As a Sylvari Player… No. Are you out of your kittening mind? How about we leave the mature content out a game that’s accessable to children, we already have enough of them running around screaming about murdering people over their skin color and sexual preferences (ala COD and DayZ).
And it was a Gods kitten ed bad idea to give into the Sylvari are Dragonspawn Theory because now you’re just going to see more of this crap in chat about how “Sylvari are less than people.”
If this is the friendliest community in gaming, then it really paints a bad picture.
I actually made a post about 2 years ago about this
Ranger gets Staff -> Druid
Engineer gets Hammer -> I’m thinking Tinkerer
Mesmer gets shield -> Chronomancer
*Necro gets greatsword -> Dunno *
Warrior gets Staff -> Gladiator
Guardian gets Longbow -> Dunno
*Elementalist gets Sword -> Spell Sword *
Thief gets Rifle -> Commando
I don’t see main mechanics changing with Specialization (Burst skills, Attunements etc.).
We need to keep in mind the Lore and theme of the zone we’re going to.
For everyone linking Concept art and other Art assets, its not a sign of Spears to come…
http://gw2.gameguyz.com/sites/default/files/tumblr_m2cf4uPIWa1rtdsh3o1_1280_0.jpg
http://gw2.gameguyz.com/sites/default/files/pictures/_original%20(4).jpg
http://2.bp.blogspot.com/-BlOcXID3Fdw/UPWotuaUfMI/AAAAAAAAADs/yRVuCZrpnuU/s1600/guildwars2-25.jpg
http://gw2.gameguyz.com/sites/default/files/images/20130806023820_0.jpg
You been trolled bro.
Snippity
Then why does the 3rd ability chain on 1 inflict a long duration Poison?
Poison is a CONTROL CONDITION. It does pitiful damage because it’s intended to debuff heals, not deal respectable damage. You link me a spec that can kill a player by dealing primarily poison damage (not counting the damage the ability that applies the poison does), and I’ll show you the way into Narnia. The fact that you think this is a “point” that means anything shows a real lack of understanding.
Why is this the only weapon set in the thief weapon group that can maintain 25 stacks of bleed with ease?
Why does literally every other skill in the set not benefit in any meaningful way from condition damage?
No, its simply that Sword is the Power/Crit weapon and you, like many people (myself included) don’t like Sword on the thief. D/D is a hybrid set, get over yourself.
Quick, use D/D to deal condition damage capable of killing anything without spamming 3.
Oh wait.
D/D is not a hybrid set. No matter what skill you’re using, only 1 set of DPS Stats (power/crit, condition) is ever being counted for your damage, and only one skill uses condition damage.EDIT: Saying Death Blossom is worthless is a hyperbole whether you intended it or not. — here’s a definition for you:
Hyperbole:
Exaggerated statements or claims not meant to be taken literally.My claims were intended to be taken literally and through use cases proven to be true. Don’t blame me for your lack of understanding. Also, please brush up on your reading comprehension, because the statement was, and I quote,
In a power/crit setup, DB is useless.
If you can’t be bothered to read, please don’t bother to post.
And what standard requires that the weapon perfectly meet one set of stats? I guess Elementalists, Necromancers, Mesmers, and Guardians are all just doing it wrong.
If you remove DB from Daggers, you take away the only viable condition set for Thieves, but I guess you in your infinite Zerkerness didn’t get the memo that P/P doesn’t do that well.
With the way they’re making content (Silverwastes) Zerker and Assassin are going to start falling out meta because they can’t live long enough.
There’s nothing wrong with Death Blossom.
Except it’s still a kittenty condition damage based move in a power/crit damage based set.
D/D is clearly not a hybrid set – it has exactly 1 skill that can do damage with conditions (no, poison on lotus strike is not a viable damage source for condition builds). That is not a hybrid set.
sigh There we go again. Yes, most of the D/D skills are direct damage. Death Blossom, though, provides some of the strongest bleed stacks in the game and an easy way to stack them so they do significant damage. I don’t think that this is an accident like some other skills in this game which provide bleeding as something of an afterthought. Which, yes, makes D/D a hybrid set, whether you want it to or not.
With the poison to reduce healing, the Heart Seeker as a (admittedly somewhat short-ranged) gap closer, Dancing Dagger helping both with getting close and getting away, and Cloak and Dagger for stealth access, that makes it a decent hybrid set, as far as these things go. Is it competitive in PvP? Probably not, from what I’m hearing, and something should perhaps be done about that. Changing the character of the whole set, especially when the Thief already has a bunch of pure power sets (S/P, S/D, D/P), does not strike me as the way to do so, though.
I don’t really see how a hybrid set would work with d/d. I can see it happening if db costs 0 initiative but, with the way it is atm, after you finish spamming DB to stack bleeds, you’re gonna be too low to do anything else.
Then as the bleeds come off, you’re gonna need to kittenain to maintain the pressure. That basically leads to a build in which you just spam DB 90% of the time.
You obviously haven’t played a D/D Condi Thief. When you run out of Initiative, you spam Roll until you can use DB more and spread Caltrops all over the floor. You take Infilitrator’s Signet, and the Acrobatic line to increase your Initiative Regen to 4 ips, and take Critical Strikes to regain Initiative on Crits.
D/D Condi is a very tanky build my friend.
D/D weapon set is fine as is… Id rather see S/P buffed or better trait changes to Acro line.
Changing DB would wreck a lot of condi thieves. I’ve fought some killer 3 spammers !It’s not “fine” when 1/5 of your weapon options are useless. The weapon set as a whole might be ok at the moment (I’d argue that S/D and D/P outshine D/D imho) but having a completely useless skill can’t be “working as intended”.
Sure it can — Look at literally every aquatic weapon in the game.
Snippity
Then why does the 3rd ability chain on 1 inflict a long duration Poison? Why is this the only weapon set in the thief weapon group that can maintain 25 stacks of bleed with ease?
No, its simply that Sword is the Power/Crit weapon and you, like many people (myself included) don’t like Sword on the thief. D/D is a hybrid set, get over yourself.
EDIT: Saying Death Blossom is worthless is a hyperbole whether you intended it or not. — here’s a definition for you:
Hyperbole:
Exaggerated statements or claims not meant to be taken literally.
(edited by Myxam.2790)
I don’t think so Hesse.
Daggers as they stand are a very versatile set of weapons, and the Evade component of Death Blossom in addition to stealth is what closes the survivability gap that Thieves have with other classes.
Mobility and speed are the Thief’s primary means of staying alive in both PVE and PVP, and to change evade based skills is diminishing that gap.
I personally enjoy Death Blossom as it is a great deal (even have a PvE build around it and Caltrops, very effective in Silverwastes and the new story missions). If anything Dancing Dagger is the ability that needs the attention here.
We also need to consider the thematic and historical value of Death Blossom. DB was a Dual Attack for the Assassin Profession, or a finisher that attacked with both weapons (following in from Lead Attack > Off Hand > Dual Attack). Death Blossom towards the end of Guild Wars 1 was -the- absolute best Dual Attack in the game because of its cheap cost, quick recharge, and large damage to energy ratio (this thing could hit for 240 damage on every adjacent target if you had the right buffs) and was the staple behind literally every Dagger Spammer build in the game which were extremely popular.
In Guild Wars 2, Death Blossom is the Dual Ability for Dagger / Dagger, where it damages and bleeds nearby targets (like a good Dagger Spammer did (Spread Bleed and spam Death Blossom as much as possible)).
Dancing Dagger(s) however was the core attack in the -really- bad Caster Sin (it was horribly bad). Threw 3 projectiles and had half the range of a normal spell. It didn’t cripple, or bounce.
But that’s not the reason this thread exists. Like so many MMO threads the issue here is of an Operator nature.
Myx~
Will Anet be moving towards encouraging more variety in PvE content by way of viable player roles than Pure DPS? I thought some good steps were made in Silverwastes where Zerkers were dying left and right while the Supports, Condis, and Hybrids were doing great.
How was it implied we would learn from Rytlock?
I refer you sir, to the Home Page of this very site, where the advertisement for HoT has Rytlock proudly splashed across it with Revenant armor.
To be honest, I’m disappointed. I did want a paid expansion, but I wanted a new continent — not Magus Falls. From what we can glean from Lore, all that’s out there is a Sylvari tree without the protection of the Dream, jungle creeps (god kitten Moss Scarabs still make me rage), and Mordrem. Nothing really interesting except the Druids this far out, which is kinda boring.
Cantha, the Far Shiverpeaks, The Great Northern Sea, Elona, The Unending Ocean, The Ring of Fire, the Battle Isles, and the other numerous continents we have.
To be honest, I was wanting a faster resolution to the Elder Dragons, as the more interesting locales in this setting are abroad imo.
Soon: Copyright 2000-2013 ArenaNet, LLC. All rights reserved. “Soon” does not imply any particular date, time, decade, century, or millennia in the past, present, and certainly not the future. “Soon” shall make no contract or warranty between ArenaNet and the end user. “Soon” will arrive some day, ArenaNet does guarantee that “soon” will be here before the end of time. Maybe. Do not make plans based on “soon” as ArenaNet will not be liable for any misuse, use, or even casual glancing at “soon.”
An announcement about Cantha :I
What do you want for Wintersday?
That’s a bit of a stretch in logic, “Appearance Kits, THEN changing your character in every possible way.” There’s a reason why you can’t change your Class/Profession/Calling in other games, and all of them apply here, along with several others.
First, it unbalances the game’s population load in terms of class. There’s a good number of players who are Warriors, or Necromancers, or Thieves, or take your pick. When you start enabling people to take their level 80 character, and convert them free of labor to another class, it creates a vacuum where players will start changing all of their characters to the flavor of the month class, rather than creating a character, investing time leveling and gearing it, and actually playing it.
This also lowers the replay value of the game, meaning people will start to leave to find other interesting content now that they feel they’ve ‘completed’ the game.
It also presents player with Pay to Win content, which is something everyone gets up in arms over.
Overall, its just a bad idea. I suffer the same problems when I’m leveling characters, but this isn’t the idea I reach for when that starts happening.
I believe a better idea would to make it BOE-BOA. Bind on Equip on Account. Make it Account bound but Souldbound to the character who equips it.
Give me a Roleplaying Monthly and You’ll never see me get off…
Character’s typed
900,000/900,000
Emotes made
1000/1000
Armor Transmuted
5/5
I am not one hundred percent certain if the trait is functioning, or if the tooltip is inaccurate, however I feel its worth mentioning that Cleansing Water does not work on application of Regeneration but on applying the base Regeneration stack.
I tested this and I found that when I was the only carrier of Regen, and I was applying Regen freshly, conditions were being removed. But when I placed Regen over an active Regen boon, no conditions were removed.
As I read the trait, it implied to me that the removal would apply to any regeneration applied by the Elementalist. If its working as intended, it’d be helpful to have the text altered to improve the clarity.
As an Roleplayer, I find its an unreal and unobtainable price without sacrificing time out of life and out my enjoyment. Lower the prices so they’re scaled or give it Karma prices. I have alts buy for and there’s just -certain- pieces I want. Like the T3 Light Asuran Gauntlet for a set., and the prices for that are even ridiculous to the point of refusal.
Bump and an update. Going to talk to one of my Anet buddies to pass a note in house. Maybe get an opinion stated. In the mean time I’m going to tweak the ability ideas.
I like the idea behind some skills but giving a thief a rifle with cooldowns means he is no longer a thief. I prefer having no rifle instead of one that practically ruins the idea of the class
Agreed, it feels more like its become a Ranger weapon.
That’s definately some unique thinking but the question is does it actually fit a thief or does it belong better to another class? I personally think everyone’s taking the damage I posted out of context. Its not going to be comparable in damage to a Greatsword warrior. In fact the damage is more in line with a Thief Shortbow.
I’ll do some tweaking but I personally think people are overreacting to what I posted with no context to put it in.
“Too much Control,” “Too OP,” both of these statements tell me you haven’t played thief with a sword and pistol, which has between the two weapons, Two Stuns, Two Dazes, a Cripple, a Weaken, an Immobilize, a Shadowstep/Return, and a Smoke Field, as well a skill comparable to Hundred Blades in damage capacity. ( its MUCH higher than the famed Unloaded of dual wielding pistols ) All of this while being in melee range.
The Damage of this weapon is small, meant to be focused on precision to bring out bigger hits through critical damage, which easily countered by weakening the carrier, a condition every class has the potential to carry, and by persistent melee pressure, as most of the control takes a bit to setup, or has a high initiative cost. The weapon I proposed is likely one of the weakest weapons in a Thieves’ arsenal, and the only outstanding trait about it is its range.
As for the stated above Rifle, I do like the Burst Fire skill, and I feel it fits better with the gun I proposed, if its not minded, I’d like to use it.
Considering his Plot’s over with, why even bother.
This addition would give thieves more options than carrying a short bow around 24/7 just so they can spam a very very slow arcing explosive shot.
I think that was explained officially why they don’t in an interview.
The 2 ability doesn’t have you actually shadowstepping, just implying you are, it just makes the clouds in random places near you and those fire two bullets each. The damage is actually really rather LOW, at 80 the main attack would do 400-500 damage non-crit with no excess stats ( Not traited or armored). So, like any other critical build, weakness and toughness makes you absolutely worthless.
Yes it has the potential to be extremely kitey but the skills are made towards being EXTREMELY aggressive and in the enemies face, the only real balance issues would come from resource use and the wild strike. However, over all, the idea is to keep the damage low and constant, the issues it would address with the thief class are twofold in PvE and PvP, lack of a range weapon, and lack of a consistent damaging weapon.
The amount of control on the rifle doesn’t really contribute in a one on one since its rather short and quick.
Now I matched initiative costs of these abilities to abilities LIKE them across all of the thief weapons.
Oh yes, and after a very nice conversation with one of the staff I had sometime ago, it was made abundantly clear they plan to add no new weapons in the near future. So Crossbow can be forgotten about, got to make due.
I also suggest anyone calling out the idea as context breaking for the class actually read the OP, because as far as I’ve felt while playing the class, my thief feels more like a brawler than an assassin or a thief, so to me, the idea of using a rifle fits.
(edited by Myxam.2790)
I was thinking more of a Dirty Tactics Guerrilla Fighter personally.
Surprise
So if you play a Thief you’ve probably come to terms with a lack of a reliable max range weapon, spamming our Cluster Bomb Arrows and crying while you bleed your initiative until the enemy’s dead.
Well I’m not for laying back and just spamming my shortbow like a sap. I mean, why should a warrior, an Elementalist, an Engineer, a Mesmer, and really every other class have a weapon capable of combat at 1200 Range? Warriors are capable of extreme amounts of damage in melee, so that justification is out. Thieves need to be stealthy; Can’t stealth really after you blast someone in the face with a blackpowder pistol. Its a stealth class; more like its an elusive misdirection class. How does it even justify in the class; how does a mesmer justify a greatsword, the idea is the thief takes on the role of a sniper or an elusive guerrilla fighter who takes pot shots and a barrage of fire before slipping away and striking from a new angle.
Weapon Focus
The Focus of the weapon is not so much the power of the weapon but how precisely the shots can be delivered, so the weapon would lean more towards a critical build. The Idea of course is to be the Guerrilla fighter, attacking fast and staying on the move, with high mobility and rapid attack.
Weapon Skills
1. Burst Fire
1 second channeling
Fire series of quick shots that deal an average amount of damage.
Damage falls just above Short bow, x 3
Range: 1200
Animation would be close to the warriors where the Thief shoulders the rifle and fires.
1S. Ambush 2 second cast
Unleash a powerful shot from stealth dealing high damage and penetrating the target’s armor and unbalancing them.
High Damage, Akin to Tactical Strike
Stun 1/2(s)h
10 stacks of Vulnerability
Thief Fires from a kneeling position as stealth breaks, reuse Kill shot without charge up.
2.; Shadow Volley
1 second Channel
8 Initiative
Shadowstep in rapid succession to fire a barrage of shots from different locations.
About the same damage as Burst Fire, x15
Range: 1200
Animation would be something akin to Thief shouldering rifle and 4 shadowy clouds liken to shadowstepping fire 3 rounds each at the target. Thief does not actually shadow step.
3. Stalking Bayonette
4 Initiative
Shadowstep to your target, thrusting with your rifle’s bayonette.
Deals damage nominally higher than Rapid Shot.
Range: 600
Animation: Thief Shadowsteps to target and thrusts with rifle
3. Blasting Retreat
3 Initiative
Blast your target and return to the place you shadowstepped from.
Deals relatively high damage, slightly higher than Stalking Bayonette
Shadow Return
Range: 600
Thief fires from the hip and shadow returns.
4. Wild Stock Strike
5 Initiative
Execute a series of wild strikes to overwhelm your target. Gain Endurance with final strike.
Deals low very low damage x3
25% of Endurance generated
Knockdown
Range: 150
Thief swings rifle back and forth. Swing across body hitting with Stock, Thrust from over shoulder with Stock, then savage kick.
5. Slip Away
6 Initiative
Fire a distracting shot and slip into the shadows, leaving target dazed.
Very low damage once.
Stealth 3(s)
Daze 2(s)
Range: 1200
Thief shoulders rifle and fires a shot at head of enemy hit box and enters stealth.
Ending Words
I typed this up with minimal sleep, if you see some illogical mistakes or grammatical errors please ignore them unless they are completely bothersome then alert me. If you have a criticism speak it, if you have a complaint make it, but if you have a flame stuff it back down your throat and attempt to post with civility.
Night
UPDATE
Readjusted Initiative costs
Changed #1 Ability to the one suggested earlier
Increased cast time of Stealth Skill
(edited by Myxam.2790)
Do you believe that Thieves should have a 1200 ranged weapon option ( Cluster Bombs on Shortbow is not a viable 1200 Ranged weapon as it is only for one skill )?
( I have my own ideas for a Rifle but I’d like to see what other people think. )
The issue with your reply is that its arguing that Roleplayers don’t already do this by nature. You can see it in SWTOR,WOW LOTRO and AOC, roleplayers spread out over time, finding their own little holes to dig into until they fade away.
So, if that’s typical behavior in just about every MMO on market, you may as well serve it and give them it. But, the best way to think of these instances are as player housing and guildhalls, because these are already wrapped up in what I propsed.
The Breakdown
I wouldn’t be posting this if I hadn’t done all that I could to show that I’m not being an optimist playing on the good parts of the idea.
Pros
- Creates a great atmosphere for roleplay
- Gives the player the ability to express their own view and creativity
- Brings Roleplayers together and removes the limitations to player creativity and interaction
- Includes a new Gold Drain as well new items to spend Gems on
- Makes for an easier system to join into Roleplay
- Centralizes Roleplay and makes for an easier time to meet, congregate, network and pursue
- Decreases population strains in servers like Piken Square and Tarnished Coast
Cons
- Extensive hardware requirements
- Strain on current hardware
- Removes several players from the Economy almost wholly
- Additional work to include new content in the function
- Could cause TOS issues due to private ownership of in game content
- Increases the ease of trolling or griefing players in public instances
- Could decrease the wont to roleplay by removing the organic and sense of growth within roleplay through gameplay
So, that’s all I have for now, tell me what you think Players!
~Pylia
The Idea
When you enter the Heart of the Mists, you come into a lobby with; a series of vendors, lockers, the tourney master, and the Grandmaster (the guy who lets you join battles in random arenas).
With Structured RP, I want to replicate this, only with less PvP. With the unlocked cosmetic items and the lockers, we’ll replace with another locker that has every piece of armor in game, with all the stats removed. Cosmetic Armor for everyone, but to add another item on top of this, all of these items are given a new category of armor type that allows everyone to wear anything they like. Dyes however, are still up to you.
We’ll replace the vendors with vendors who sell ‘Deeds’; I’ll cover this later. We’ll remove the Tourney Master and replace the Grandmaster of Battle with the Master of Portals.
The Master of Portals will function like the Grandmaster of Battle, only instead of servers with PvP matches, he’ll have a cornucopia of Roleplaying instances from us to pick from. At first, these instances will only be stock ones, copies of home instances like Dreamer’s Terrace, Salma District, etc. and a few other high traffic areas in game already. They’ll function like the instances we already have, but instead of being there alone, everyone else who joins it will be present (up to a cap to keep the servers from blowing a processor) but later it’ll be filled with player maintained instances.
These instances are purchased via Deeds. These instances can range from anything to a small cottage to a whole forest. They can be dissected from the world or be brand new content. Now, these can be purchased with Gold or Gems, and they’ll be in their own respective vendors.
These instances are controlled by the person who purchased them, and they can be filtered, linked, and managed like a guild. The owner can restrict access based on Race, Class, Gender, and even what you’re wearing (or what you’re not). Of course the appearance catagory isn’t going to be a list of specific armor pieces you have to wear to get in, but more of what slots are filled or not. No Pants? Boot. Pants? Boot. Its up to the owner! The owner can also make their instance completely public and they can police their instance with these filter options and the ability to remove and or black list offenders of the player’s virtual property.
The owner can also make their instances private; to just themselves, or their party, or their guild, or their entire friend’s list.
Owners can also link the instances they own or are apart of through transition points, gates, streets etc. If you wanted you can build your own network of instances into a city.
Creating a Greater Roleplaying Enviroment
I’m not sure of everyone else’s experience with Roleplay so far, but my experience with Roleplay in Guild Wars 2 has been OVERWHELMING; I’ve spent over 300 hours of my time online Roleplaying ( my main is only level 30 and I have 250 hours on her so far). Roleplay is such a large part of this game that its largely consuming much of MANY players entire time online.
Whenever I log in, I’m hailed with invitations to come down to Tavern X and Y with all of my character’s friends. I have even started losing sleep over how rich an environment is here. AND I LOVE IT. So how could we take this richness and improve it? I know it does sound difficult but bear with me here when I say this.
Structured Roleplay
sRP, start thinking about it a little, wait where are you going? ITS NOT PVPRP!
I know when you hear this you immediately shift to thinking to Structured PvP, and that’s what I want, but not on the fact its PvP. What I want you to focus on is the fact that its an overarching system with a focus on skill and teamwork that isn’t restricted by Worlds (not in the Lobby but in the servers). Now you’re on the right track.
What I’m proposing is to bring all of us roleplayers together absolutely while making it so we don’t have to fight over the -very- few open spaces in the Mega-Worlds, while improving the features given to us.
I’ll take you at your word, and I’ll create a ticket as soon as I can for her, she’s not going to be happy though. Can you estimate when ‘later’ would be?
I doubt anyone in these forums will ever support this. Worthless waste of Server space this, probably MB sized file is.
My friend’s account, at the moment of posting this, is in the process of being taken for everything it’s worth. I know she’ll not be happy, and I know she may opt to quit the game, especially if the policy hasn’t changed from the Original, the “Tough Luck” Policy as I’ll say as politely as possible.
I know that such a thing caused me to quit the Original title after I was told what I had would not be reimbursed, and I don’t want to see my friend leave over something that was beyond her control. So, has policy changed or is getting hacked still an account death sentence?