Leave your feedback.
This, with Sig of Malice and Assassin’s Reward is unkillable.
Tried this and its barely decent.
I wonder what was the plan for this trait…