break. I feel like they should be back by now..”
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(…)why haven’t the developers thought of a way to get the precursors that has to do with playing the game and having fun, like everything else.(…)
You can get gold easily just by playing the game, go towards 100% map and instead of running pass everything, fight all the mobs and gather from every node.
Granted its not the fastest way to make gold, but imo is the most fun, farming a spot days on end is definitely a no for me, I’d be bored to death by the 2nd day and honestly in a game with such an amazing art direction staying in one place instead of enjoying it all is rather criminal.
EDIT: Oh and I forgot, precursors drop in many places, they just have a rare chance, so you can, again, get them just by playing.
And legendary weapons aren’t spouse to be for everyone, that’s what makes them special, imo the only one that looks properly good is The Predator, all the others are silly (like bows and gun) or over the top.
The drop rate of precusor’s from events is minimal. It isn’t in any way shape or form a reliable method so just playing the game won’t reward you with a precursor, it is pure luck.
I have done all the world events, the temples in varying amounts (mostly grenth) used to mine/log/harvest all of orr, got DM, 5.5k achievement points, idk how many hours logged by now… no precursor. In fact the best loot item I’ve ever gotten to drop was a tp skin worth about 9 or so gold. Now tell me, how is playing the game at all rewarding me with a precursor? I have played enough to atleast earn some credit towards one had there been a quest line for legendaries, but instead we’re left with a the most unappealing method to aquiring these “legendaries”. Mystic forge to me sounds like a way to upgrade tiers or mats, or get some skin recipes. It shouldn’t be the center of the universe for something that takes as long as a legendary does, idc who zommoros is or what powers he has. The legendary weapons should be forged through hard, yet entertaining work that feels fresh no matter how many legendaries you make. I just don’t feel that.
The statement,“well legendaries arn’t for you then” is true but not just because it takes dedication. It’s because it requires you to grind the vast majority of it to get a skin. Leave that to the old exotic skins, make legendaries exciting. People should want to make a legendary not only to look cool but because they know it’ll be a fun journey. It seems like the legendary system as well as the fight against zhaitan were but a few things uncomplete when this game came out that should of stayed in the dark until they were ready to leave an impact on the community.
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Ha, for once, Someone pulled attention from us thieves. Ty.
On topic, I don’t find mesmer at all op. They are annoying, just like thieves. Stay 2 steps ahead and they are laughable. In wvw I fought one of these so called,“unkillable” thieves. He tried stealth rezzing his ally and would kite us around. The 2nd time he tried it simply earthshakered the ally, swung a couple times and he appered dead after coming out of stealth. Thats just one of few kills I have against them. Mesmer? Just aoe weapon skills and their clones don’t last very long. Thats coming from a nearly full p/v/t set. Not to mention only the real mesmer avoids you…
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Should reward an account bound precursor of your choosing when you hit 6k achievement points. By that time you practically would of had a precursor, plus it gives people a rational way to obtain it as it is definite, and not of some non-sense rng.
The legendary experience is non-existent at the moment, nothing at all legendadary or even “fine” about grinding for something in the dullest of attempts. I absolutely refuse to make a legendary just because I know it’s a waste of energy and patience. If it were more involved into the story line and was an actual scavenger hunt and not have more than half the items availible on the tp then I’d prolly reconsider. Who made the legendary? Or who was it’s owner? Where does it’s name come from? None of these are answered, you just put blocks and triangles into the mystic toilet and vwala! You get a legendary….
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@Castaliea.3156 – Terrible memories such as? -.-´
@thereturnedhero.3284 – If you read my suggestion it wouldn’t exactly make you Overpowered but it would make level 80 (actually, level 200+ or something) actually feel and be more powerful during dungeons and stuff.
You already are powerful in dungeons like ac. If you played since launch (off and on I know) you probably did Ac as soon as you could. Was it not a little difficult the first time? How was it after you came back multiple levels later? Gear is only a part of what makes high levels strong, it’s mostly their skill’s, sigils, runes, and traits. These things affect you at any level scaling (the effects may be dumbed down a lil) and make low level zones a breeze. Any further and low level zones/dungeons become obsolete.
On my valk thief in wayfarer I can 1 shot mobs with my bs. I don’t need anymore boosts that just turn mobs to dust.
And I’m sure I won’t be the last one to say this, legendaries are cosmetics. Not bonuses. If you add any sort of exclusive bonus to them people WILL leave, they play gw2 to get away from gear treadmills and the old ways..
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(edited by NinjaEd.3946)
2 posts above you, is the same topic. Fyi.
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Hunter’s Sight(Ranger): All projectile skills deal bonus damage the further they go.
-0-350 range; 5% bonus damage
-351-700 range; 8% bonus damage
-701-1200 range; 10% bonus damage
-1201-1500 range; 12% bonus damage
-Duration 8 seconds
-Cooldown 60 seconds
Signet of Insight(Mesmer): Confusion damage you deal heals your clones (healing is shared across all active clones, so the more clones the less they are healed for)
Active: Makes active clones unkillable.
-Duration 4 seconds.
-Cooldown 90 seconds.
Signet of Smoke(Thief): Stealth skills last 1 second longer and apply swiftness to affected allies.
Active: Shadowstep to target area and place a smoke field blinding foes and absorbing projectiles.
-Swiftness duration 10 seconds
-smoke cloud radius 200 units
-smoke cloud duration 8 seconds
-blind duration 5 1/2 seconds, refreshes if foe stays in the cloud for 1 second.
-cast range 900 units.
-Combo field: smoke.
-Cooldown 120 seconds.
Wrathful Surge(Guardian): Summon a powerful aoe at target area that heals allies while damaging and burning foes (Similar to meteor shower looks but with blue flames).
-Radius 360 units
-Damage/healing radius 90 units
-burn duration 2 seconds per hit
-channel duration 3 seconds(interupting causes the duration to end early).
-duration 10 seconds.
-Healing amount minor (base of about 500 or 600)
-Healing scaling .1? Idk what’d be a fair multiplier.
-Cast range 600 units.
-Cooldown 120 seconds
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(edited by NinjaEd.3946)
Necro? Try thief, we have 1 stability skill which has some weird bug where you can be kicked out of it. Thieves are supposed to be tricky little kittens. With the recent sword/dagger dual skill change they can do that much better but overall, they don’t get much defences aside from stealth so they always have to utilize it in some way.
Warriors can get some constant fury and might stacks as well as a good source of swiftness but their sustain feels limited. By that I mean you either build a shout warrior or use a shield for the few seconds of defence. They have no protection, their endurance regen is weak (endurance on burst skill don’t work) and their best healing skill (healing surge) isn’t the best imo. I mean I’d much rather use a burst skill, then use my healing skill to switch to my other weapon and use that burst skill than waste that 3 bars of adrenaline gain from it, but thats just me. Thieves can at best apply regeneration on allies when they are stealthed, which isn’t from very reliable skills and isn’t long lasting. Some of the stealth traits should affect allies as well like:
Hidden killer: Applies to allies you stealth as well.
Hidden Assassin: Applies to allies you stealth as well.
Shadow’s Embrace: Since ally stealthing isn’t that long, I think this could be acceptable to affect allies you stealth as well.
Shadow protector: Either fix the bug or allow for 10 seconds of regeneration. Regeneration on a thief isn’t that good anyways, atleast not as good as shadow’s rejuvenation which cannot be stolen/removed while stealthed.
But I digress, some more elite skill ideas to cheer people up^^
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Maybe one time, just to experience it. But it shoudln’t stick around for people to grind, because then it’ll become just like any other dungeon.. dull. F&F wasn’t made to turn into some exp dungeon that eveyone runs for rewards, it was made as a finale to a live story (hence you can only play story mode in it. Not to mention the rewards weren’t all that great during.). It would be nice to see some exp mode added in the future sort of along the lines of Cof where they are trying to re rally the troops but that isn’t something that takes a month to do.
It seems Anet overwhelmed themselves with this game, because they have multiple crowds they have to please and if they ignore any of the 3 (pve, wvw, spvp) people will likely move on. Temporary content makes those people think twice, because they may miss out on getting something they really wanted. It’s the same as any sale, if you miss out thats too bad. You should of been there. The difference being in gw2 the only rewards were skin based and not stat based. Sure you may never (or not for a long time) see it again but its not like those who did play it got superior stats to you or some exclusive game changing item. The story isn’t over yet, and hopefully you’re playing the new content and not ranting on about how they need to bring F&F back. Wouldn’t wana miss more now would we?
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Take note, What you suggested:
“Engineer
Experimental Jetpack: Dash forward, launching foes you come into contact with and granting you swiftness afterwards. Blowout 400 units. Swiftness duration 20 seconds. Dash distance 600 units. Cast time 1 second, 1.5 seconds to cover 600 units.Cooldown 150 seconds. +W”What we’ll actually get:
“Engineer
Experimental Jetpack: Dash forward smacking foes in the head with an extremely soft and maleable fuzzy glove, land on your face for 5 second unable to move, dodge or use defensive skills, lasts 1.5 seconds + the 5 seconds of self CC”Sorry but that’s been their design plan for engineers the whole time, lots of whimsy exactly 0 usefulness.
Hey to even take the name I’d be satisfied, lol. But in all seriousness, engineer does need some elites. They really are constricted into using supply drop just because of how effective it is.
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I find the problem lies in the way the skills are structured. In GW1, there were a lot of different terms and categories that the skills could refer to, such as skill types or the attributes they were linked to, or life loss types (damage, different types of damage, degeneration, life steal, life loss) and so on. For an example, Mystic Regeneration, a skill I centered my Dervish build around, gave (stacking) regeneration for each enchantment (a kind of buff) on me. So, having many enchantment spells on my skill bar and being kept up, I was regenerating health at max speed constantly. Then, having an elite skill that removed a dervish enchantment on me and applied bleeding and deep wound (a condition that reduces the max hp) on foes hit by the attack, I removed enchantments with effects that trigger when the enchantment ends (in the case of the enchantments I used, applying conditions to foes around me), followed by an attack that removed conditions from foes hit, dealing damage for each condition removed to all foes around me.
Now, this kind of depth I don’t find in GW2. Having just three utility skills with long cooldowns removes any real synergy between them, not to mention that they have generally very simple effects. When all they can apply in most cases is damage, healing, boons or conditions, the gimmicks are gone. And gimmicks are what make build making so much fun! Most of the possible gimmicks are now in traits, mostly grandmaster level, and very narrowly defined. This might be good for game balance, but it certainly is bad for interesting builds. Having five skills bound to weapon is the same, it’s a set of skills that’s easy to balance because there’s little interaction with other skills, but the lack of interaction makes it less interesting. It feels like I’m walking a path with high fences around it when making builds in GW2, which isn’t a good thing at all.
In gw1 you can put in any of the 10 skills, and then you had you’re basic attack. Here, your basic attack and 4 weapon skills are weapon bound which right there already limits what you can do. To an extent this is unfair but with the current selection of utility skills it just wouldn’t make sense to allow anymore than 3. Not saying the system is perfect, but the room to remove it isn’t present. Most builds revolve around sustain, a stun breaker, and some other utility skill. If you add anymore room for persay another stun breaker you’re basically fighting an immortal.
I enjoy the system, even though it was a drastic change from gw1. However, the main issue I see is either;
A. Some utility/elite skill selections aren’t effective and/or don’t offer a suitable slot for some builds
B. pretty much similar to a, not all builds have a viable elite skill and/or great selection to improvise a new build.
Thieves can’t build that well in team support, many professions can’t really burst (not saying to match a thief/warrior burst but just in general). In gw2, all professions should have some way to fill the same role as any other profession but that just isn’t happening atm. Since elite skills are bound to us, there should be a large variety of them to match the various builds that profession can use. Healing and utility skills do this to an extent but elite skills are waaay behind.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
I do not agree with how blind works atm. I MUCH prefer it to other games where it is a “condition” that makes you miss everything but I do not think it is fair in it’s current state. This affects a lot of things, like world bosses, wvw, and pvp. If you’re blinded, your next attack just flat out misses everything (excluding siege I believe).
I believe blind on an aoe skill should work differently. For example:
Stomp + blind: instead of missing everyone, it should be a glacing strike that doesn’t launch. Atleast the little damage would get through and you wouldn’t feel like that long cooldown just got put to no use.
Bascially, I suggest an aoe attack affected by blind turns into a glacing strike with no cc effects (condition’s still working). It doesn’t make blind useless as you want to avoid being launched or kb or stunned but you should still feel some damage. This is especially a concern of mine for world event bosses. A lot of world bosses miss everyone during a large aoe strike and with how many players show up to them, blind is constant. So a large majority of their attacks which are aimed to make their encounter challenging, are completely shut down from blind. I feel like blind is too effective atm with all the necro’s and thieves being able to spam it over and over that open pve is just toooooo easy.
An example would be the shatterer dropping down. Instead of doing nothing it should just hurt players as a glancing strike but with no launch. Ever fight the shatterer at its front? Not easy, and I like it. Ever fight the shatterer at it’s paws? Too easy, because blind makes any moves of his miss everyone sitting there.
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There was another brilliant suggestion: Travel back in time server destined just for the past events. It’s unfair of Arena Net to leave players with half achievements or missing content for newcomers.
Acheivment points don’t reward anything but bragging rights. Something people who play all the time prolly earned while those who just joined have to pick up on. Its a reward to keep on playing gw2, even if you get a little bored once in awhile.
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What also holds variety back a lot, is the fact that various mechanics are exclusive to a few professions. Take deflection for example. Many dungeon encounters rely very heavily on being able to deflect, so no wonder everyone wants to bring a guardian along. But what we need is more of those options for professions that don’t have that. I think every class should have access to deflection, blocking, stun breaking, running, teleporting, condition removal, and stability.
Because that’s how you achieve what the devs said they were going for: The idea that it doesn’t matter what class you bring, it’s the build that matters. If any class can run deflection, that means that it doesn’t matter any more what kind of classes your party is made of.
That may add variety in builds but that defeats the idea of each profession still being unique. Every profession has a way to handle incoming damage whether it be aegis, shield, numerous evades (adventurers) or sustaining really well with various regeneration effects, the enemy targeting the clone, or swapping life pools. They arn’t all the same but they still feel unique in some ways (eveyone has stun breakers btw). Almost all professions have a way to support their party (thief doesn’t have any strong defences for parties), and all professions have a way to deal damage although some are limited more than others.
I think adding anymore utility/healing/elite skills (total) at this point would start to be ineffective, because thats just a ton of work to balance around to make each skill worthwhile. We already have tons of skills that offer nothing in return and those should be worked on before adding new skill types with the exception of elite skills because some don’t fit certain builds at all.
I do agree we need more skills, but centered around what our profession lacks in and around their theme and not only because some other professions have it while profession x doesn’t. The ideas should be there but how their worked on about should remain different (sustain, dps, support, etc).
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4) Signet of Espionage (on land only)
An Elite, that will set the Thief under stealth passively, that deactivates all weapon skills. Only utility skills like traps are usable and it allows to infiltrate enemy territory in WvW. Once the signet gets activated, the Thief gains temporarely stability, increased movement speed, protection and cures conditions as long the signet is active every second 1 condition, but this ends the stealth and reactivates the weapon skills
———-Especially Signet of Espionage is a MUST, to improve the thief’s role as infiltrator in WvW. The thief has basically no role so far in WvW. The class sucks in support, this class basically sucks so far under water.
The only thing so far the thief is good for in WvW is either stealthing groups through areas with Shadow Retreat, or stealth reviving people/ killing downed people.
Ehhh idk. Thieves can already get around really well as well as kill other roamers/scouts. The main issue I see with thief in wvw is, they are a selfsish profession at heart. Their party wide boons are non-existent, their aoe stealth is minor with limitations (can’t SR on the run. Not suggesting to change that however.). They just can’t run as well as the other professions in wvw. In spvp they also don’t do the best against high matchups. Yet people always Q.Q about how op they are… anyways.
I think thief needs some support role, and to first fill that role with the obvious, party wide stealth. They are the masters of stealth but they get outshined by a mesmer when it comes to group play. Never, have I once, played in a wvw group and heard,“wish we had a thief here”. For tapping on keeps/towers and scouting they are good, in group play, not soo much. Bottom line, they need more group play skills/traits that don’t completely take away their ability to perform any dps.
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Op, you seem to have this mentality that Anet isn’t focusing their energy on you because you play what, twice a week? (from your earlier post) If you play twice a week, consistently or a day off here, 1 less day there, you don’t really have the time to play this game fully. So with that in mind, it seems like you don’t have a lot done aside from maybe 1 or 2 geared 80’s. Believe it or not, there is a lot of content out there, temporary content is just a nice flavor to the players who still are active. If you miss out on temporary content, so what? Nothing in this living story changed people’s stats drastically, it dind’t reward an exclusive precursor like lost shores did (thank lyssa) it was an experience and a very good one I might add. It was a well designed dungeon, and made a lot of people happy.
Now if you want to look into the future of this dungeon, ask yourself, how long before you get sick of it had it stayed around? It wasn’t designed to drop any tokens, it doesn’t have anything to offer for grinding aside from the cool bosses that will turn dull and lackluster very quickly once grinded. As fun as the dungeon may of been, I think its great its going away. The dungeon will remain awesome in my mind if I know I didn’t run it a dozen times, or 2 dozen times. Not to mention, the next bit of the living story is upcoming so maybe we’ll see another cool dungeon or open pve encounter. Either way, it’ll be new, and inviting. Want permanent content? Do guild missions and work on some hard to obtain weapon (not talking just legendaries). Make your guy look cool. If that bores you well find another game or take a break.
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Living story is pretty much a month long short episode it being temporary isn’t even that big.of a problem I’d say more than anything the problem with the last one was that it had a bit every few weeks but really you could complete it all easily with a little focused effort in 2 days.
Living story is there to provide a change of pace to the game and new stuff to do and if you have read the next one though they say it will provide some change to southsun cove which is nice and what they should’ve done living story should be a temporary story to introduce a piece of new content and right now it seems they are going in the right direction I mean seriously what do you mean stop putting out temporary so far flame and frost is first unless you count karma which opened a new map unless you are wanting to complain that it isn’t always Christmas, Halloween, Easter, and thanksgiving all the time just wait for a few more living story.
I get to play wednesday night (3 hrs), friday nights (wvw reset) and sunday IF I’m lucky. I not only am a full time college student working 20 hours a week but I am also in a military school, which if you did not know is regimented and takes A LOT of your “free” time up. I’m asking for it to not to BE TEMPORARY, so I and others DO NOT MISS OUT on the change of events just like you stated. https://forum-en.gw2archive.eu/forum/game/gw2/Repeating-content-Replaying-living-stories/first#post2017219 would be a good fix. Not all of us can be on 24 hours a day/ live off of unemployment for two years.
“It’s a dangerous business, Frodo, going out your door. You step onto the road, and if you don’t keep your feet, there’s no knowing where you might be swept off to.”
So let me get this straight. You, playing an mmo, don’t have time for temporary content and believe it should revolve around your conveinience so that people who DO have 24/7 (lets be honest, no one really plays any game 24/7 unless its like the first week of release… people do sleep/have to sleep) will grind out a dungeon and get sick of it. But its fine as long as you only got to do it once…
Fyi, the dungeon was out for more than 1 week. You had time to do it, and so did just about everyone else who thought it’d be interesting. Would you of rather had it like the lost shores event and happen live, once, on a overflow that made lag a star for the night? They put it in an instanced area, with a reasonable time frame to complete. The fact that you got no freetime (rl should be more important the temp content that rewarded nothing but a skin. Even so, I enjoyed it a lot) is meaningless. All you really missed out on was an experience. If you did the dungeon, be glad you arn’t being pushed to grind it out like the rest of them are. Temporary content keeps games fresh, and makes them feel more vibrant than adding some dull quest line you repeat over and over to the point where people are only skipping half the dungeon to get the chest at the end.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
To bee honest, at this point any new guardian elites would be welcome. Pretty much every single one is lackluster in some way, and as rare as water combat is only having one elite useable in water combat is just dumb.
It seemed strange to me that some professions have access to 2 elites underwater while others only have 1. I can understand why some might not “feel right” underwater but at the same time it seems like an imbalance when you want all professions to have access to the same number of skills.
Mmm, but I can’t even come up with a logical reason why you can’t use the tomes underwater. It’s a magical book, pretty sure it’s still gonna function the same when it’s wet, not that something like that even matters though. Balance reasons? Lol, yes, because the tomes are soooooo overpowered, dat 3 second cast ~1k damage judgement doe.
Not saying the tome is op (don’t have a guardian, don’t even know its effectivness) but not all professions get 2 underwater elite skills.
Mesmer: Gets all 3. What?
Warrior/engineer/ranger: Gets 2. Meh
Thief/Necromancer/guardian/elementalist: Gets 1.
So in terms of build variety, underwater (although not popular) the mesmer is #1. Thats not to say they have the best elite skills, but they got more options. Something every profession, including the mesmer, needs. There arn’t enough elites to suit various builds, some of them don’t even get used because it just hinders some whether it be loss of dps or survivability.
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To bee honest, at this point any new guardian elites would be welcome. Pretty much every single one is lackluster in some way, and as rare as water combat is only having one elite useable in water combat is just dumb.
It seemed strange to me that some professions have access to 2 elites underwater while others only have 1. I can understand why some might not “feel right” underwater but at the same time it seems like an imbalance when you want all professions to have access to the same number of skills.
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Everytime I see new patch notes I know something will be screwed more as before. Anet, you should really consider making public test servers or at least hire competent people to test it. Your fight against farming is ridiculous. This is a MMO, every MMO has it.
Do you know why? The fact that you put low effort into it is maybe boring, but the actual profit for players if fun experience! You wanted to make casual game, but with every patch, you are making it more hardcore and unplayable. And for what reason? So everybody will drop their pursuit for the legendary? So more players will buy gems to buy ingame materials? I hope this is not your goal.
Your goal was to boost open world and diminish instances. Well, turn off CoF farming and boost open world farming, not destroy it. Nobody will come to open world if you do patches like this.This post maybe sounds offensive, but I really love this game for the whole year I play it. Please listen to your community, don’t think you know better than we do. Thank you.
Some patches hardly make it hardcore, just make farming less of a chore.
Increased loot table and 1 guarunteed rare (and exotic apparently, got one today from it) from world events in exchange of farming them all day? Absolutly!
Dailies with options? Absolutly! Keep them coming!
Fixing events that are clearly producing more loot than others (spawning congestion in orr)? Necessary, all events should be rewarding people appropriatly. Why even do the temples or any pact meta events if you can sit in one spot swinging wildly to collect loot?
The bugs are the problem, not the changes. Collin even said the scaling isn’t working properly. A public test server would be smart, to work out any bugs before being released. A lot of content that gets either released or changed lately has had its share of bugs, which seems like things may not be tested properly but hey, you pay $0 for them. Not the end of the world..
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Not sure I like the Thief one. We can already use Shadow Refuge to gain 15 seconds of uninterrupted stealth(if we stayed in it).
I think a new trap would be nice, something that applied Daze and immobilize would be pretty fun. Could call it Sabotage. Would also like to see these traps have a triggered duration to affect more than the one or two targets who activated them.
Oh for sure. Thief traps are quite weak. I’d love to see them improve in any way, even to fill a sort of support role. Thieves are really weak supports atm..
If you have an idea on the elite trap don’t be afraid to post it ^^
P.S we already have a trap the immobilizes and another trap that sorta dazes (tripwire).
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Asuran
Power Cube: Drop a device that grants allies 1 random boon every 5 seconds.
-Boon duration 6 seconds.
-Cube duration 30 seconds.
-Affects up to 5 allies.
-Cooldown 180 seconds.
Sylvari
Shelter tree: Plant a seed in the ground. If the seed lives for 4 seconds, it grows shielding allies from projectile attacks while curing conditions from allies initially.
-Intial condition removel 2
-Field radius: 240 units
-Field duration 15 seconds.
-Seed health: about as much as a seed turret.
-Cooldown 150 seconds.
Charr
Sniper Turret: Call upon a drop of a sniper turret. When it arrives, you must assemble it.
-Cast range 600 units.
-Cast time 2.25 seconds.
-Sniper range 1500 units
-Assembly time 4 seconds. Damage doesn’t interupt channel.
-Cooldown 200 seconds.
-Only attack is a long range powerful shot. Deals more damage the further the enemy is.
-Health of turret is as much as a engineer turret.
-Attack speed: each shot has a 2 second cooldown.
Norn
Doylak Guidance: Gain stability and swiftness
-Duration 10 seconds.
-Cast time .5 seconds.
-Cooldown 120 seconds.
Human
Muster courage: Remove all conditions and gain protection.
-Protection duration 10 seconds.
-Cooldown 90 seconds.
-Cast time 1 second.
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Woah, now hold on a minute, HOLD THE PHONE! They made orr harder, and kept the dragon lieutenants easy as pie? Da kitten?
(I say pie because it looks difficult(to make) but it really isn’t…)
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The vs certain enemy type need an additional stat to make them attractive. Like a kill that enemy type and gain a stat buff that lasts 1 min and each kill stacks duration. Still semi situational but allows for continuing vendor once you move away from that area.
I would much rather see them all become a plus to damage for sprees of the same enemy type. Killing a new type rests the counter but continued kills of the same new type restack the bonus.
Or a dmg bonus with a double or triple effect for certain enemy types
Any of these would be better
Reminds me of the bloodlust sigil (power on kill, lose stacks when downed). In dungeons however there is some variation of enemies so idk how that would work without pushing people to skip even more content in them (“skip the spiders, I don’t wana lose my stacks!”)
Can’t sigil swap so really these sigils need to fill some shoes at this point. Unless you’re trying to show off some high crit (sigil of force only 5%, dmg vs. enemy archtype is 10%) it isn’t practical. The second you fight something that isn’t enemy type X that sigil is doing nothing.
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Search bar anyone?
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Those were necessary nerfs, because of how broken they were in spvp/tpvp. They still have good survivability, its just not FARRR superior to everyone elses now. Ele isn’t as versatile as engineer since they can pull the kit out whenever but its either high dps or high support with powerful/useful aoes. You can’t get the best of both worlds…
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I like some of the changes, but personally I prefer the 20 second rampage. What I’d rather see is the cd dropped to 150 seconds. 180 just seems too much. All in all, I love the skill especially in wvw/spvp.
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I don’t play a necro enough to understand the exact inner workings of wells, but from being hit by them over and over they seem fine to me. Not saying they are unavoidable but in terms of effectively shutting someone down or blocking a chokepoint they do the job well (ha!).
They only last 5 seconds with very long cool-downs.
Could be worse, you could have needle trap. It has a 30 second cooldown and only affects 1 target…. and it doesn’t even harm them that much. Still, I somewhat feel your pain.
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Not all skills need to be super damaging to be effective. They could spec in staff for strong support, then switch to s/d or d/d and bust out a ton of cc/heavy hits/conditions. Big no to ele weapon swap no matter what. Ooc maybe, but that should be allowed for every profession (so we don’t have to dig in our inventory to swap weapons, have a tab of ooc weapon sets. This would be for all 8 professions).
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I’d love to fight my own stonemist in fotm. Start outside and fight your way inside and up to the very top to confront a legendary guard who breaks holes in the ground making the battlefield more difficult to maneuver (i.e. you fall to your death if you don’t notice them).
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I don’t play a necro enough to understand the exact inner workings of wells, but from being hit by them over and over they seem fine to me. Not saying they are unavoidable but in terms of effectively shutting someone down or blocking a chokepoint they do the job well (ha!).
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I did that bearshrine event way back when I was lvling my first 80 (did most hidden bosses during my first 80).
I only got about 5 more jp to do so maybe I’ll stumble across some more.
And yes the lava around with pipes jp, it was a champion destroyer troll. Very hard to solo, but managable with range.
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As much as I enjoyed exploring, 1 thing I had troubles finding was hidden bosses. Over 90% (atleast) of the jp I have already done but I don’t remember many bosses who went along the lines of the steam ogre. Anyone know some others?
I did the skelk one in dredgehaunt, the asuran scientist in fireheart rise, there was some champion deep underground I forget what it was (the path to it was filled with various trolls and you end up dropping down into an area surrounded by molten lava and pipes). There was some fun travels to these bosses but I feel like I’m missing more…
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L2p.
Stealth isn’t a hard mechanic to handle, it takes player skill. If player’s cannot handle this they shouldn’t be playing spvp or roaming around in wvw. Do people really hotjoin pvp games thinking they’re gana be god the first 100 games? Or enter wvw and think they won’t get jumped by a roaming thief while they’re far behind a zerg? Thieves are duelers, and they have great mobility. The second you take that away (um…. cc) they are no longer a threat. That doesn’t mean throw every cc at once, it means time them. It also means to prepare for a thief when they go stealth. Don’t just sit still and wait, use skills that will either help you counter, block, evade, trap(to reveal their general location), or simply become invulnerable. Everyone has atleast 1 of these…
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I’m a thief. I don’t complain… lol
I enjoy the profession, and make my own builds, youtube heroes are overrated (most of those videos they are fighting complete idiots).
The only thing I would complain about is if they continue nerfing thief. They have seen enough nerfs to last a lifetime, its time people l2p. If people at this late in the game have yet to come across the numerous ways to counter stealth, then go back to pve. Play the way you want to, don’t force others to be subject to the nerf bat just because you (speaking to those who want more thief nerfs) arn’t skilled enough to handle a profession who has the defensive stats/boons of a rabbit.
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1420 / 4 sec = 355 hp/s + any additional hp/s from any other sources. CC’ing them in SR is actually doing them a favor since they want to be in it.
Also, the SR skill is for 4 seconds, minus the time it takes you to place AoE DoT. Travel time is as little as already being there up to 2 seconds away for an average of 1 second. Then there is the cast time. Average of 1/2 a second. Then there is reaction time that I would also say averages 1/2 a second (reaction time includes ping as well as the players time to react). 2 out of the 4 seconds of SR is done by the time you get just one AoE down.
The only other tactic that you can counter is Black Powder and Heart Seeker combo which combos both jumping out of and back into the field. Here CC’ing the smoke field would work, oh wait, no it won’t. They just don’t have to jump back into it. It only lasts for 3 seconds and will only stack time if you are traited to stay in stealth for longer than what the combo gives you by default. While the increased time is nice, it’s not something you depend on.
Now they are putting in traps that players can use to create an anti stealth field. Sounds to me like they are coming to realize that they F’ed up when it came to how they worked stealth in and now they are coming up with round-about ways to counter it.
Honestly, they just needed to change the combo field on Black Powder to something that doesn’t grant stealth and reduce the stealth duration on SR.
Pretty sure the anti stealth trap was aimed as a counter to stealthed zergs (mesmer veil, mass invis) Thieves arn’t that good at party wide stealth, due to the fact that it’s either very limited in numbers or it requires you standing still which in some cases, is really bad. Not to say stealthing zergs won’t be valid anymore, but they will have to tred carefully if they don’t want to be spotted as they try flanking the enemy.
Do you really think anet would make anti stealth traps in wvw just to reveal that 1 pesky thief?
Btw, perma stealth = no damage. If they are actually in stealth all the time they are either doing no direct damage which hurts no one, or they’re throwing down condition fields which hardly tickles. They can hop back and fourth in a smoke field or sit in Sr, but until the appear they havn’t done anything. SR only lasts about 11 seconds (4 seconds of it you must stay inside) and you’re a sitting duck until it the field disappears. Static field actually fits all around sr, stomp knocks them out, use cc. If they use SR they are in there, and if you harass them with cc they will likely die. Sr is a suicide skill in most cases, the only place it is valid is against a wall where if they try to launch/fear you out you’ll just hit the wall. It’s quite easy to counter sr, it deserves no nerfs at all.
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(edited by NinjaEd.3946)
Very few professions have an AoE that can toss a thief out of Shadow’s Refuge. Most are single target based and require you to have a target. Shadow’s Refuge also heals for a decent amount per tick (per second) and this is in addition to the regen they already have for being in stealth. It would take a minimum of two condition build players to put down enough marks, traps, etc. to stack enough conditions to actually do any good.
Arcatar pretty much called out how it is. So at this point, NinjaEd, you are just trolling.
Hardly call player skill observations, trolling. I know many people, and hear many people, who have found ways to handle stealth(this is without adding some kitten reveal skills). The fact that some people havn’t picked up on them because they are either not willing to l2p/ask for help, or they think they are “good” and shouldn’t be getting stomped by mediocre class mechanics because they don’t understand them is ridiculous.
When I first joined pvp (you’ll get a laugh about this) I thought 100b zerker warriors were unstoppable. I was new to spvp, and constantly ranted about how impossible they were to deal with from their burst(if you stayed in it, it’ll do the same if not more than a thief burst excluding #2 spam). Before quickness got nerfed, I learned from my mistakes and improved and 100b became a thing of the past. In fact, I would often just turn around and stomp them because 50% more damage was huge. Then they nerfed quickness and now 100b is downright pitiful.
Also I had troubles dealing with wellomancers (I think thats what they’re called) and trap rangers. Why? Because I was spec’ed in melee and they would sit ontop of their pulsing aoes. How did I overcome this? Build around both melee and ranged. I 1v1 a wellomancer on my condition thief and completely shut them down through stacking poison, bleed, and weakness. Maybe they were bad to begin with, but I jumped that obstacle with flying colors.
Point is, most people for w/e reason (either new to the game of first time joining wvw/spvp) havn’t had to deal with player stealth and have no clue what to do. ASK AROUND. Stop pretending like you’re not clueless and ask. Pretty sure school taught us to ask questions if we didn’t understand, where did those 12 years go? There is no cheatsheet in gw2 (hacks), so you’re going to have to actually work on something for a change. If thats too much then play another game or stick to pve, you’re clearly not willing to learn at this point.
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Thief here. I can backstab, use smoke field, wait 3 seconds (in which I have all 3 dodges for ranged attacks) and go stealthy again for another backstab without using any slot skill. Every backstab hits for 6k. While im in stealth, I got regen and regeneration from Shadow’s Grandmaster trait, for a total of 253 hp/seg. It’s a slow fighting method, but it guarantees that I will not be hit except for aoe attacks and snares that I can counter with the Acrobatics Master trait that removes both cripple and weakness every ten seconds, a time vastly inferior to the cd of most disables. Finnally, I use Stealth to strip 2 boons from my foe, get 3 of my own, backstab him with petrify and spam 2 for a while.
Stealth is the only thing in-game without a counter. And if you are thinking aoe skills and stuns, consider that dodging does not remove stealth either. Why would I want ANet to nerf a skill I use and abuse over and over? I think anyone could answer that question.Thank you, for being the one honest non-drama queen rocking the thread.
I rolled a thief just so I could figure out reliable counters to stealth. Reliable/ There are none.
A) Swing madly with your melee weapon, hoping to connect or force them away from you.
B) Drop all your AoE at your feet and pray they’re stupid enough to stand in it.
C) Die.
The whole reason I stopped playing the thief in WvW is because there was never any true threat. I could pick each battle, leave whenever I felt threatened, and so long as I pay attention to my initiative, there’s no reason, ever, to lose.
This is a fail mechanic. Adding visible footprints, or a silhouette, or something, would be far better than the complete invisibility on demand that is currently in game. People denying this is OP in WvW are either lying through their teeth, or haven’t played the other classes.
I play warrior, and thief in wvw, spvp, pve. Out of all those, I havn’t come across, or felt, like thief was op. At first, maybe. There was some hate, and well deserved, and those things have been changed (hs, pistol whip, in spvp now thieves are revealed for 4 seconds). Even on my warrior, who although is kitten crap at spvp, I can kill thieves quite easily (note, spvp has teamates with usually half a brain at least). Just immobilize them, if they shadowstep away or break it there is usually a teamate on my side who has better mobility than me but even so I have sword main hand and can usually get within range to toss another immobilize or kd. Point is, cc is the thieves enemy.
I watched a video (its up to date) on a thief soloing multiple enemies. He was Db, vs jq and sos (irrelevant really but incase you’re looking for the video for reference). From what I saw, 99% of the enemies he fought we’re either
A. Idiots. Like true idiots.
B. Upleveled
Was the thief doin good? Yeah he knew thief, and recovered from multiple hits well enough. Thats not to say his opponents were remotely on his level. I mean at one point he had 2 d/d ele on him and they couldn’t figure out how to coordinate their cc so their idea was just to throw EVERYTHING at him at once which failed because he used [Shadowstep]. My point being, people arn’t that skilled apparently in dealing with thief and their idea of a “counter” is either throwing spaghetti at a wall to see what sticks or plea for a reveal skill because they simply cannot l2p. Is there a “reliable” stealth counter? Not a usable spell/attack, its called skill. Once you learn to handle stealth which there are various ways to, you will find its not bad.
To those who supposedly main thief and think they’re op, are you fighting skilled players or just random militia and catching them off guard? If you find a good pvp player in wvw you will see how much your thinking changes (had a stalemate with a bunker ele, until his other ele friend joined and somehow outran me… weird how ele has better mobility than a thief :S)
Thieves are squishy, and once they are cc (stun, immobilize, kd) they are sitting ducks. If you suspect they have shadowstep, don’t just toss cc onto them. Wait for them to break free and throw another. My hammer warrior completely shut down a stealth thief because of my aoe cc (stomp out of shadow refuge ended him/her). If the warrior, on a non-pro warrior player can stomp thieves then idk what to tell you. You’re doing something horribly wrong or arn’t at all prepared to accept that you may be bad at pvp encounters.
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(edited by NinjaEd.3946)
Funny thing is, if people wanted to avoid the elitists, they could carry a 2nd set (make sure it looks like your gear your wearing) and ping that instead of their mf set. In the end, mf gear wouldn’t be touched. Am I suggesting an inspect option? NO!
But like someone above said, mf should be a social buff not a personal one. If a full mf geared player does a dungeon with no difficulties, thats no problem. If they run a full mf set and die a lot, thats a problem. If they run a full dps set and die a lot, thats a problem. See where this is going?
Dungeon mechanics arn’t directly linked with good gear, it just helps to have good gear. The only problem I have with mf is to get a good effect from it, one must go fully into mf. For some dungeons, thats a problem, because the loss of dps is quite significant which can hurt your party members.
I’m either/or really. I don’t like mf being a stat you have to equip, but I also don’t see it as selfish as it may seem. If it were a passive bonus based on achievment points or something you worked for like a mini repeatable quest to gain more, I’d be fine. Right now, I’d rather destroy a mob over and over than take even 1 minute longer for a “100%” better drop rate which really isn’t much if you look at how often things drop already. All I know is, mf shouldn’t be something that replaces normal gear stats. It isn’t selfish, but it is dumb imo.
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Yes, only if the option to auto-decline dual requests was made. But wait, then people would rage when they got auto-declined and start things like “duel me bruh! Why won’t you accept bruh?”.
Ok so then only if the option to auto-decline requests AND open dueling was limited to select areas/arenas. (Black citadel arena, some norn areas have little animal arenas, asurans got the docks I guess, sylvari got the jp right outside the grove near the jp, just places that arn’t heavily populated with events. Let the duelers release their rage off in the distance and not bother anyone.
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Well, there would probably only be room for 1 pvp server, because of how little activity it would get. Whats the benefit of going around to kill people who are likly questing?
If you want open pvp, go to wvw and roam. Don’t follow zergs, ninja flip camps and pick of other roamers. You still get rewarded (if you win) and you will get what you want. Also you won’t have to pay another $60 for something that’s already there, just not labled as a “pvp server”.
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I like playing thief because the minute I go stealth everyone stops doing anything and absolutely no one tries throwing any more attacks around even though they know the exact location I’ll be heading to, fun times, fun times…
Seriously… people talk like its total invincibility and removes you from existance up until the point you 1 shot an upleveled glass cannon idiot in WvW. The fact that all those bonus on stealth often come out as something other classes get ALL THE TIME, not just around 50% of the time (if the thief has decided they don’t actually want to do damage)
Exactly. We get our bonuses from stealth, not from being revealed (talking about condi removal, regen, inti regen, etc). Other professions traits can provide benefits past their mechanics. Ele attunement swap effects last a while longer even after swapping to another attunement, warrior can benefit from spending, or holding onto adrenaline (I’m not spec’ed into either, but I hear the traits for holding adrenaline are far superior). Engineer uses a toolbelt skill and yet they still have that skill availible. Thief is either getting buffs from stealth, or they are wide open, not to mention their incredibly low health pool and weak healing. Thieves sustain from stealth, and in rare builds, som. If they didn’t have stealth or if stealth reveal was an option for a profession (not including the wvw AC skill or traps) thieves would be near useless.
6k bs? Prolly against high toughness in high cd gear. If your opponent is kitten enough to take consecutive backstabs without any sort of retaliation then they are new to stealth, and don’t understand its ways. Stealth is like bushes in League of Legends. If you ignore it and turn your back to it, you’ll likely be ganked. I doubt anyone, and I mean anyone, who started pvp for the first time in this game was an expert at stealth counters. They took their time and practice made them better. I also doubt many people were kiting 5v1 as a thief the first time they picked a thief in a pvp battle, they also took practice (same for bunker ele). Bunker ele never goes invisible, they just go invulnerable and nuke you down wearing defensive stats(nerfs helped, but mist form is getting to be too effective in wvw). Nothing wrong with that I guess :/
No… thieves op. Invisible = invincible. Brain=rock.
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SEE! I’m not crazy! ‘) someone else see’s pirate related activities in southsun O.o
You wanted pirates?
https://www.guildwars2.com/en/the-game/releases/may-14-2013/
This wallpaper.. that logo.. that name.. sounds so familier…
:D
Huzah! Pirates be making thee first steps off the poopdeck.
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303 hp/s regen before gear and you say it as if that’s bad? As I said, delusional.
Well yes, it is bad, compared to what you’d get if you went full out Healing Power.
Fighting thieves in WvW they, quite literally, spend half the fight in stealth. In a 1 min fight, they will be in stealth 30s accumulative time. So let’s just look at the 303 hp/s. That’s 9k. Since they can pretty much keep up the shadow dance indefinitely (I’ve had encounters last a couple minutes with no sign of slowing down until other factors came in to disrupt the situation), then at least half hp is coming back unhindered.
FYI, a Warrior can easily get 320 hp/s regeneration and no one ever thinks that’s too high. In fact a lot of folk think it’s too low.
Also, I’d like to know what you consider good damage.
Well 806 damage every 7 seconds sure isn’t what I consider high. Not when Eviscerate is 1006 every 8/10s and Axe autoattack is 1,648 every 3.6s.
Note that I am not saying that CnD + Backstab doesn’t deal high damage. I’ve been hit for some 18,117 dmg by a good thief before I could do much. I’m just saying that the myth of a Thief that spends 50% of the time in stealth and deals massive dps doesn’t exist. After all, camping in stealth is the opposite of high dps.
A warrior is constantly visible, targetable and thus engageable. That’s the defining differance.
You know what, I don’t even have to reply to any of this directly. Show me a video of you holding a stalemate vs 5 players who are not up leved and are fully geared (I’m assuming your warrior is fully geared?) then we’ll talk. I have yet to see a warrior hold up against a 5 man in WvW. They can’t out heal the damage and can’t escape. I’ve seen thieves hold a stalemate against 5 mans consistantly in WvW.
Guardians can, bunker ele can, thieves arn’t the supereme holder of the universe as you make it out to be. If 5 players cannot coordinate cc on a thief then they havn’t got anything to show for as a group, and are probably new to wvw.
On the other hand, warriors can live fairly long. In spvp, where people arn’t spec’d into large group fights, I held off atleast 4 opposing enemies for atleast a minute. Wasn’t a stalemate, but in something where every minute is huge, I made a dent in their team. Shield, rampage, mace, shout build, these things can boost your survival tremendously. The reason you don’t see warriors excelling at this is because they can’t recover from damage that well (shouts don’t come back THAT quickly) and also their ability to dodge/evade is minimal. Warrior being visible means nothing, because they can control you over and over if they please, thieves just mess with you and if you’re incapable of dealing with 1 (like really, 1 thief? really? how sad it this) then you should rethink your strategy. My group comes across these “1 thieves” roaming around every now and then, we know how to cc. They hardly cause any damage, they only annoy you for a little bit.
If your problem with thieves is 1v1 well, you arn’t providing anything useful to suggest thieves arn’t working as intended. Thieves excel at 1v1, that is their thing. They do nearly nothing in group fights aside from a good source of blast finishers (not many reliable aoe skills). Any adventurer profession can dodge a ton, and stay alive well. They may not dodge as much as a thief but they excel in other fields. Nothing wrong with a thief, l2p.
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(edited by NinjaEd.3946)
100 laurels is a little to cheap… example:
May: 31 dailies = 31 Laurels + the monthly 20 = 51 laurels
June: 30 dailies=30 laurels + the monthly 20 = 50 laurels
————————————————————————————————————
Total Laurels off of two months: 101 laurelsThe idea for laurels for a precursor is interesting; however, I think the amount should make it a little harder to grab and still give some effort and interest in pursuing the mystic toilet and rare drops from chests.
With that being said, why not make the total 200 laurels?
That translates to 4 months saving up if you do every daily and monthly.
It doesn’t cheapen the market so heavily, it more or less becomes a plan B for those with horrid luck. Its a guaranteed gimmie, the price is hard set, you aren’t gambling anything so the price should be a little higher and a little harder to achieve to equate for the luck factor that is being removed.
I’d love a plan B, especially if it was account bound. Havn’t even touched making/finding the precursor after all the horror stories I’ve heard about people spending more on exotics/rares than what the precursor was actually worth on the tp.
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If every other profession can fight and survive without stealthing then I guess a thief can too unless the player’s skills are lacking. Rangers use medium armor and engineers use medium armor just like the thief, if the thief can’t figure out how to survive without stealth or being revealed, then it is the fault of the thief and not a thief shutdown skill or any other excuse a thief would use to being able to keep stealthing.
You realize the ranger life pool is significanlty higher than thieves? Engineer has almost permanent vigor, and they can recover from damage, and become immune to conditions when below 25% health and their life pool is higher than thieves. Stealth is our defence, dodging multiple times can be done by any of the adventurer classes. You really have no place to be talking about thieves “needing skill” if you cannot find effective counters to stealth. Most thieves are complete crap in 1v1, probably because they go by your mentality that they can live w/o stealth and rush 1v10 after killing some pug in the field who just joined…
Really, L2p. You havn’t spent a second of your time researching or asking questions, you just got killed by a thief couple of times and decided they are impenetrable. Make a thief, learn how their traits/skills work. This goes to all who think thieves are still,“op”. If you sit around all day calling calling something stupid or broken your no better than a 1st grader complaining about his/her first school project. Sit in the mists lobby and ask thief questions if you gata, don’t hotjoin and rage quit because a player was “stealthed the whole time” and you couldn’t figure out what to do.
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(edited by NinjaEd.3946)
They made new animations for the slingshot…
Not really. Look closely and you will see how the slingshot animation closely resembles the sb animation. The sound is irrelevant, the visual effect is the same.
Xbow should get it’s own skill set, not a skin for the other weapons imo. It could fill soo many empty gaps in various professions. Thieves need some long range high hitting skills, guardian needs some power at long range, I’m sure ranger could make use of them. Xbow as a new skill set would be awesome, just gata wait till the next expansion, which has no intention of being made just yet.
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Stealthed players, however, can still move around avoiding area damage almost completely. This doesn’t even take into account targeted abilities which are completely useless against someone who has stealthed.
The reason that these are ‘counters’ to Thieves isn’t because stealth somehow makes you more vulnerable to them, it’s simply because we have low hp and few stun breakers. They are not, however, counters to stealth
Also, most D/P thieves will take +2 initiative on stealth, allowing for near constant BP-HS spam. I use HiS and Blinding Powder as well for even higher uptime, and there’s almost no situation which I cannot easily access stealth (except during revealed, of course).
No they cannot avoid area damage, they just can’t be taretd by area damage. If the player vs. a stealth player cannot predict where they are (obviosuly they want to kill you) then thats their fault.
If a stealth player deals any Direct Damage they are revealed for 3 seconds. If that isn’t enough for you to react/retaliate thats your own downskilled issue. In spvp, or wvw stealth hardly affects me. In fact, from the amount of posts about this topic, I’d bet a lot of people have found counters to stealth and have no issue with them.
L2p. Or ask H2P. If you cannot counter stealth at this point you have done nothing to help yourself but post a stealth counter thread. Which has lead to nothing, because stealth comes down to player skill.
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People against thief stealth, stealth is the primary defence of thieves. Without protection, or a reliable regen (1 trait does not solve the issue as a whole) we NEED something like stealth. THe problem is, many people can’t l2p and when they don’t think there is a counter for stealth, they call it op. It isn’t op, its the kinda thing that makes players think. If you can’t predict the movement of someone who is running straight at you and then goes stealth, well bad news for you.
I made a thread in the thief sub-forum called,“Ask a thief”. If you need advice, post there. Share your story, come back here for more advice. In the end, ask a thief. Don’t assume they are unkillable as they most certainly arn’t.
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Some people say the downscaling is already too harsh (primarily about crit chance/damage). Although I think the scaling isn’t optimal atm, the mechanics are what really make it challenging. If boss A requires players to stay alive and damage it, thats fine. But if boss A has no moves to scare players from standing in one spot with a ranged weapon (or melee in some cases) then there is the problem. Bosses need ways to deal with both melee, and ranged, something the Golem Mark II does well (the field, and then his turret circle). But not only can these epic bosses be blinded rending all their aoe skills, which are aimed at thinning players or atleast making them stay on their toes, useless. They also arn’t very threatening. For the first time since I started, I get to see the jungle wurm’s true colors. It isn’t a breeze in the park as it once was, but I still feel like it doesn’t hurt enough (still, being the first time I get to start experiencing it, I do enjoy the jungle wurm. Interesting skills, just not harsh enough).
Most bosses are just too straightforward, there needs to be things on the side for them. Take the Ancient karka for example. You broke down trees, exploded gas pockets, even shot rocks at it. Aside from the message on the top right guiding you, it wasn’t just hack and slash straightforward. Many dungeon bosses have great mechanics, and the temples in orr have some good mechanics (I like grenth the most) but these other “world bosses” couldn’t change anything if their design depended on it atm. They cannot fail, and are very simple fights even though they look badkittentastic. I enjoyed the feeling of roaming a zone only to come across some giant beast reigning havok all around it, something I don’t see often in gw2 (the champion icebrood in NW corner of frostgorge comes to mind). Downscaling was a great idea to make low level areas still relevant, but boss mechanics should be fun and challenging at all levels. Currently I don’t feel either one from the majority of them. As from the number of posts about this topic, I reckon several others don’t either.
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(edited by NinjaEd.3946)