break. I feel like they should be back by now..”
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You can Q_Q all you want but in the end, you’re 1 side of the story. Maybe ask the FoTM players how they feel… So if you want a break, they deserve a break also. if you make ascended buyable, you have to make something else easier.. maybe FoTM should give honor tokens or more gold.
Please name me the items that Fractals players can’t get that have better stats?
Please name me the better stat items that you can get from badges of honor?
Oh, that’s right, there are none. That is the fundamental difference. There is quite the difference between having different skins and having different stats.
Not to mention, that if FoTM players could sell their ascended gear, then they could use that money to buy whatever they want off the TP. I really don’t see why the majority of FoTM players don’t want to sell their rings for profit when they are sitting on stockpiles of them QQing about having nothing to do with them – other than that they are selfish babies.
There is 2 things that are wrong with just putting a price tag on “end-game” content.
1. Since there is currency exchange, if someone wanted to, they could literlly toss money in and get ascended out. That isn’t fair to the people who may of actually worked for that X gold.
2. If you put a price tag on something, where is the sense of accomplishment? Where is the content? Why even make anything other than LA wvw and spvp if ppl are just going to sit in town and buy things and not go out to explore? Your probably the first to request less content and I am shocked.
Obtaining ascended gear isn’t exciting, and it surely isn’t near perfect, but it is this way for a reason. Start releasing new content that can be bought with old currencies and your left with nothing to do but retire from the game. Would be better to have quest/story line or something that in the end rewards you with the new gear/skins but that takes a lot of time/effort/planning.
I have like 7 ascended rings in my bank and I don’t anticipate selling them, I’d rather they be salvagable for things like ecto and mist essences. But the ring itself is something to work toward (either through laurels or fotm. Both of which arn’t hard to do but will take a lil time). Same goes for the amulet and earrings(excluding fotm as these are from laurels or guild commendations)
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I don’t see this change affecting me at all. I main thief and I still believe stealth is too flexible atm. Many people are capable of pulling off continous stealth even without dagger off-hand. When I ran stealth thief in spvp, I only used it for either a powerful initiation (BS) or to escape. Either way, I wasn’t running into any issue with not being able to stealth right there and then.
They could increase stealth duration for having 15 in SA to 2 seconds but increase revealed duration. Minor increase in stealth duration for the trade of a longer revealed. Personally I don’t really like the whole shadow act thief is in right now. 1 minute or 30 second or w/e stealth isn’t good but neither is 3 seconds in, 3 secoudns out, 3 seconds in, 3 seconds out.. I like to see my target dieing not watch them vanish into the downed state
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I say dont get rid of the pet. BUFF THAT PET! Seriously they die way too fast if you aren’t traited towards them, and if you do trait towards the pet your are left with a weak kitten ranger.
Exactly, and then a portion of your dps is gone. It is atm essential to spec into the pet otherwise your doing just about nothing.
When not spec into the pet, although it may die quicker(but still takes a good beating), it still puts out good dmg. Meaning they take a large chunk of the would be ranger dps and stripped it apart for the pet to use and abuse. It may be the “pet class” but many games have a “pet class” and still have said pet optional. They call it a “pet class” because it CAN have a pet, doesn’t mean we should be bound to the stinker.
Since traits/weapon/utility/healing/elite well basically everything revolves around the pet, it would take careful work to set up a trait line (possible marksmanship or skirmishing) to have a major trait set-up that granted bonuses with not having a pet summoned. With that, stow would have to be a toggled set option (or w/e you wana call it idk…) so when you stow it, it stays away even if you take dmg of any kind. Could also adjust some other major traits to grant a bonus when you put it away/take it out. If so, (for the bonuses) there would need to be ofc a cd between stow and taking the pet out.
The “pet class” should not be so limited.
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There is hardly anything to do period. Get 80, get some exotics, maybe work on ascended just to have the best stats of your choosing and a couple skins. I have like 800 something hours playtime (prolly 200 of that is afk or lfg however) and I could of stopped at 400. Already had all the skins I wanted (not tp skins), got all the exotics, had all weapon/utility/healing/elite skills unlocked and had like 50g. Nothing to do. Then came along Ascended gear. Although not the most “fun” thing to work on, is something to do none the less. Any less and youll have naked toons dancing in LA until the Liongaurd get accused of manslaughter.
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Yay, more people that don’t know how to play the class and therefore blame the class on their inability to play it. Ranger is an extremely effective and powerful class if played well. Ranger pets are not the end all be all of the class, they are an added bonus just like the unique class ability of every class. They can be specced into to make them better, or not. What they can’t be is ignored. If you don’t know how to play with the pets then you’re not suited to playing a Ranger. It is THE pet class of GW2.
Stop trying to change the design of the class simply because you can’t seem to handle that. If you chose Ranger without an interest in the pet, you chose the wrong class.
Where is it stated that I couldn’t handle the pet? READ lil boy b4 you cry wolf.
I don’t mind the pet build, I don’t mind the AI (although it could improve with more options in its behavior). But I do mind that my dmg is split with the pet because the pet cannot be put away like in any other mmo with a “ranger” type profession/class. It wouldn’t be fair to make the ranger dps normal and then add pet dmg to that, so I understand why it is the way it is but still. The wiki site (assuming it is correct) states, “Their loyal pets, which rangers tame and train, distract enemies while the rangers strike safely form a distance”. Sounds to me like the pet does all the work for you already and you’re just a bystander with a potatoe gun (based on the description), so where is the room to improve your own dmg? No other options? Nothing? Where in lore is it stated a ranger never ran without a pet? I enjoy the utility, elite, and weapon skills of ranger but the dmg isn’t optimal unless you go down bm. Get all the might/traits/power w/e you want ranger’s own dmg won’t be that good no matter if you run berserker or rampager’s. Great sustain even without BM, great support, but even when I can do 12/0 in spvp I don’t feel like I was doing as much work as my pet (with little BM spec) Pet=good. Pet bound=not so good. Pet option=room for more builds.
Not saying copy paste gw1 ranger over here, but the pet being optional was a smart move there. It would be a smart move here as well.
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Wow isn’t the only MMO out there… I thought these forums outgrew this comparison :/ But anyways..
At first when I joined gw1 and moved to gw2, I wasn’t in favor of end-game being skins. But over the time I grew to enjoy it and respect it. And from what I’m told, people in gw1 spent months if not longer just working on skins, suggesting the large player base that moved (I know, gw1 is still alive so not all that large) is already in the mindset of working on skins. The problem lies with the new comers who are used to the traditional mmo mindset. Ascended gear, although statistically miniscule upgrade, is gear progression but not enough to change anything. Its like going from a 18 to a 20 slot bag/box. People want the best so they will work on it. Problem is, most people are impacient and want it “RIGHT NOW!” when it just isn’t realistic or responsible.
To those whose leg bends back when they hear the sound of traditional mmos, join a guild. Work on gaining influence. Unlock guild missions. Sit back. Have fun. If that long process doesn’t suit you well move onto a legendary or something… don’t ask for easier ways to get already mind blowingly easy to obtain items. Ask for better/more fun options if anything or suggest an idea that would be better/more fun but don’t expect any content that is out to become easier. Ridiculous…
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You must be new to ele. They are game breaking in spvp due to their sustain/mobility/dmg output. They don’t need any buffs of any kind, they need adjustments to their head for being so crazy.
Ele staff needs a buff if anything but scepter and dagger and focus is strong and their traits are even more horrendous if they go down water.
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From the sound of it, most people want a easier way to get ascended gear, not options. Sitting on the pc for what, 10 min a day for a laurel isn’t easy enough? There is just about nothing to do in pve aside from working towards ascended gear. I don’t agree that they did the best job with obtaining it atm, however I would bet you, they did it this way to buy time. They need time to release good everlasting content and putting something like a karma sticker on it just isn’t gana last very long. Maybe more creative quests/missions/story line that help unlock ascended armor/weapons in the future but right now there isn’t enough on our plate for any real progression skins or stats.
May not like it, but this was a good move on their part. I say hold out till like may and see what content is release. Who knows, maybe they’ll fix spvp once and for all (balance, reward/incentive) and release some amazing pve content b4 they start opening up the other continents. And maybe, just maybe, they will open new doors that lead to the gear/skin’s you want. They have said b4 they want many ways to get these new items but it won’t happen in a month when there is soo much other fixing to do.
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First, rangers are not awful in anything really…i mean there is a reason you see 99% of bots being rangers in PvE. Also i have yet to see a class out Spvp a greatsword ranger. As for pets, i would like to see a dev say this in the update.
Pet AI GREATLY enhanced.
TLDR, make pets scary and give us more ways to use them, everything else is fine about the ranger, (except maybe dps) ((debatable))
Bots used ranger because of how quickly they can grind mobs out and get loot (also 1200 base ranger on a quick dps weapon helps). Not to mention they ran in packs of like 10+. That doesn’t mean their good, it just means they have/had numbers.
GS in spvp? Easily out killed. They may be able to sustain well, especially if they spec into the pet. But they won’t do much aside from out living at best. They simply do not have the damage/threat level to push anyone really out unless that enemy clam baked their room and passed out on the desk with their toon still in game.
Again, as stated in the op, I do not suggest removing pets the ultimatum. I also do not suggest to make pet-less builds better than with a pet, I’m asking for options. Since rangers are bound to a pet, they cannot really spec into their own dps. They must go either LOL traps or full pet spec. I’ve tried to make my own dps better and completely ignore my pet. It just doesn’t work because all ranger dmg is scaled around having a pet with you. THAT is wrong, we should not be bound to such a silly AI no matter how much they improve it.
And again, kudos to those who enjoy the bm trait line. I used it, I wanted to do something different. Couldn’t happen. A weapon selection isn’t the solution. Anet promised any prof to play any role which in its own way means all weapons will fill some if not multiple roles. LB horrible, dagger well 1 evade I guess, sword feels weird and often gets stuck where you keep leaping into your grave, so its basically GS and SB. Not the best options…
I managed to pull off 1 build revolving around my own dps and felt satisfied in spvp. It worked. But guess what, I’m using sb and s/w. No traps, no pet spec, just conditions and survival utility skills. That is cond however, not direct dmg. Weapon choice and pet bound the ranger sits at the lowest threat level in spvp and wvw imo and has room for improvement. Ranger needs a viable direct dmg build for their own dps (not that it has to be better than warrior or thief, it just having the option however would be nice) and some option to get scaled dmg when without a pet summoned. Maybe even make traits/skills that grant a bonus when you summon the pet for a powerful initiation. Anything but this. Open world pve they are fantastic and I loved every minute of it. Dungeons with hard bosses, they die real quick (that being an AI issue), spvp the pet is either ignored (by them) or I ignore the pet (when vs a ranger, the pet just doesn’t bother me) even in bm traits. Sure it hits hard, but common sense the pet goes away when the owner dies which is a lot better than wasting the 8-15 seconds to down a pet or risk having them recall the pet right b4 it dies (as they should) for a short cd to just send it after you over and over. No, the owner dies in my book. I’ve tried birds, bears (best at taking a hit or 10), wolves, devourer, spiders, etc. End result I settled on wolves and bears because of their effective F2 skill and also their ability to deal dmg and sustain well enough.
I know pets are capable of being good, I know many people who are good with pets but I would like to be good without a pet. I picked the profession because they sounded like incredible long range dps but even with sb I feel weaker than ikea furniture.
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The thing is, sigils only work on the weapon skill created by that said weapon. So warhorn sigil, perhaps making bleed on crit, only gets made from warhorn skills. If anything, I wouldn’t say double sigils for 2h. I would say slight increase, and I mean very slight, to the proc chance. Like if it had 60% chance to bleed on crit for a 1h weapon, would bel like 75% chance for a 2h weapon. Double sigil means any skill by that 1 weapon would have 2 different effects from a sigil which would be a bit unfair no matter how much you think it may not be. (Look at the picture that’s painted before you on that b4 you judge).
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I miss how GW1 you can save your build template and even share it through link in chat. Even if they maintained that miniscule fee, I would like an option to save my trait set up to change to it immediatly rather than reclicking everything back to the other build. It isn’t game breaking, but it surely does take away from being conveinient.
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I believe, the pet can be fixed. But it is a burden even if made special. It should be like vitali stated, an option. Not a definite solution, an alternative to ranger. There should be some bonuses to not having a pet out/summoned to make it statistically worthwhile. This isn’t even comparing one game to another, this is comparing the common sense of a profession of what it should be towards what it is right now. Ranger needs options. Sure make pets smarter, make them take less AoE dmg to live longer. But above all, allow an option to improve your own dps rather than having to rely on an outer source for dmg.
No matter what pet abilities they get, they cannot compare to the ability a true player can with their own predictions, foreshadowing, whatever you wana call it. The player can plan things much smoother than any AI can, ranger should not be bound to an AI for their dmg.
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Safe to say, Ranger is not the best in pve, wvw, and especially spvp. Their dps relies on the pet being alive, and it kills them deeply since the pet is kitten kitten.
Ranger has received no buffs since release (no, the spirit buff means nothing. The spirits still die in 1-3 hits and just waste a utility slot). Ranger needs, and I mean NEEDS, an option without the pet/spirits for it’s own dps. It is too restrictive to make an entire profession dependant on an weak, uncontrollable pet that offers so little to those who just don’t give a kitten about it. Release new pet options, release new pet skills/families but the main problem is the ranger is entirely focused on something they don’t even ask for!
Ranger needs not just some numbers thrown in to buff it, it needs a rework. It needs an alternative to the pet in a profession friendly way that doesn’t trash it, but builds it back up. Ranger needs a options that increase it’s own dps and gives/takes away from the pet dps. Idk why this profession changed so dramatically from gw1-gw2 but none-the-less it was an aweful decision and deserves a rework. Make the pet a kitten einstein, won’t make a difference. Every profession deserves options and the ranger cannot even try to move away from the pet.
Maintain the pet option for those who want it, no hate for those who found a useful method to their pet. But give back the control of personal dps to the ranger so that it can be more controllable. We need options, not just a number change to make trap rangers even more “useful”.
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This downed skill for rangers fails to work. Atleast 90% of the time in pve, pvp, or wvw it doesn’t respond correctly and the pet just runs to you but does nothing. This either needs a new downed skill or a complete fix because it just * on ranger atm.
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Ive seen this topic b4, however not having the lvled warrior at the time, didn’t see anything wrong. Now, I do see the missing piece to this utility section. I tried looking for said thread, no luck unfortunatly. But here I go, don’t get mad if I missed the topic. Please just guide me to it if you manage to find it.
These are for warrior only, other prof who pick this banner up will not have access to these skills ofc.
Battle Standard Burst: Dash forward with the banner launching foes you come into contact with. Launch distance increases with adrenaline level.
-Launch distance 400/550/700 units
-Dash distance 600 units
-Dash distance duration 1 second
-Cast-time instant (on the move)
-Cooldown 10 seconds
Banner of Defence Burst: Swing the banner downward and create a dust cloud blinding nearby foes. Aoe increases with adrenaline level.
-Blind Area of Effect 450/550/700 units
-Blind duration 5.5 seconds (on the move)
-Cast-time .75 seconds
-Cooldown 10 seconds
Banner of Tactics Burst: Stand still and spin your banner around, taking off conditions from nearby allies. Conditions removed increases with adrenaline level.
-Conditions removed 1/2/3/
-Area of Effect 500 units
-Cast-time 1 second (stand still)
-Cooldown 10 seconds
Banner of Strength Burst: Set your banner ablaze, burning any foe near it (includes you holding and running with it) or hit by it. Burn duration increases with adrenaline level.
-Banner burn duration 4/6/8 seconds
-Burn duration 2 seconds per every second near/hit by it
-Burn aoe 150 units or on hit
-Combo Field: Fire
-Cast-time 1.5 seconds (on the move)
-Cooldown 20 seconds
Banner of Discipline Burst: Place this banner on your back, maintaining the effects around you to nearby allies. Duration increases with adrenaline level.
-Pickup duration 20/35/50 seconds
-Cast-time instant (On the move)
-Cooldown 30 seconds.
if banner expires while on back, it still goes away
Thank you for your time.
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No one is rushing you to creat this new thread sam, take your time and take what you can from this thread without rebumping it. Moderator’s look for things like this and shut down posts if it isn’t getting constructive replies. Aside from the summoning part, although huge for the profession as a mechanic, you should talk a little bit about any resources (if any, like warrior has adrenaline, thief has initiative, necro has life force, etc) included, talk about what role they play best (supposed to be able to play all roles but right now that is a flat out lie, we are still secluded to a tight few selections) such as support, dps, “tank”, etc. Until the summoning idea is put into full swing talk about some of the other things. They may be little but they also add up and can set the mood for what kind of utility they have to offer.
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However I still got some traits that blind on stealth, and ofcourse normal dodging will easily give more survivability. Due to a lot of thiefs not caring for pve (hell why do u take a thief if not for pvp mostly) and lots of thiefs probably failing to stay alive or at least standing in pve for more than 70% of the time U wont get asked all that much by pugs.
You never see: LF Thief to go dungeon X
I made thief my first charc since prelaunch day 1, only pve for a long time. They are useful outside of stealth (such as high mobility needed in certain dungeon events and just taking target X down b4 it wipes everyone).
I often lfg on my thief. A better support option would be nice though, even on my perma-evasion build while tossing combo fields down, it just isn’t team friendly atm.
And tom, that is the point. Not asking for dps buff, asking for support buff. Not sure you read any posts.
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juvenile Dolyak. Signed.
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Thieves fight tooth and nail to keep their OP status rather than willingly try and balance themselves.
EVERY single game where stealth=total invisibility also has multiple ways to force the class out of the invisibility. THAT is balance. Not just force them out but forcably prevent them from re-stealthing.So yes, thief stealth needs something done to it, be it various abilities that strip thieves of stealth and keep them from re-using it for a long duration, or cause thieves to immediately drop from stealth the moment they take damage. Barring that…risk/reward is needed.
What? Crying because you can’t stealth stomp people if that was the case? Get over it, everyone else is targetable while jumping on people. Crying because you now have to think far more tactically and deal with the repurcusions of being outnumbered? So does everyone else. THIS is balance. Currently the thief is not balanced worth a kitten in this regard.
So mist form and mini stomping (engi) or stability or blind stomping? thats fair? Sure you did your homework..
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In my mind, there are some easily implemented counters to stealth. One would be that any damage dealt to a target in stealth still appears.
Another would be to add an additional PB/ targeted AoE component to a single skill from each class (perhaps those skills typically not taken) which would remove the stealth buff.
Example skills:
Ranger: “Guard” would allow the pet to target and unstealth any stealthed target that enters the area.
Engineer: “Elixir S”, or any elixir could have the F2-4 ability also have a destealthing ability, replacing the random stealth component of its existing current boon selection.
Guardian: “Hallowed Ground” could have a de-stealth component.
Warrior: “Fear Me!” has a relatively long cooldown, and is not tremendously popular, and could provide PBAoE de-stealth.
I could go on, but the idea would be to take skills that are not typically used in WvW, such that it is a trade-off between performance and de-stealth capability.
At the moment, a thief on the offensive requires regular, short duration stealth, and these abilities would not impact massively on that. My problem with thieves in WvW is their roaming and escape capability, which these changes could address.
Thats still stealth reveal, and cond ticking would be considered dmg still and completely track the thief once again, leaving them useless. Stealth is our defence, and there are more than enough ways to track a stealth thief unless they are good in which case they won’t run straight down the path you were chasing them. Just sayin..
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I do know one thing. Challenging must be fun and rewarding. Look at southsun cove and you’ll know what I’m talking about (curse you VETERAN KARKA!)
as for the post, I like the idea, especially of unofficial puzzles (like the steam ogre one in metricia province). I like the feel of adventure and not having some banner pop up giving me clues.
I would definitly be in favor of smarter mobs rather than just tossing multiple health bar’s onto them (again, curse you VETERAN KARKA!)
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engineers will have a good downed state.
warriors will have a useful down state. Then ele will no longer be allowed a down state and go directly to jail.
Ah poo its april fools ; ;
I say all asurans get their character model increased to 10X and get a super deep voice over ^^
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Ofcourse a lot for this hate would be gone if they simply made stealth cause you to fade out but still have an outline people could track. The outline forces you to be renderred thus cullign would apply on when it applies to everyone, no special stealth culling (the game does not bother to load a stelthed thief, thus culling is giving thieves a constant extra second in free culling enabled stealth). Thieves should be targetable while in stealth if they are in front of their enemy (stealth while an enemy is FACING you and they don’t drop target). Seriously…there is no logic at all with current stealth mechanics. Whoever thought these mechanics made sense obviously was only thinking about how fun it would be to create a class mechanic that requires no thought to keep the class alive (seriously, stealth build thieves require no thinking at all to win with) where is the risk/reward with stealth?There is NO RISK with stealth.
Know what? Fine…don’t like any suggestion, lets institute some risk/reward. Thieves have been getting nothing but rewarded for using stealth…time to add in the risk. All damage that hits a stealthed target is increased by 50%. That’ll make even a clip of a stealthed thief far more dangerous.
1 phrase to respond to w/e it is you were trying to say
Invisible =/= Invincible.
Try again.
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It would work fine. Thieves would need to learn to adapt and use their other abilities to avoid dying, just like the other classes. In exchange, they’ll get increased damage reduction.
And they wouldn’t get nothing in return, they’d still have all their abilities, but instead of stealth, they would just receive less damage.
Stealth is their defensive mechanic. We have the lowest life pool (category) and you think we should just get over it? Learn to dodge? 2% doesn’t make up for much. How about people suggest stealth fixes/solutions instead of just tossing ideas out the window because they can’t get over it. Love how no one points the finger at mesmer too…
If thief deserved anything, it would be better support skills/traits. Mesmer is just too dominant in wvw, try running a zerg without 1 or 10. Thief is too selfish atm, they need a good support role to fill other than abusing the culling issue thats at large (which is being fixed in march from what I’m hearing).
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If they allow a stealth reveal, I deserve a button that auto kills any ranger pet. You know, because once the ranger has a pet it is entirely in their control…. It is a prof mechanic, there are counters and ways to track a stealthed player. Big no to stealth reveal unless it is something crafty like being within 130 units of an enemy you get a faded outline of them (still non-targetable) or increasing time between stealth but also increasing stealth time (so longer stealths, but you are visible for longer as the trade off when you exit).
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I would rather see hand crossbow than small bow when it comes to the Thiefs. Looks more Thiefy and sneaky then wearing a bow like a ranger or something.
This thread is about giving thieves more support abilities, where does a 1h xbow come in? lol
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That kinda defeats the purpose, then posts like,“Give pvper’s a reason to pve” would erupt. The rewards between the 2 arn’t shared because it just doesn’t make sense to give someone karma/coin/laurels in spvp when nothing in spvp requires that (just an example). Same would be like pve gaining glory plus it also makes obtaining such rewards too easy for pve/spvp if there are 2 different methods to obtaining them. Sure restrict it to 1 or the other not both but it just wouldn’t make sense to put it there to begin with.
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The whole Legendary weapon system is dull and broken anyways. You spend months, if not more depending on work/school/life to get a tp skin? Really? Doesn’t seem unique. More skins will come out, thats just common sense and I’m sure many await to see what sicknasty designs Anet comes out with next, but obtaining them in general is just poorly put together. Being skins are basically end-game for gw2, you should not be able to buy a single piece for the legendary weapon recipe. Not 1. Which includes the precursor. A difficult story line (or guild mission, who knows) could fix the precursor problem but that idea should spread through the entire process, not wait 1-2 min for your cc to go through and BAM, you’re like the other 2000 people who have the same gs you bought.
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(edited by NinjaEd.3946)
So after playing Thief for a LONG, LONG time, I’ve come up with a few ideas on how to make the Thief a more desirable component in a team aside from weakness application (shortbow), DPS and stealth ressing. There needs to be more…synergy with the rest of the team. It seems that if a Thief wants to support his/her team, they have to go out of their way a lot more to do so than other professions. It seems that the profession is naturally selfish aside from venomshares and the mediocre regen. A big problem is that the big benefits aside from venom come from stealthing allies. If you’re not using Smoke Screen + SB combo or using BP or SR constantly, there is no surefire way to get your support across aside from 2 or 3 utilities with sizeable cooldowns. So, here are my thoughts on what to change:
Venoms:
Venomous Aura: Increase active radius to 600, and change to an actual aura and not an instant application. Upon using a venom, the aura remains around the Thief for 5 seconds, and any ally that walks in to the aura during this time receives the venom and charges. Each ally that receives the venom then has their own aura that lasts for an extra 5 seconds. The application cap remains at five, however.
All venoms: Reduce cooldowns across the board to 40 seconds instead of 45 in PvE. When traited in to venoms, the venoms can be applied across a team every 32 seconds, a fantastic addition to utility when considering the large applications of weakness, vulnerability and the like.
Skale Venom: Increase vulnerability stacks per attack to 3.
Stealth:
Shadow Protector: When you go in to stealth, nearby allies gain regeneration for 5 seconds. This is instead of having to stealth the actual allies.
Shadow’s Embrace: Remove conditions from yourself and adjacent allies every 3 seconds while in stealth.
Hidden Assassin: Gain might for you and nearby allies when you go in to stealth (still at 2 stacks per).
Shadow’s Rejuvenation: Regenerate health while in stealth. Adjacent allies will also receive this effect.
Trickery:
Bountiful Theft: Fundamentals remain the same – HOWEVER, if any boon has been stacked, namely Might, then all of those stacks will be taken instead of just one.
Steal Recharge Rate: Increase to 2% per point instead of 1%.
I whole heartedly agree, thief support is futile. It needs reworking. However I see 1 thing you suggested that could be exploited and/or annoying.
Venom Aura: There is Devourer venom that immobilizes on hit, which has 2 strikes. Sharing that across the team is already insanely annoying in spvp, pve might just make perma-immobilize possible (since defiance stacks don’t block immobilize). Would be tricky to make this a fair venom.
Other than that, I like it. +1
(I would also hope they fixed traps for thieves, maybe make them more support as well since they serve just about no purpose atm (like needle trap and especially trip wire since it never works).
For example,
Shadow Trap: Set a trap. The first enemy to trigger this trap activates a smoke bomb that blinds the area around it (npc smoke bomb size). Activate skill in next 3 seconds to teleport to this smoke and become stealthed for 5 seconds. Combo Field: Smoke.
Trip Wire-Change to Wire Bound: Set a trap. The first enemy to trigger this trap gets caught on a wire that only permits them to move in a certain radius from the point of contact(of the wire). Technically would apply immobilize but only within a small circle.
Needle Trap: Set a trap. The first enemy to trigger this trap springs a needle trap that applies poison and cripple initially, then poison and weaken to any foe after that. Trap stays for 4 seconds.
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I also think removing signet of capture to obtain your elite instead of buying it was also a mistake & took away from the uniqueness that guild wars1 introduced
Me too… me too..
Removing the bound elite skill slot isn’t really solving anything, its just covering it up for the few who would rather equip another signet or cantrip or well or w/e. It just becomes too difficult to balance something with every door open to them, thats why we get 3 utlity, 1 healing, 1 elite. Its their system and works fine, however, some elite skills are rather disapointing but that means revamping those unattractive skills not giving another option like a 4th utility. Most elite skills are exactly that, elite. They should only be used when necessary. Some are less than elite hence their short cd yet some are more than good enough and get still a short cd. Elite skills just need some tweaking is all.
FYI racial elite skills are supposed to be crappy, they were purposely designed that way. Basically only use them to have a lil fun in pve but other than that they don’t stack up against the profession elites.
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That couldn’t work because if server A kills the Claw of Jormag (for example) before server B, the timer starts sooner already for server A. It just doesn’t work even if Anet tried.
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I still see all the professions in PvP but you are right, there are more thiefs and mesmers compared to a few weeks ago.
The main reason I think players like to play these professions in PvP (and the only reason why I don’t like playing against them) is stealth. It simply has no counters. That’s why these 2 professions are the ones which can be played as a glass canon without being easy to kill.
=> high kill potential, “big numbers”, easy escape = a lot of players play these 2 professions
Use a channel skill, or a trap/well, or aoes. That counter’s stealth very well. Remember it is invisible, not invincible.
Many counter’s to stealth just most people don’t realize it.
Thieves arn’t bad, its the people abusing the easy kitten spammable stealth that is bad, which is why I use a build that only stealths once every 45 seconds because I got tired of reading stealth nerf posts but also because my build hardly relies on any stealth what-so-ever. Stealth on thief, beleive it or not, is optional if you’re willing to be creative enough (and is quite fun).
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only prof you can’t l2p against is ele. Really nothing counters their bunker. Thief has been easy for me since I main thief and understand all of its non-sense and “op” abilities. Mesmer is just annoying but aoe’s take em out easily enough. Heck even on my warrior I can counter thief, just LB immoiblize or use bolas and watch them go nowhere as you smack them to death. Ele? Nah they just zap away or go invulnerable for longer than a guardian can.
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The Abomination- Staff made mostly of skeleton, moss, and seeweed (necro themed). Handle is of skeleton legs tied together, staff head is the upper section(downsized to not look off, the legs are much larger/thicker than the head of the staff part) of the skeleton with its arms spread out in a ritual fashion(so elbow bent, forearms facing up/angled up, head angled to the side facing up). Legs have twine wrapped around and the feet waddle on their own on occassion. Whole body of staff is wearing a torn cloth outfit hardly covering the body up.
////When stowed: skeleton upper section goes back into a resting position as it hangs from your back side.
////When drawn: Skeleton upper section rises back up into its ritual fashion position.
////Glowing effects: black smoke radiates from the skeleton’s chest head and hands with a thin white light shining out of them couple inches off.
////Footsteps: swamp smog (dark green).
Essentially large skeleton legs as handle, mini skele torso with arms/head as staff head covered in a worn, torn cloth outfit with some moss/seaweed stuck in various spots. Along with the above glows/effects/animations.
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https://forum-en.gw2archive.eu/forum/game/suggestions/Legendary-Weapon-Ideas/first#post1413114
Got some ideas there, you seem talented enough to be able to draw out the general idea of the legendary, so I leave this piece of information in your capable hands ^^
P.S If I would start on any of those, it would be the Maelstorm blade or the Darkmoon dirk. Just suggesting
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Heroes have no place here, exclusive skills from a weapon no matter what it does is a big no with how the game is designed(supposed to be on the same playing field, hence why racial elites are pathetic). They do got “legendary mini pets” but they are just rare. Maybe mini shatterer as legendary? Idk…
Legendary armor hasn’t been talked about so who knows, maybe its already in the works. Accessories just don’t make sense you can’t see them. Legendary back pieces would suit that field better.
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stealth needs no nerfs, stealth needs a buff in its mechanics and adequate good counter methods for the other classes to balance it out.
Examples:
Like rangers pets being able to auto detect stealthed enemies, if they get too near to them.
Eles have already their massive AoE spells which should be the only class able to damage stealthed thiefs, anything else shouldn’t be able to damage them while in stealth
Thiefs just follow other thiefs into stealth changing into the shadow realm to follow their opponents giving stealth some kind of new visialization effect once activatign stealth, that the environment around you will get a light bluish blur effect or so, so that you can see a difference from beign in stealth or not, other than just seeing your character being invisible. That shoul be the visual thing with your enemies, but the player self should see their thiefs in somek ind of shadow realm environment effect.
Engineers could easily place towers or mines which can detect stealthed enemies, if they get too near to them
Warriors could have a shout, that can detect hidden enemies in front of them
Necromancers could place an environmental spell as ground target, which lets undead hands hold stealthed enemies, if they run over that AoE Mark
Mesmers could place a glamour spell, that detects stealthed players around the memers by activation of the skill or some kind of mantra, which adds to 2 spells some kind of detection effect…
Guardians could receiv under one of their virtues, I’d say justice a new effect, that if they have this active on themself, that they have as long its active onthemself a new boon called “True Sight”, which auto detects every 10 seconds stealthed players in nearThis maybe together with some optimized trait effects or better utility skills and it would be no problem to increase the duration of stealth skills and adding other benefitial trait effects to the stealth system ect.
i’ve seen already better stealth systems, than GW2 has, and the system here could be alot better, if class balancing wouldn’t lack in good counter methods. Counter methods are everything that is needed to balance such a simple feature, like Stealth.
Big no to stealth counters. Agree with op though, a visual clue to tracing a stealthed opponent would be nice and acceptable. Stealth reveals would downright trash thieves into an abyss and no one would play them in spvp anymore or pve or wvw (because mobs get our player spells, so stealth reveal for them too)
Personally, I think stealth needs a slightly longer duration base (2-3 seconds) and a longer time between stealthing (3-4 seconds). I like the appearing/reappearing act but having to completely rely on it as opposed to picking the right moment to strike isn’t very friendly or exciting. Just feels off having to spam stealth so frequently (if you’re glass cannon thief).
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Because there is soo much more important things being worked on atm. I believe these features will come when ready since they were in GW1 and were attractive but currently it just isn’t that imporant as fixing spvp and wvw.
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The broom is not a mount it’s a vanity item that alters how you move. There are no speed boosts, it’s simply there so you can ‘look cool’
Now if A.Net wants to add a horse/moa/dolyak which is exactly the same as the broom in the sense that it only changes how you move around and not the speed in which you move, that I can agree with. But this thread isn’t about vanity, it’s about speed and getting around the world faster, and we already move fast enough without them.
Yeah, most people that I’ve seen call it a mount :P When the OP talks about MOUNTS for show thats what he means. Meaning that you mount it and ride it around (mounts don’t have to have a speed increase)
Some of these obnoxious posts suggest cosmetic mounts, the majority request mounts as a quicker form of travel (somehow being quicker than wp). Either way the op suggested flying mounts which cannot in anyway be added due to how the zones are made. The edges end in a abyss simply leading to impossible air travel, so no to air mounts in any form or fashion unless future zones filled these gaps but airship’s would be better than some silly flying moa. No matter what, no to flying mounts and no to any sort of mounts with a movement speed greater than or equal to 33% movement speed bonus.
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OP, have you asked anyone (I mean forums or in game) about counters to stealth? Your an ele complaining about a squishy thief killing you. I find this hard, in fact impossible, to believe but maybe you havn’t asked anyone for help :s
FYI: Staff ele won’t counter any thief but an afk thief. In fact, staff ele won’t counter anything since it is just so kitten useless. Play what you want but in spvp staff ele is laughably ignorable.
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I have seen hundreds, literally hundreds, of people quote the Anet team stating “NO” to flying mounts. Cosmetic non-movement speed mounts sure but seriously reply to the hundreds of other posts about this kitten. Stop reposting this ridiculous over-posted topic.
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personally I would prefer they split it to personal condition stacks so having more than 1 condition giver in a team isn’t wasted.
interesting thing I bet, each stack of a boon or condition takes bandwidth on the servers (according to the Anet team, which I believe. If you don’t believe they stated that I’ll gladly dig in and find the moderator who said so.) Each individual stack would be a great solution, for us. For them, it would hurt. They gata be creative and efficient with how the cond stack is dealt with. I really wish it was trial and error at this point but I guess they perfer a full on fix as opposed to throwing spaghetti at the wall and seeing what sticks (with us).
I think this cond stacking issue is most noticable in pve but pvp I havn’t seen any issue. there simply arn’t enough people condition or not condition built to be stepping on one anothers’ toes (atleast that I’ve noticed.)
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The stationary skills are what is really killing it. Dodge is possible if you’re not stuck in one place, but it isn’t a 2nd health bar. It is your health bar which goes down very quick if you can’t dodge heavy hits. Wolf form (the only 1 I have ever really used) is far better simply because of the heavy life steal. The others have no life steal or are stationary(except snow leopard) but it can move while attacking you know? They just did a choppy job on this category of racial elites. Sure not make them superior to all but don’t make them kitten useless.
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Since the removal of the rich orichalcum node in southsun cove, this zone has gotten even less populated (hard to believe 5 can drop to 2 :/) Guild missions aside this zone needs some open world pve attention. I’m talkin events that are comparable to CS, mobs that arn’t 100% annoying, and a (optional) trip to this island that gives older mmo players the common wait time to it. I can go on and on about how much I miss the 5-10 minute boat/airship rides but it wouldn’t be anywhere worth the effort if anet decides to ignore these 1 time long boat/airship/baloon rides to far away islands/continents. Large world but feels so small once you get that wp you know? (NOT advicating mounts, I’m suggesting the far away travels between continents to be seperated by an optional (except 1st time) mobile zone to bring thrill and adventure into the day of the old mmo player.)
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Actual agree with everything op stated. One thing Anet should do publically is send a poll to every active account through ingame mail and ask them what prof and what build they use(general, not specifics like traits/utility/armor/runes/etc).
I can almost bet that 90% of ele use d/d, thieves use d/d, guardian has something/shield, warrior GS, Mesmer S/something(havnt seen many lately tbh), necro staff, ranger sb, and engineer grenade kit. Point is, there arn’t many viable builds.
There needs to be rapid nerfs/buffs like every 1 or 2 weeks in spvp primarily to start getting this show on the road, people see profession X and just predict “I know what he/she is about to do…” and it gets boring after the kitten millionth time.
SOOOOOOO much potential between each prof to have multiple (3 or more) builds but the numbers don’t support that at all atm.
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I would just like to see getting all existing classes improved with sub classes for better spezialization, character progression, more skills/traits, new talents and so on.
Everything else, that doesn’t find a place then under the sub professions is a potential thing for a new primary class, if its able to have also fitting sub classes.
Warrior needs following 3 Sub Classes:
- Berserker – spezialized on Damage Dealing (Berserker upgrade gets renamed to “Swashbuckler”)
- Gladiator – spezialized in Control
- Skirmisher – spezialized in Support
Thief needs following 3 Sub Classes
- Infiltrator – specialized in Support
- Rogue – specialized in Damage Dealing
- Saboteur – specialized in Control
Elementalist needs following 3 Sub Classes:
- Arkanist – specializes on Support
- Runologist – specializes on Damage Dealing
- Sorcerer – specializes on Control
Necromancer needs following 3 Sub Classes
- Occultist – specializes in Support
- Witcher – specializes in Control
- Summoner – specialzes in Damage Dealing
Guardian needs following 3 Sub Classes:
- Defender – specializes in Control
- Augmentor – specializes in Support
- Sentinel – specializes in Damage Dealing
Ranger needs following 3 Sub Classes:
- Hunter – specializes in Damage Dealing
- Scout – specializes in Control
- Explorer – specializes in Support
Engineer needs following 3 Sub Classes:
- Alchemist – specializes in Control
- Innovator – specializes in Damage Dealing
- Technician – specializes in Support
Mesmer needs following 3 Sub Classes:
- Bard – specializes in Support
- Mentalist – specializes in Control
- Duelant – specializes in Damage Dealing
———-From that point on, there are only a few class niches left, that could fit as new classes being able to offer also sub classes.
The Visionary
- Oracle – specializes in Control
- Ritualist – specializes in Support
- Shaman – specializes in Damage Dealing
The Lancer
- Dragoon – specialized in Damage Dealing
- Marauder – specialized in Control
- Templar – specialized in Support
That way would have GW2 a much better feel for Character Progression besides getting only some traits and more skills if you could see also your character progressing in its talents becoming able to do more things in the line of specializing either more into damage, control or support with your character.
(Being able to reset your decision like you can reset traits with money, just that this kind of reset would cost a bit more, 1 Gold instead of 40 silver)And this stuff would set the table for Add On Content for at least 3 add ons adding 1 sub class per class.
And the 2 new classes would perfectly fit as additional classes for the Cantha Add On with the nice project name of “Closer to the Stars”, which is most likely the next to come, together with Tengus…
Only stuff I’d change:
- Elementalist (change runologist into something like Sage)
- Guardian (augmentor?)
- Ranger (add sniper instead of hunter)
- Engineer (sapper, specialized in undermining, making explosions)
- Mesmer (add Enchanter instead of Bard and change Duelant in Duelist xD)
Sounds like someone misses the ol’ trinity. Nty, they have different spec’s atm. They just need to be reworked to be more attractive and/or viable.
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Some heavy armor prof would probably be the most appropriate atm, since there are 3 “mages” 3 adventurers and only 2 soldiers.
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+1. All current dragon fights need reworking… but 1 step at a time I suppose
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Invul skills should drop it.
Overall though, I think fast-travel skills are just fine with the Orb.
The new map was the key to this patch. It’s opened up more viable builds. It’s things like new maps with new mechanics that’ll change the landscape, coupled with incremental updates to existing mechanics (like Warrior banners).
I’ve been running Hammer in tPvP and absolutely love it on the new map for point/orb denial, teamfights, and running the orb. Up until now, Hammer has been difficult to be useful in tPvP.
I don’t see more viable builds. I see the old kitten abused builds still and the ones with super mobility are dominating without a doubt. Rtl should either drop the orb or, for the sake of lyssa, be affect by movement speed skills. Such a broken skill to be invulnerable and dash away to safety.
Same with invulnerable skills with dropping the orb(which also should not be allowed to down people but thats another discussion)
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