break. I feel like they should be back by now..”
break. I feel like they should be back by now..”
Instead of nerfing cof p1, they should redo the reward system in dungeons.
Time SHOULD stand parrallel to reward. The more time it takes, the more rewards it yeilds. Thats not to say drag on a path or boss fight to be tedious and reward the players per minute it takes, it means the harder a path is and the more events in it, should reward.
Cof p1 for example. The bridge part should be worth the short fight. However what does it yield aside from an extra silver or 2 for about 3 or so minutes (guessing).
Players should WANT to do the full dungeon and not skip anything inside, kinda like a checklist that gw1 had. You could do the main part of the mission and get rewarded (1 sword) or do the secondary part and get rewarded more (2 swords). Idk how the rewards translated to coin/mats too much but I do remember getting some decent loot from doing secondary objectives. The same should apply here.
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Although numbers can’t lie (the one posting them can however) I have to question those people’s votes. Thief is really solid in open pve, because of their stealth access and traits around it. Wouldn’t say they are the best (personally I’d say ranger is the best in open pve because they can solo a ton with little effort) but thief shouldn’t be near the bottom. Again the % difference may not mean much but thats just my opinion.
Ranger as the worst in closed pve? Yeah thats obvious… its because they are pet bound and the thing is a brainless leg weight.
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Agreed, the game needed more difficult content and this was pretty good.
Flame and frost above all^^
Best, and most enjoying dungeon by far imo. This new AR is just a baby trying to fill shoes much bigger than it. Hopefully they learn from this dungeon and don’t make temporary achievements that are completely against team play (and more reasonable achievements).
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Third phase of Frizz with golems pull and pushes make this dungeon impossible for casual players and you all know it. It’s not fun, challenging, or rewarding. It is downright unfair. Not every has class a good source of stability or condition removal. Nerf the golems pushing and pulling abilities is all thats needed for the dungeon to be good to go.
Someone is probably thinking learn to play/know the mechanics of the dungeon. I just want to say I DO.
Last Boss takes forever to do, their is no reason why it should be so time consuming. Just kitten shorten it?
If I see one more bring guardian/mesmer suggestion I’m going to lose it.
It’s not impossible with casuals, just need a stun breaker. Stun breakers arn’t exclusive to anyone, we all have em. Like with any GOOD dungeon, you need to adapt your build to it.
The bad part of the dungeon is the last boss, who is just stale. The fight doesn’t evolve into harder/different stages its just a checkpoint to reset the shield. Some people like the “Difficulty” this dungeon has, I say,“what dungeon are you playing?”. It sure beats doin cof in 6 minutes but it’s not breaking any bariers.
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The lazer room wasn’t too bad, although its annoying when EVERYONE is trying to get the achievement.
The beams do have a visual queue, the projector appears before the lazer does. If you pay real close attention to the circle you will see them jump from the floor and moments later, shoot a beam. Took me a couple tries to notice it tbh.
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Your first problem was shouting in town. Most map chats are cluttered with random topics and you are rarely to be heard (tried..)
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Not only are the achievements the hard part, they reward nothing. A mini is not an appropriate prize, ever. Give horrik’s cannon as a rifle skin or something, anything.
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Each phase is the same. RUN! cannon fire! ok back to dps. Such a dull fight… The Captain’s shield is the only cool mechanic this fight had. Cannot do the rest without simply wanting to leave and do something more enjoyable. Rather fight The Claw of Jormag than this. Atleast I get a guarunteed rare for all that time wasted.
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4 things I find horribly wrong with this dungeon.
-If you want the achievement to gun the ship down, you need dps. Too many bosses are just “max your dps to win”. It’s no wonder cof p1 can be done in 6 minutes.
-Mai Trin’s pistol shot animation doesn’t line up with the effect. It is really hard to dodge something that hits you before it is even there. Tried dodging before, moments b4 I think its going to arrive, and right when it happens. Nothing. Another dungeon that wants heavy armor apparently because you get smashed by it otherwise. Walls work but you’re then asking for a loss in dps so you prolly won’t get very far for the achievment(gaurd isn’t that great at dps, focus ele loses dps, pretty much leaves thief who is very squishy).
-Not at all rewarding. A majority of the achievments are from the dungeon, all leading up to a mini. Why…
-Boss has stages. Normally I’m all for this however these arn’t evolving stages. They are just a problem you have to avoid to get through the fight. It’s not some new stage, its just the same thing as before. Run and avoid the same cannon fire. Even when they talk at the phase they say the same message. Its way to boring to even want to soak in.
I like the shield idea, a lot, and I enjoy the first phase. I DO NOT like fights that just repeat themselves until you get to the finish. Different phases, dodge should be doable against really hard hits (there is a visual, it just doesn’t line up with the dmg. More of a bug I’d hope than intended) and they should be rewarding. A skin is the usual reward and it works. Some want it, others don’t but atleast it’s something you can show off. A mini is like background music, simply overlap it with something more interesting.
The dungeon is quite easy, if you’re not trying to achieve anything but the boss kill. Frizz is simple, the little minions along the way are very easy, its just the last fight. First group was all pugs and took a few tries but we managed. Most of us weren’t focused on the rewards as much as just getting it done with. Coming back and trying to do them is just a waste of time feels like..
pistol shots not lining up with the animation could just be lag. Hard to say but I havn’t been able to consistantly dodge it even when paying very close attention for it.
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(edited by NinjaEd.3946)
Op, you realize spvp is about player skill. Nothing costs money, nothing brings money in. If a new player joins spvp from the start how are they supposed to make a build?
Also the stats in spvp are much more restricting than pve/wvw, it’s not like they’re getting a Twilight when they enter and look bad-kitten. The ONLY progression in spvp is skins (some skins cannot be earned until higher ranks).
Instead of suggesting a punishment to s/tpvp players (which already have enough) you should suggest a seperation of more traits/skills, which they already do to an extent. Telling players to," just pve, it won’t take long" is non sense. If they only wana play spvp then let them, don’t drag them to other aspects of the game just because its “fair” in your eyes. Play it your way..
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(edited by NinjaEd.3946)
Now now, I am WELL aware underwater combat is quite inferior to land combat AND with the limits such as no rare/exotic breathers and having many traits that work great on land while ineffective in water it can be difficult to look at anything stamped with “Water”. However, I don’t suggest this to fit the current wvw maps.
Not sure if it was rumors or fact but I did hear word that more wvw maps were a future update (how far into the future? Grenth if I know..). Currently there arn’t many places where seige can be usful in water. There is Bay on every BL, there is lowlands in EB, and that is about it. IF however these supposed new wvw maps were to be made with more underwater walls/gates/etc then the room for underwater seige or even boats can make sense. In other words, this is a suggestion built on a rumor so it is time to play along.
Warship- 200 supply. Build’s a mobile seige ship that can sail across water. Built with 2 cannons on each side. Only Ballistas and arrow carts can be placed on the boat. One side has a ladder for those who wish to climb aboard. If the ladder is down enemies can climb abord with the action button (default F). If the ladder isn’t down, enemies can only damage the ship.
Superior Warship- 300 supply. Build a mobile seige ship that can sail across water. Built with 2 cannons on each side and a waypoint. (ship attacking or being under attack will contest the wp for 5 minutes)
To be more realistic as a build site, it can only be built at designated docks. For example, a supply camp can have a dock near the water. One of the upgrades for the camp would be to hire workers for that camp. Players donate supply to the worker npc’s and they build (they will not take supply from the camp). To limit these extreme builds, only commanders can place the build site. This is only because the massive supply needed should be if a commander asks for it. Although commanders can “troll” it still limits the chance.
Seige drill (underwater only)- 40 supply. Build a stationary seige drill. (use requires the controller to hold down 1. If they let go, the drill stops. Damage will be equal to or less than a land ram.) #2 skill releases oil from the machine to blind nearby foes. Radius 320 units.
Superior seige drill (underwater only)- 60 supply. Build a seige drill (same use as seige drill)
After Flame and frost I always envisioned drilling my way into a keep.
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(edited by NinjaEd.3946)
Idk if gear is the problem. I think the incentive to wear other gear is lacking, like you won’t see a thief running cleric’s because the way thief works is more so utility and damage. Healing power scaling is an issue on many professions and the cap on condition stacks is another. Can’t simply remove the cap because that will trash the servers further.
I think the whole “dps only” mind set comes from how the bosses behave. Pull them into a corner, and just swing away. Or run in circles and dps because all of it’s moves are really slow and hit like a baby quaggan. Side objectives and phases are what spices bosses up, but very few bosses show this in a positive way. F&F duo boss was a perfect example of how a boss fight can be difficult and also enjoyable. Lyssa is a pretty good fight too, as is the Megadestroyer. Not every boss can be epic, but there should be enough AND an incentive to fight them through either exclusive boss loot or progress towards some mini quest for skins/consumables.
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There is a nice game called World of Warcraft if you want a game where time investment decides how good you are instead of gaming skills. This game you are good cause you are good at the game, not because you grinded for hours and hours and hours.
If you like grinding you can get the legendary skin and show off. But it shouldnt make you a better player period.
No need to bring that game in here everytime…
Comparing games is natural but these forums are about gw2, so stick to it :/
(there are other successful games other than wow that followed a gear treadmill)
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Or, instead of relying on rng as the only method to obtain these items (tickets, etc) they could make a sure fire plan to get them at a reasonable amount of effort.
100 Jorbreakers= skin. Good thought, but each jorbreaker costs 1000 candies. The cost of the wings is significantly less then buying candies. If you wana farm 100,000 candies I almost wana pray for you.
The idea is there, it just isn’t perfect yet. Rng for the lucky ones, temporary currency (tokens perhaps) relevant to the content for those who are fed up with rng.
And when some people have opened ~500 chests and gotten multiple tickets while others (including myself) have opened thousands only to find 1 (some found none) something is clearly messed up. This isn’t player friendly, and it doesn’t entice me to play the new content (even though I did all the achievements except the dragon ball). This applies to ALL rng only based content, like precursors, fractal skins, etc. I don’t think making them tradable is the answer, as it just implies pay to win (for skins that is) but effort should lead to something. Thousands of chest openings isn’t effort…
P.S. In the future, an option to buy multiple of _ or open multiple of _ would be great. Feel like I’m about to click a hole through my mouse sometimes..
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I’d like Dragons that actually move. Stomp around the area wrecking all in their wake, like fighting a Veteran Karka on steroids.
Problem with that is trying to put something of that size around the map without serious clipping issues (many mobs already have problems where they look side-ways on certain ramps/ledges.). The dragons would need to be in set spots with moves specific to it’s posture otherwise it would look quite ugly. It would be awesome if the shatterer flew up and down the Dragon brand in Blazeridge steppes and would stop down to reign a little terror, it would also be awesome if player dps wasn’t the primary goal.
This topic has circulated the forums since the release. I’m shocked that the only thing these dragons have gained is stat scaling which isn’t effective. Too many players and you get 1 shotted. Too many blinds and half the skills miss. Too short of a respawn and the event feels insignificant, especially because they cannot fail. These are NOT world events as much as they are a chore for weak loot.
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Technically, yes the weapons will be upgraded (as Espien pointed out) to match ascended weapons when they are released. Will they go past them? Only if another tier comes out. Legendaries are cosmetics, most with stunning visual effects. If you don’t care for the looks legendaries are not your cup of tea to brew.
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Not at all. I like the sense of power progression which I feel is lacking in the game. Especially when exploring every area for 100% completion.
Do not harass me with your facetious comments for posting a simple suggestion.
If you don’t have anything to contribute to this thread other than “OMG YOU’RE WRONG” then don’t comment. There are a lot of players that feel the same way. This is just my attempt at suggesting a compromise that would satisfy both groups without affecting the players who love the current system.
Make a level 1 character, and level it through the starter zone.
Now bring your geared up level 80 and complete that zone.
If you can’t see the obvious power difference you are playing the wrong game. My thief can 1 shot most mobs in Wayfarer, I don’t think any more boosts are necessary.
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Aww… new content for Rangers only? How is that fair to the rest of us? There should be a “Legendary” reward at the end for EVERY Profession.
Wouldn’t you rather farm and grind and pay a ton of gold for a precursor pet first?
(And please, no bare men pigs.)
Pets are already ranger only (some parts, not all). Plus they got the black moa and some other exclusive pet from gw1 achievements. The game is about skins, and as long as these legendary pets follow their runner up (legendary weapons) they would be perfect content to be worked on for cosmetic purposes. +1
(Bear you could do scarred polar bear with broken arrows in him. Make him look EVIL!)
In terms of finding a pet on ranger, it’s too boring. You just find it in the world and “tame” it without any effort. No fighting, no difficulty capturing, just happens. Where is the fun in 1 button pressing?
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As many times as it may of been suggested, yes please. More fractals are welcome. As are adjustments to the current fractals to make them more appealing to all professions and not just the few that trickle in.
Please, I beg 1 dungeon designer to respond and answer, what was the though process behind the Dredge fractal at 48 where you have to plant the bombs to blow the door open?
Should the step be hard? Most definitly.
Should a stealth player be able to solo it? Most definitly not.
Should there be over 20 level 82-83 mobs with veterans in the mix defending the door while players pretend like they have a chance at kiting that mosh pit? Uh…
How about the Volcanic fractal?
Should the Legendary imbued shaman have no queue at when the fire aoe is going to start? Probably not, all hard hitting skills should have some queue whether it be visual or audio.
Should the legendary imbued shaman be the weakest part of the fight? When you make dozens of trash mob summons harder than the main boss it defeats the purpose. You can easily dodge the shaman, those elementals and thier random immobilize are quite questionable.
There are MANY things I enjoy about fractals, and also many things I do not agree with. But I am 1 player, who spent $60 + X amount on gems. The only option I’m left with is to get over it… very unfortunate.
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Ranger can plant a trap and if a thief in stealth triggers it, well, you have a general fix on their location.
I have 3 professions I have played a good amount (in descending order). Thief, Warrior, ranger.
In spvp (where 1v1 skills are much higher) I have ended a duel in a stalemate with my thief vs a ranger, and my ranger vs a thief.
Im no where NEAR pro in spvp (long break from spvp, many people stomp me) yet I can still pull off a stalemate. FYi, a usual stalemate in spvp is when a fight looks like it is going nowhere. Neither one dies, neither one looks to be dominating, after 5 or 8 minutes later.
Go to the thief forums and look for a post titled, “Ask a Thief” or click my name and look for that post if you wana dig through. Send me a tell for kitten’s sake, ask questions. Thief is NOT OP. There are much more viable professions/builds than a zerker thief in dps when in a group of skilled players.
Ask in lion’s arch for a “pro” thief. Stop blaming player skill on thief’s success. There is no reason to.
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I find the Lyssa Statue boss one of the better ones in the game. Having thoese mini events on the sides require defenders everynow and again or she resets is a nice touch. Having clones of players too dumb to get out of the red cricles left behind afetr a teleport is also anohter good touch.
She’s also very Zerker unfreidnly because of her invunerability states however conditions can still tick while she’s like that.
And there are the catapaults that can be taken down by a single player, but if they are not cause huge headaches for all.
And lastly the DON’T LOOK AT HER! How many people can’t work out to stand between her and the mobs to face away… well let’s just say it’s a lot.
All in all it’s a great open world fight and I just wish Anet would put this much thought into the other open world bosses.
I agree, the temples feel like a true world event with all their elements in play. You can’t just simply dps 1 target, you have to take out high valued targets and understand what form the boss is in to succeed. The dragon liutenants I feel like they fall behind this standard. They don’t impact the zone, and they certainly cannot be failed for a number of reasons.
1. Blind makes big moves miss.
2. Even if their skills do hit, there are so many players that can recover from and/or dodge the hit making it useless.
3. Its all dps. Nothing to protect, nowhere to move to, just stand still and dps.
When I first heard that zhaitan was an elder dragon AND that it can be fought, I thought to myself,“Wow, this sounds intense. Fighting a main antagonist of the entire game. Can’t wait!”. Upon entrance I found not only are it’s lieutenants weaklings, the elder dragon itself is a bunch of kitten scraps. The minions alone are more troublesome than the elder dragon. I do no understand how that is allowed. There really should be conditions to be met to defeat such bosses and mechanics to make it more difficult. Clearly this can be done, because the living story team (I love your work so far^^) has proven so. These bosses don’t need some simple,“swing 1 to win” mechanics, they have side objectives. Some more interactive than others but still there. I pray the future elder dragon fights are atleast 20X harder than the Dwayna fight in Arah Exp mode.
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(edited by NinjaEd.3946)
Invulnerable stomp (engi, or ele) is the exact same. You can’t stop it. YES, I do agree stealth stomping is a bit unfair but such a nerf should apply to other factors as well. Stability is also quite lethal in stomping since they cannot be stunned/pulled/feared/knocked back. Stealth isn’t the only problem.
FYI: If 8 (seriosuly? 8 people) cannot down a thief and/or raise a downed ally you have got to l2p. There is simply no other explanation for that lack of teamwork. I can solo a thief on my ranger and end in a stalemate. It’s called knowing your enemy.
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OP.
I am going to ask a series of difficult questions that may harm your lifestyle or render your gaming days as no longer possible.
1. Have you built this sort of invulnerable thief?
2. If so, how did it work?
3. If not, please stop.
If you knew anything about thief dps/utility you would know what goes into it and the sacrafises that are made. L2p sir or ma’am.
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That burst comes from mostly zerker.
Mostly zerker=squishy.
Squishy= easy to kill
Also dodge buttons are awesome.
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lol @ Bottom line, thieves arn’t that powerful if you know what they’re capable of.
You only say that if you are a bad thief, lying or dunno how to use a sword.
More like thieves are squishy. You can pretend all day that thieves are dominators but you better kick yourself for thinking they are at all on par with some other builds. Thieves arn’t gods as people claim them to be. These non-sense stories of people needing “5+ people” and they still cannot kill a single thief just means they have no clue what a thief is or what pvp is. They prolly only do zerg play and have no experience with 1v1.
I watch idiots in wvw run in circles chasing a thief. The second I step in I’m on that thief like a predator because I watch what they do/and know how their skills behave. Call me w/e you like, but I know how to best thieves. They are easy if you know them. Anyone who suggest otherwise has never rolled a thief or cries because they got killed from someone more skilled than them(disregarding the class choice.)
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They should change boss/dungoen mechanics rather than nerf anyone. Warrior dps is strong because of thier utility and 100b. In reality, a single dodge or movement skill will make 100b useless. In pvp 100b is pathetic but in pve mobs don’t move or rarely punish you for standing still/dealing damage at certain times.
Fyi, thief can get really close to warrior dps if not more with far better survivability depending on how they spec (dodge ignores all dmg as opposed to taking a hit or 2).
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They should just rework the loot tables on all events to match thier difficulty/time required. If someting is not at all possible in a short time, the loot table should be higher than something that can be spammed like cof. I can probably do 1.5 runs of cof path 1 before The Claw of Jormag falls. With the current loot tabel, I’m probably going to get more from cof than the claw.
The dragons are pathetically easy to kill, they just take time. Considering dragon bash is in full swing they should shut the dragon events down and rework their mechanics and spawn time. They should be harder with a longer respawn yet more rewarding. No sense in spamming dragon events when they hardly change anything in the zone (they should be called “world events” for a reason."
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Centuars? unlikely
Quaggans? Doubt it
Krait? What?
Tengu? Probably, they remain quite mysterious.
Kodan? Hard to tell, their model supports it but their lore seems broken in that they arn’t from a single nation.
Hylek? As much as shooting tounges at people would be fun, doubt it.
All in all, the room for more races doesn’t look expansive. Racial skills arn’t attractive anyways, you really want more useless skills?
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The lack of the holy trinity is what makes gw2 unique. The fact that in some cases, it’s all DPS is kinda upsetting. Tank/dps/healer isn’t necessary, boss/dungoen mechanics to support this new style are. Some dungeon bosses have supported this while others have fallen short.
Like TWicedead said, if you want to tank spec toughness (and vitality). If you wana heal pick a healing class (ele, guardian). If you want to dps pick a dps class (thief, warrior). The other professions are kinda in the middle but offer their own source of utility that comes in handy. You’d be surprised how much variety you can find in high level fractals. The need for the old trinity is unnecessary. The need for proper game mechanics are. F&F dungeon definitly supported this, Secrets of southsun did not. It’s not perfect thats for sure.. rarely are things perfect however…
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(edited by NinjaEd.3946)
1 phrase to sum it all up.
Time to complete = appropriate rewards.
P.S. CoF path 1 is easier than Shadow Behemoth. Also, people usually cry with baby tears for zerker warrior in cof p1 no matter how many times they die. I think pve atm is quite usekitten th dungeons and open pve need to be adjusted to reward players appropriately.
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(edited by NinjaEd.3946)
Another player who needs a game lesson. L2p. Thieves are really weak when you understand their mechanics (by playing one). Want op? Look at d/d ele with bunker traits. Or s/d. They don’t need LoS and can dominate seige, they can also jump into an enemy zerg of 30+ and no matter what cc you bring they can escape. Yeah…. you still point fingers at the class that can be 2 shotted with half a brain…
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Thief is pretty weak in pvp already. Very limited in wvw, and not the dominator in pve. They arn’t kings anywhere, yet people can’t seem to l2p :/
Somethings will never make sense…
I don’t know how this changes would effect PvE and personally I am all for buffing thieves if this is too much. I want them viable. What I dislike is the mechanic of stealth itself. It is a very harsh mechanic and it’s not that fun to deal with. Not many classes have an option to counter the tactics and the fight ends in annoying stalemates.
Let me paint you a picture on how these soft counters can play out. Lets say a water elemental’s water field, geyser, made it so the thief sometimes left footprints or water droplets while walking inside it. The elementalist can’t actually see the thief but he can guess where he’s heading and try n’ hit his opponent with area of effect abilities. If there are no droplets then the ele can guess that the thief is somewhere else. The thief can respond in a few ways. The first option is he could wait until he’s out of the water field to start his invis, or he can be unpredictable enough not to be hit by it during the invis. If he’kitten he can use one of his many blink abilities so the thief’s opponent still doesn’t know where he went. He could stand still inside the field in order to pretend like he didn’t enter. He could keep moving knowing that the ele will know and just dodge the incoming AE attack. He could have a friendly distract the ele so he doesn’t have the time to actually track the thief.
Do you see how much meta game this will add in PvP? A thief will actually need to be tricky.
In theory, yes this would be sort of fair. In practice, think of how hard this would be to incorporate. Stealth reveal isn’t an option for the clear reason that thieves can’t stealth for ever. If they try to, they simply arn’t hurting anyone because the second they deal any direct damage they are revealed. I main thief, I also play warrior and ranger. Because I main thief, I know the common patterns thieves use and have found them to be lousy and pitiful. They can “perma stealth” but the second they are revealed they are meaningless to me and I don’t spec for dps (wvw). In spvp, it usually ends in a stalemate because they simply cannot stay out of stealth long enough to get me near low health.
Bottom line, thieves arn’t that powerful if you know what they’re capable of.
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Thief is pretty weak in pvp already. Very limited in wvw, and not the dominator in pve. They arn’t kings anywhere, yet people can’t seem to l2p :/
Somethings will never make sense…
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Wish there was nighttime exclusive events/ mobs that came out. I never understood why bats were out in the open sun in some places…
Also weather in general feels unimportant. In the snowblind fractal upon entering the forest, you feel spooked. Not only because there were veteran patrols but because it was kitten dark. Otw to the forest was a legit blizzard. Out in open pve, neither of the 2 exist from weather. There are some caves that get incredibly dark (puzzle in dredgehaunt cliffs) but no weather. Not looking to trash my fps to 20 but it should look more involved. Maybe elementals could spawn more frequently (or to begin with)during certain weather patterns. Anything.
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I like it. Mainly because some people got a weapon ticket after about 60 chests and others have gone overboard (few thousand) and gotten nothing. Like the candy obtained wing skin, there should be an ultimatum for obtaining the items we want. If I get lucky 50 chests in great, but if I’m over 600 (....) chests I’d like to see some light at the end of my wallet guarunteeing my weapon ticket is soon to come.
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The aim of this thread is to open more doors for thief on traits that alone, are too weak. I also have a ranger and warrior and will probably make a thread on that eventually but wanted to start on thief as it is my main. I know many have their issues with thief, but you can’t blame 1 profession especially for how little they effect the game (zerk warrior dungeon farms, bunker ele in tpvp, guardian or mesmer in wvw, etc). No one class is taking over, so any negative,“thief is op” comments arn’t welcome. With each change I suggest, I will also place a reason (No I’m not playing the role of a Dev, merely explaining why I think its a suitable change. I don’t know what’s best for the game but I do know every profession has their traits/skills that feel too weak). - is a change, = is the reason
-[Master trapper] Merged into [Corrosive Traps]. Additionally swap the location of [corrosive traps] with [combined training].
=traps in themselves are fairly weak. Aside from maybe holding 1 trap in utility there is very little and the current traits affecting them simply don’t bring enough to the table as other traits do. Additionally, with 2 bonuses to traps I think it’s only fair it moves up to tier 2 major traits. Combined training feels pretty weak on its own so moving it to tier 1 imo feels more correct.
-[Fleet shadow] merged into [cloaked in shadows] Reduce movement bonus to 25%.
=again, Fleet shadow alone isn’t that important. Thief can utilize the other tier 1 major traits much more than a movement bonus which they already have soo much of w/o. The movement bonus nerf is only because [Cloaked in shadows] is fairly strong.
-[Assassin’s Retreat] changed to “Blind foes at the location you shadowstep to. Blind duration 5 1/2 seconds. Radius would be the same as infiltrator’s arrow.”
=Another one of those stand alone major traits that weren’t useful(5 seconds isn’t much when tied to a cooldown). Infiltrator’s arrow will basically not be affected by this but there are other shadowstep skills.
-Add a new trait in Acrobatics, [Smoke trapper]. “When triggered, traps will activate smoke screen. Smoke screen duration 4 seconds.”
=Brings more utility to traps. Also smoke screen as a utility skill doesn’t last very long and in places like dungeons it could use a little extra.
-Change [Instinctual response] to [Blinding breeze]. “Smoke fields you create last 20% longer”
=Instinctual response as a major trait had 2 problems. 1 being you couldn’t really work with it especially if you were swinging and it proc’ed openly revealing you against your will. The 2nd being there are much more solid options for tier 1 options in trickery. The new trait is to make skills like [Black powder shot] and [Smoke screen] more effective for team play.
-Move [Fleet of Foot] to tier 1 and add [Sneaking recovery]. “While stealthed, gain 1 initiative everytime you dodge.”
=[Fleet of foot] moved only because the other trait seemed to strong for a tier 1 trait. [Sneaking recovery] is only in place as a controllable option for intiative gain in acrobatics. [Quick Recovery] is for those who don’t want to worry about that quick, and timed recovery while [Sneaking Recovery] would be for those who want to mange it themselves more. Keep in mind a thief in “perma stealth” isn’t harming you. Even if this trait lets them stay in stealth easier that just means you got more time to recover from their last attack. If a thief traits for massive initiative gain they are missing out on much other useful utility/damage traits so the overall effectiveness of stacking this new trait with the others isn’t that valuable.
-Change [Needle Trap] to behave like [Spike Trap]. It would immobilize at first with poison, then for a couple seconds after (4 seconds perhaps) it will only cripple and poison.
=A 1 time 1 target immobilize/poison is just pathetic. No one is crazy enough to use this utility skill atm (unless they’re new to thief).
-Change [Trip Wire] to [Static Wire]. “Set a trap. When triggered, foes at the trap site will be stunned by an electrified wire (1 second). Foes crossing the wire over the next 3 seconds are dazed for 1 second. Combo Field: Lightning.” Cooldown increased to 35 seconds.
=Single target kd isn’t effective when it’s a giant box on the ground plated at your feet that has to be tripped to activate, making it entirely avoidable unlike static field. Also for a 30 second cooldown, stability could simply ignore it altogether. In simple terms, this skill just isn’t that useful in slowing down pursuers or making use in open combat. This would atleast open the trap as a mini [Static Field] when triggered and actively be a useful escape tool whether it be closing a choke point or forcing the enemy group to walk around. This also makes thief in zerg play for wvw more effective.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
This has got to end already, thief reveal per profession won’t happen. Thief relies on stealth, a lot. You don’t see thieves with permanent vigor and protection and regen, they get much less than a swig of the goodiness other professions have. Let me break this down for you.
Regeneration: either for 5 seconds upon entering stealth (doesn’t stack with other regens including itself), from a healing skill for 3 seconds, in short durations from major traits, or from staying in stealth with a trait from 30 into Shadow Arts.
Protection: none
Stability: from Dagger storm. Otherwise, none.
Retaliation: none.
Vigor: from 2 major traits in 2 different trees.
Aegis: none.
Swiftness: from minor and major traits found in different trait lines.
fury: from 2 major traits in different trees.
End result?
Thief relies on stealth. Look at their traits and tell me how a stealth reveal is at all fair to them. You would make almost every thief build futile if they could be “revealed”. Stealth counter’s come down to player skill/experience. If you have no clue what you’re up against then just sit down and take the beating. Otherwise, l2p.
People who main or have played thief generally know the thief playstyle and what thief is capable/not capable of. Roll a thief, and learn how their skills behave. Quite easy to kill them and thats coming from a hammer sword/warhorn warrior in pvt gear…
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
Well, i used to do lots of PvP, but the thief doesnt have many viable builds which i like anymore, i used to love backstab build, but it got nerfed, and i dont feel like playing the OP S/D build, but yet again.. the thief doesnt bring much to the team..
I actually heard thieves are only good for roaming in WvW?
Just think outside the box. Thief has some fun and viable builds in pve, pvp, and wvw. Bs wasn’t nerfed, the buffs going into bs were which some were justified while other’s wern’t. I have full exotic and full ascended trinkets on thief and I don’t feel any weaker since the nerfs (bs can still hit for 9-11k.)
Warrior is really solid in wvw, could try it there. Sadly, the soul bound dyes are quite annoying. Wish I could share my thieves dyes on my account, since I got almost all of em (abyss was 8g when I bought it). One day perhaps…
break. I feel like they should be back by now..”
You know a good player from a bad player when you watch and listen to them for a few minutes. Good friendly attitudes seem to go hand in hand with actual skill. In town, a knowledgeable and skilled player is there taking a break and managing inventory (and dealing with the inevitable bio break), and while he/she is at it is usually willing to share information with anyone who asks and maybe take time to hang with other people. Bad players on the other hand have terrible attitudes, and will verbally harass other players for asking questions, for looking too “gay” or being female, or any other crazy reason (reason is always something too stupid to have any relevance in real life or game). Bad players also brag about their own skills which if you ever catch them actually playing you will quickly realize the greatest skill they have is in their own ability to imagine they’re any good.
Met 1 person this entire time who bragged about their skill as a guardian when we invited them to fotm 48 grawl. Couple minutes in he was downed and I had to [Shadowstep]+[Shadow Refuge] to get him up… Lucky for him I just wanted the craptal over so I ignored his previous statement and spared him the embarresment.
break. I feel like they should be back by now..”
Necros, warriors, ele I think do well. Necros probably the best since they can tag large groups with wells and get credit for everyone hit (assuming they die).
Warrior’s are upfront and smack a lot of people. Ele has a lot of aoe skills as well.
That’s if you want badges though, every profession has their use in wvw.
break. I feel like they should be back by now..”
The thing that baffles me is for the few honest mail traders, they take time to sell the items (atleast from what I see, since they repost the same items over and over and over…) So by the time, if at all, the item sells they probably have farmed or collected the tp tax it would of costed them.
Why not just sell it on the tp? It’s quicker, you’re still making a large profit (15% off 50g is still 42.5g, which is a lot) why worry about it? The tax is there for a reason. It may not solve the economy’s core problems on it’s own but it helps, same as all money sinks do. Most people got over the wp costs, it’s time to get over the tp tax..
Sad that your friend got scammed. But its a good leason to all, to not buy from mail traders. Block them, and let them waste the next X months trying to sell an item that cost nearly the exact same on the tp. Best part is, the tp is scam free as long as you have eyes (i.e, don’t buy t2 bags for 5g each. Things like that)
break. I feel like they should be back by now..”
My plan was to only make the stats that weren’t otherwise obtainable (rabid). The earrings are from The shatterer event but the other 2 are crafted with 200 tokens (cm and AC) with the basic components.
I’ve done every dungeon, every path so I know the token system, what I dunno is how people make soo much money off the dungeon itself. The 25 silver can’t be it because it hardly expands my pocket after numerous runs…
I thank you for your input.
I need something solid. No exploits, no tp tricks that may or may not work (I’ve bought unid dyes and heavy (x) bags in bulk and opened to no success as well as buying then mystic forging major runes/sigils). Something that works. I’m not a casual player but I don’t want to play extra just to maintain my old income. I play more than enough where I should be gaining not losing and would like to know how others do so nowadays.
break. I feel like they should be back by now..”
After going from 100+g to less than 10g now, I start to ask myself, “what just happened?” My activities havn’t changed, I still do dungeons often. I’ll get a gold or 2 from wvw for a couple hours, and I partake in the living story. Very seldom do I buy gems and sell them for gold. Now I used to be hovering around 70-80g for awhile even when buying things here and there. But lately prices go up with my expenses and my income has stayed the same.
So I ask, what is going on?! The rich get rich and the poor to middle class get poorer. In map chat I heard stories of people making 10-20g a day by playing the tp because they have the base to buy out any mat and sell it for more. Is this really what money making has come to? I hear farmer’s have practically left their posts because the drop rate on these things have gone down and down (dust for example).
Am I destined to eat in the slums or is there some practical method to farming gold these days? I did 5 or 6 runs of cof couple days ago and made at most like 2g when apparently it’s supposed to yield 5 or more gold per hour. I feel like this game is less and less for casual players because getting money is just so dang difficult.
currently leveling jewelery to 400. Have armor/weapon and cooking at 400 already. I see some expensive and seemingly easy to make recipes involving dungeon tokens but I don’t know how often they sell (the colossus fang, plague (ring), etc). Any good advice please.
break. I feel like they should be back by now..”
You never know in pve…
Some guy with a legendary in my fotm party constantly wiped. He was a warrior. I was a thief and I outlived him while staying in the fight as much as he/she did. In pvp it’s usually titles. In wvw its mostly guild tags.
break. I feel like they should be back by now..”
We have some person named Sohpia on TC that spams mail trade all day for several months now. (s)he claims to not be a scammer but you never know. Bottom line, do not buy from mail chat. You’ll likely put yourself in a state of rage because even in game, some people don’t care to make an honest buck.
break. I feel like they should be back by now..”
In gw1 you were also instanced anywhere but in town, so realistically if it’s not instanced we should be able to change traits. Make the change free, just charge a 1time fee of 10gold or something such as that to unlock “each” saved build ability, same goes for armor/weapons. As long as they can implement it so its out of combat and still allows us to change it would be good. I don’t think it should be limited to only cities as that’s basically how it is now, it should be open for change such as “out of combat + 1 minute” so we’d have to be out of combat for a minute to change. This would prevent people from instant changing mid fights, a minute down time is short enough that it isn’t a nuisance, yet would still allow us to change when needed. For instance, getting ready to head into a dungeon and you need more dps than tanky build, swap it out and head in. It’s silly to have to travel all over the world to change it, waste of time, and waste of having to constantly retrait and click through that.
It’s not just mid combat changes (which cannot be done since you must be ooc to change) its just in general.
Lets say some dungoen calls for dps. If this suggestion was made so, you could swap everything to some high dps build including traits, trait tree line, skills, and gear. Next boss (lets take it to extremes and say it took them 5m to kill the boss) it has a lot of 1shot skills and requires survivability so you change all your traits and skills to something along those lines. You just went from GC to rock cuz you were ooc.
We can change major traits, and all skills on the skill bar at any time (excluding profession skills) once ooc, but in some cases if you finish a dungoen and want to farm some place whether it be for nodes or mobs, the on the go pleasure of a trait swap at any time would feel necessary. If free trait swaping was allowed, I’d say it have a couple restrictions (along with being ooc) like:
Wvw: Only in a keep you own that isn’t contested or at your spawn while you have the invulnerable buff
S/Tpvp: when in the lobby. Stays the same, this works fine.
Pve: Only in town, or near an outpost(or minor city) with various merchants and guards when not contested. Current skill/major trait still works in dungeons but full trait tree changes cannot happen in any instance.
The point being, you’re supposed to set yourself up for the instance, not bring a supply crate and just put on w/e best suits the encounter. Otherwise dungeon’s would be all too easy if you could completely put on a super hero build for boss x and swap to some other super hero build for boss y. We have a ton of freedom as is with build switching, the only place I see this being necessary is in open world pve and to some extent in wvw.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
I’d personally dislike that if that would be all they added.
I don’t want to see another preposterous grind for a legendary. I’d love to see dungeon skins again though.
Eternal blades could drop in AC (although I’d rather have them bring UW back for that), BDS in Arah, Emerald Blades in CoF (closer to Catacombs of Kathandrax) etc…
Multiple things wrong with legendary aquisition atm (just look at the dozens of posts in this forum about changing legendaries). Skin selection is however one of those issues. Can’t go wrong with a legendary skin unless thats all that was added. I would also dislike if more exotic skins were all that was added because the way things have gone for months now, they would be rng related and very VERY annyoing to obtain and I know enough people are fed up with rng related skins.
break. I feel like they should be back by now..”
It’s kinda mixed.
In gw1, you could change your template and skills only in town (excluding capture elite skills)
In gw2, as long as you’re ooc, you can change your weapon, healing, utility, and elite skill as you please.
I’m kinda on the fence about free trait changes whenever. It’d sure be conveinient but it’s also a little too much freedom. If anything I’d suggest it have a cooldown timer between trait set swaps so atleast the visit to respec is gone but people won’t be drastically changing their playstyle everytime they come across a different enemy.
break. I feel like they should be back by now..”
A nice way to let the player’s show what they are made of and please the community^^
I support the addition of another create a weapon contest. Maybe they could be part of a “Create a Legendary” contest O.o if anyone makes another GS I’m going to find you and [Backstab] your toon >:( Down with GS love, you overused kitten!
break. I feel like they should be back by now..”