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The push to make people join spvp and wvw could be nice in theory, however many people want to just explore pve. Now you said the old system would stay but truthfully I think the old system should be revamped before adding other options. No part of this game should feel like a grind, none. Legendaries, although completely optional, are something pve players usually work towards in the end when they got nothing left to do. It isn’t soo much about the skin(tons of people already have them, not so unique anymore and they can be bought with gold :/) its about having a legendary in general. Feeling like you accomplished something worthwhile but I havn’t worked towards one yet because of the way it currently is.
I like the idea of personal story completion, story dungeon completion, maxed crafting disciples and the achievment points. However log on hours could jsut lead to ppl goin afk for numerous times, exotic gear well doesn’t really make much sense and it is really really easy to get (unless you meant full 80 exotic) and 200 laurels… I’d rather get the cat and all my ascended necklaces with that much laurels instead of a legendary. But thats just me.
All in all, anything beats the current legendary aquisition method anet has installed…
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The problem lies in either condition removal or condition cap (for pvp). PVE is very different but I think the easiest solution would be to make anything labled a veteran allow 45 stacks of bleed for example, champion allow 65 stacks of bleed, Legendary allow 85 stacks of bleed (example) Simply because they do take a long time to kill and in the open world pve you can’t expect everyone to not try (or accidently) stack bleed over yours.
For pvp, its more about condition removal because some professions do this too well, others lack it significantly. 1 condition removal should not take away 30 seconds of poison or 25 stacks of bleed in a snap, utility skills/traits completely negate all cond dmg and leave the enemy useless (mainly talking about ele here atm). Some, but not all, prof completely counter cond builds no matter how much that person tries.
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If they release guild capes (had them in GW1) I’m sure they will have some sort of acheivment system to get cool unique emblems. For showing your guild off, these emblems would do just that (emblems would probably be guild related anyways, guild mission spoiler alert? O.o)
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I dont think the op hates the daily itself, I think he/she hates seeing people yell out ks when someone is attempting to finish the dodger daily.
My advice, turn off map/say/whisper chat if this is your issue. Or just ignore it :/. They won’t likely remove this daily because of a few people who get mad when someone killed something they were kiting.
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in my opinion it is a mistake to divide the player group into pve & pvp.
using laurels to merge them together will be a good moveit is really simple:
pve only = 40 – 41 laurels per month (29 – 30 laurels on february)
spvp only = 40 – 41 laurels per month (29 – 30 laurels on february)both pve & spvp = 80 – 82 laurels per month (58 – 60 laurels on february)
the introduction of pvp dailies has most definitely encouraged more players to play spvp.
by introducing laurels into spvp dailies and monthly will encourage even more!
What about the pvp players who don’t care for pve?
What about hte pve players who don’t wana look at pvp… ever?
Your suggestion doesn’t promote,“enjoy the game how you want to”. And nothing you can get with laurels is useful in spvp so there is no incentive for pvp players to do them. The system is fine as is, as of a few days ago many many people started to see the first of their asc necklaces and that was what, little over 2 weeks? Truthfully I think the process should be longer to get ascended neck items and should be something more than a 1 time a day mini quest but still, it sure beats getting these things in a few days or allowing someone to buy them.
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Joining overflow automatically pops a msg up and automatically puts you into queue to exit overflow. Maybe I have no interest on leaving overflow and don’t wana be reminded about it twice a visit. Leaving overflow should be a little icon near the minimap if anything (since you can tell you’re in overflow by hovering the mouse over the mini map incase you forget) and be optional not standard.
When hovering mouse over a skill, its shows tooltip. Fine, I like that actually. But an option to not allow skill use on tooltip (clicking the skill icon) would be nice. Sometimes trying to swap utility/healing/elite skill out while on the move and I end up clicking the skill to activate it.
Not game breaking, but these 2 things have annoyed me for a long, long time. Just thought I’d share.
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I agree with the op, as long as it is out of combat. But for spvp purposes it should also be only allowed when out of combat for like 8 seconds or something. If they want to avoid conflict and be on the move without having to open a menu to swap weapon (not possible in tpvp) then why not. It takes the hassle away of opening the inventory and swapping weapons in an unorganized fashion.
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Sigil of Endurance
Minor: 10% chance to gain 10 endurance on critical hit
Major: 15% Chance to gain 10 endurance on critical hit (Cooldown 2 seconds)
Superior: 20% chance to gain 10 endurance on critical hit(Cooldown 3 seconds)
Sigil of the corrupted(includes any minions associated with the elder dragons)
Minor: 5% dmg to dragon minions
Major 10% dmg to dragon minions
Superior: 15% dmg to dragon minions
Sigil of Cover (all protection durations are 5 seconds)
Minor: Grant protection when you swap to this weapon in combat. Cooldown 30 seconds
Major: Grant protection when you swap to this weapon in combat. Cooldown 22 seconds
Superior: Grant protection when you swap to this weapon in combat. Cooldown 15 seconds.
Sigil of determination
Minor: Crit dmg increased 3%
Major: Crit dmg increased 4%
Superior: Crit dmg increased 5%
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They really are, I see no reason to remove pet swap. THe only way to allow that is to allow some revival skills for that pet because without them atm, the ranger would be useless. Personally I’d rather see pets optional but with how traits/weapon skills/utility skills are set up, it would be hard to approach that this late into the game.
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To me, legendary skins seem like the End-game for pve, since they take a crap ton of time to get and are meant to make you feel unique(more skins will come, it just will take a little time). However, it isn’t enjoyable or adventurous time. It is dull and uninviting. Many people have simply gone to do wvw or spvp simply because pve isn’t lasting long enough (Not to mention ppl can buy legendary skins, so… what we just through out years of hard work for ppl with a credit card? gimme a break). Many things have been done well, and the road to 80 wasn’t paved in grey lackluster stone, it was full of life and really felt like an adventure. That feeling should stay, by adding things like monthlies or seasonal events (which you Anet does very well imo) and end-game content (skins) that lead to stories to be told and witnessed, not some pathetic tp item you either buy or grind for day after day. I would love to work on a legendary, I actually like several of the skins (dont care for any of hte GS skins, more love for the other weapons ; ; ). But I’m turned away due to the fact that I won’t have any amount of joy working up to them.
Please, you don’t have to release any specifics on this matter or an estimated release date, but atleast tell us you are looking into a new system in aquiring legendaries ArenaNet. Your community has been at your side for years and years before, because they know you can deliver. But this unanswered topic has been biting the legs of many people for a long time and some light at the end of the tunnel would really help (for legendaries). Atleast knowing this is being looked into would be enough. Could be a mini-quest line or a different acheivment system or zone(s) specific items such as off a champion hunt or world event hunt or somethin… anything but this…
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No.
The problem with mounts is that sure they look flashy but imagine what it would be like going into the trading post or the bank? MASSIVE FRIGGIN DRAGONS AND STUFF EVERYWHERE! It would be nice to see them but it just isn’t practical. I expect to see more small things like the broom though.
Option to hide/show players with mounts or “mounts aren’t allowed in major cities rule” will do the trick for you
There are games that with a button hide, unhide all players in surrounding aria
So we should live in a blank world just so we don’t need to clutter or screen with obnoxious cosmetic mounts? Nty. They don’t fit lore ,and they serve no purpose here even as a cosmetic since we have town clothes/minipets/titles.
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I just swing my weapon wildly when a thief uses stealth. Generally scares them away. You can’t see them but they may not attack you. If you do hit them by accident, then they’ll be revealed upon taking damage.
The last statement is incorrect, in my own experience as well as the wiki (http://wiki.guildwars2.com/wiki/Stealth – Characters in stealth cannot be targeted by enemies, but can still be hit. This does not break stealth). Which leads to something that I’d like to call the “piñata problem” – even a blindfolded person instinctively knows whether or not they’ve hit something with a melee weapon, but our GW2 characters do not.
What you’re seeing is perhaps some combination of the following:
-your attacks scare the Thief player away; he can’t land the [Cloak and Dagger] attack that he had planned; his stealth expires normally
-your wild swings deal enough damage to down the thief; he gets revealed
All melee weapons have I believe 3 stages to them. You only progress to the next stage by hitting something, so your missing piniata example isn’t true.
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What about a elite-signet that grants as a passive effect permastealth while out of combat?
It would be fun in open PvE and imho not to OP in Dungeons and WvW. You already can travel untouched in this areas w. SB and stealth.
Dunno about s/tPvP but hey, you can nerf it there.
There’d be no way to “nerf” that kinda signet in spvp without simply removing it all together. Permastealth doesn’t fit the thief playstyle in this game (although atm it is possible but not intended). A 15-20 second stealth elite skill that just stealths the thief could be good, but idk an appropriate cd for it without making it the “obvious” choice and potentially op. Stealth isn’t op, perma stealth would be however.
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Flatbow, lightweight long range bow. Its a cross between Lb and SB. Fast projectile speed, I wana say low arch but I think gw1 had it as a high arc travel path, long range, moderate dmg (less than lb). Attack speed would be like sb for thief. Could make this weapon for thief anyways, give them this or Xbow as a 1000 range weapon and I’m sure ranger wouldn’t mind this.
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I think the point of AR was so ascended gear doesnt lead to a treadmill that many people do not want to deal with anymore. I like the agony idea, not to mention they gave us more than just AR as an upgrade for the slots.
And MF is a myth, I did fotm 18 with only 18% mf from a food item and in 1 run got 2 exotic skins (mael something (dagger) and Eir’s Longbow along with some cores and several blues/greens for sale. I made over 15g from 1 run vs the dozens of runs I did with my mf set (120%+ MF with food) and getting nowhere near close. Just sayin
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i dun care.
i still want laurels.
it is a good idea to me none the less!
but thanks for the feedback everyone! keep them coming!
Again, spoiled as a kitten. You are entitled to your opinion but dismissing others because they don’t agree with you in no way makes this thread progress. The other 5+ posts from you all say the same thing, you want laurels from spvp. It was stated in your title as well. Other than,“It would be nice, and you should add it so people can get laurels quicker” you should find a better arguement for this. So far the majority(not recounting multiple posts from the same ppl or me) doesn’t seem in favor of this :/
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No to stealth reveal skills no matter how minor. It would break the profession. 1 minute stealth elite? probably too much but 20 seconds for a 2-3 second channel time (so easily spotted) could be acceptable. Maybe even make them take extra dmg while they channel it.
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Stealth reveal would break thieves hands down and make the profession entirely useless. I wish people would stop treating stealth like Invisible=invincible. Like MatyrGustav said, if they run away from the point(can’t contest or cap a point if they invis) you won. If your glass cannon vs a stealth spamming thief yeah chances are you’ll die but there are soo many ways to track an invisible player if they are alone (no add ons, clones, etc). Just ask around.
The way the stealth mechanic behaves needs no change, however the durations/cd should be adjusted so it is more of an opportunity to pick out your target and not some 3-4 second process you must decide to either re-engauge or go back into stealth. The time between stealthing and the durations should both be slightly adjusted (up) so the thief still gets that escape artist feel while feeling like the assassin they should. Perma stealth? absolutly not, but 3 seconds? It kinda forces some thief builds to spam it otherwise become super easy to target/kill (our health pool is incredibly low, even full vit gear I only get ~20k hp). Base should be 5 seconds, stealth debuff should be like 6 or 7 seconds.
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Thief====
Shortbow:
1. Fire a lightweight brittle arrow. Cannot be reflected (will still break against reflect skills) Range 1000.
1.(stealth skill) Shoot out 2 arrows in rapid succession, crippling your foe for 2 seconds each successful hit.
2. Ambushing shot- Fire a quick moving arrow, deals bonus dmg (10%) if your elevation is higher than the target (atleast 150 units higher). Range 1000. Costs 3 initiative.
3. Follow through- Fire an arrow that causes 3 stacks of vulnerability for 6 seconds. Costs 4 initiative. Range 1000
4. Thorn wrapped- Fire a spiked arrow that splinters and bleeds target foe and sticks into the foe for another 3 seconds(does not stack, refreshes). While in the foe, blast finisher skills will inflict another stack of bleeding for the same duration. Bleed duration 2 stacks for 5 seconds. Range 750. Costs 4 initiative.
5. Retreating arrow- Fire a weakening arrow and roll backwards. Skill shot. Weaken duration 3 seconds. Costs 6 initiative. Range 1000
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And like someone have already mentioned if they get nerfed this will make other more defensive builds overpowered.
I am not suggesting to nerf the overall damage, just the burst. The overall damage would remain roughly the same. Please explain why defensive builds would become overpowered if the excessive burst damage would be toned down a bit.
Because then they would be closer to these burst classes while maintaining high defences. Shouldn’t see the best of both worlds in pve or pvp, and glass cannons generalyl don’t. Some builds do, but I hardly see crit dmg as a problem (especially in spvp, where it is capped really low).
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…..How about no? Maybe your the minority and should play thief if you honestly feel like this is helping them.
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Before I begin (many who know my name, if you do at all, know I like to keep things as clean as possible) let me state that I do not suggest these as near future skills. I don’t even suggest these to be necesary, BUT (notice the capital letters) if new skills were to be added for example from future expansions like Cantha or what not, I’m sure many people have thought of a skill or two they would like to see or atleast test out. With that being said, post your skill suggestions here! ^^
Please keep it clean, and try to combine the profession this skill would go for. This is for weapon skills (not new weapons, but for current weapon selection), utility, maybe healing, and elite skills. Also, if possible, make a category of the skill (for example, deception is a category for thief atm, or survival for ranger, or cantrip for ele). The point of this being if they add new skills, traits should affect them accordingly so before you post, put some thought into them, this is for new skills not new traits. I do not suggest posting how to aquire these new skills although I’m sure many have input on this topic. Format your ideas however you like, but try to keep it organized
Ranger=
Elite- [Comfort]Resurrect your current pet. They come back with 100% health and all skills of theirs are refreshed and they take 50% less dmg for 5 seconds. (Cooldown 1 minute, 3 second channel time standing still only if the pet is near you)
Shout-[Ascension] Upgrade any spirits you have summoned to heal fully and double their health pool. Additionally, their effect radius is increased (300 units). (Cooldown 2 minute, .5 second cast time)
Survival-[Shot of fate] Your next attack interupts your enemy’s action and if that action was a skill(excluding basic attack), stuns them for 2 seconds. (Cooldown 20 seconds, instant cast) Missing still consumes this effect.
Survival-[Hunt] Become stealthed. You and your pet become invisible and move 20% slower. Your next attack from this has 100% crit chance and counts as a opening strike. (Cooldown 45 seconds, 1.25 second cast time)
Thief==
Elite-[Stalker] Become invisible for 20 seconds. (Cooldown 2 minutes, cast time 2 seconds) While casting this skill, take 25% more damage.
Trick-[Sixth sense] Trick your foe into turning around for .75 seconds and being unable to face you(not a fear where they run from you). (Cooldown 65 seconds, .6 second cast time)
Venom-[Krait venom] Deal 10% more damage for your next 4 attacks to anyone under the effects of a control skill (sink, float, stun, knockdown, knockback, etc). (Cooldown 45 seconds, instant cast time). Missing still consumes the strikes of this effect.
Venom-[Karka venom] Your next 3 strikes transfer a condition from you to the enemy. Missing still consumes this effect. (cooldown 45 seconds, instant cast time)
Trap-[Opportunity strike]- If a foe trips this trap, attacks against them are +50% chance to critical hit. Effect lasts 5 seconds or 5 strikes. (Cooldown 90 seconds, 1/2 second cast time)
Warrior====
Elite-[Morale boost] Remove all conditions from yourself and become immune to cripple, chill, and imobilize for 8 seconds. (Cooldown 90 seconds, 1.25 second cast time)
Physical-[Power within] For the next 4 seconds, any enemy you hit with a melee attack grants you 5 endurance.(Cooldown 35 seconds, cast time instant)
Guardian====
Elite-[Defiance] Passive: Gain protection for 3 seconds when you block an attack.
————————-Active: Reflect the full damage and effects of the next attack against you. (60 second cooldown, instant cast time)
Necromancer=
Well-[Disturbance]- If a foe attacks you while on this well, steal health from them each attack they make towards you(direct dmg only). (Cooldown 60 seconds, 1/4 cast time)
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(edited by NinjaEd.3946)
Thats another point I forgot to add to karka vets. They drop trash. For being the hardest (not that they are impossible to 1v1, but they are difficult) veteran enemy type, they offer no reward. Neither do champions for that matter but still. All in all, this zone could use some polishing and for being level 80, could offer some real challenging, yet rewarding, content so it becomes a minor predecessor to Orr. I dont have to guess when I say this, many people are sick of orr. A large number of players are begging for something similar to the event style of orr but without dealing with risen. Southsun Cove could be that canidate and I’m sure it would succeed if the time/effort invested was worth it.
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1. Karka are annoying. Not the babies, they are actually quite easy and with the right skills you can make them kill themselves. Veteran karka are just downright horrible. 3 layers of health? Evading roll (apparnently you can miss that giant thing when it moves 5 ft to the left), throws a tantrum and has 5 consecutive AoE knockdowns, and the double bounce, and converts conditions on basic attack (so cond builds are near useless or take way longer to kill them). Being annoying enough, they should only have 1 of each specialty along with the layers of health. Such as:
=Special attack- either the double bounce kd, the 5 aoe knockdown, or the roll
=Movement- Either evade while it moves(from roll or sidestep) or knocks back when it moves (if you are in the way of the direction it is moving, your are knocked back 400 units for .5 seconds until you are out of its way.
===Basic attack- Either immobilize on basic attack or convert conditions on basic attack
They shouldn’t be given the best of both worlds, unless its a champion karka which then give it all since they should be challenging.
2. No events that are rewarding enough. This zone is great for framing nodes, get a little kill variety and done. Nothing to keep you there. The few and proud who farm karka for blood/shells are getting more scarce from what I’ve seen. Point being, they need more events here, and better rewards for them depending on how long they last. Could introduce a world event chain centered around a plot by pirates to take over the island for a hidden treasure they heard about. Or introduce a small chain event where the champion karka in the hive is spawning multiple karka and you must lead a team to enter the hive and take it out (could make the asuran lazers availible momentarily while you work your way in, make them do a considerable amount with a long cd like 1 minute). Simply put, this island has soo much room for more events and no corner should go untouched by them.
A new permanent zone was released, and it feels like its impact on pve players was so small the blurr that used to cover that area on the world map still seems visible. Please make this place worth the effort, especially since it is a lvl 80 zone.
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If you want to see this “role” taken out, do higher level fractals.
That’s not what I wanted, congratulations in not reading my posts where I specifically said I did not want this… Twice infact.
What your asking is just ridiculous, glass cannons sacrafise many things to get that dmg. People choose (keyword) glass to speed fights up. Most people however don’t understand how squishy they become and can cost your party a wipe or two. Berserker isn’t required, just as skipping groups of enemies in exp dungeons isn’t required. People just like to do it to speed things up but clumsy mistakes will overall slow you down much more than playing it safe (in some dungeons). You can just as easily wiggle things down with power/prec/toughness if you wanted, but you will still have to dodge a thing or two.
On a side note, kudos to the people who don’t go for the quickest route and actually do all the events in exp dungeons.. I praise you and wish I found you more often.
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i am sure there will be people who support this.
I wholeheartedly do not support this. sPvP already gets all gear, you don’t need laurels.
but it would be so much nice to earn laurels from daily monthly spvp and those laurels can be used for pve rewards.
this way, people who spend time doing spvp daily and monthly will get to enjoy laurels too!
wonderful idea!
Maybe your opinion, but again it doesn’t make sense to make this 1 thing in spvp offer pve rewards. It isn’t fair to people who could care less for spvp, and it makes end-game that much less significant if it could be done in 7 days. Laurels, atleast everyone is on the same page and they don’t have to go out of their way to do something like wvw or spvp to progress faster in pve. Yes, to many the pvp daily is quite easy to get. But we arn’t the entire community, so the other portion who don’t give a kitten would feel saddened that pvp players can progress faster than them on something pve related.
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To help with thief vs trap ranger, utilize shadowstep (not just the utility skill, but shadowstep from anything). Now if they sit right on to of their traps thats different (and sort of foolish) but you can just lay down aoe effects and kick them out or equip scorpion wire to pull em away. I say shadowstep in the event that they place the traps between you and them which teleporting just skips over all of them. If you see them run back to their line of traps, don’t follow.
As cond thief, not using pistols, I do sometimes come across trap ranger’s who make me need to retreat but usually I just keep harrassing them and dodging. Even with that currently broken trait that removes conditions I can still stack them often enough to make him/her retreat and chase them down (stealth + sb is great for chasing).
Best thing, is to not melee a trap ranger if they decide to sit on their traps. You will likely die or need assistance. CC them away from traps or teleporting over them is the best advice I can give (I played trap ranger for awhile and it seemed a little too easy sometimes)
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Necro, ranger, thief, warrior, ele, engineer, mesmer, and guardian, are all OP. Or so the community says so. Honestly, I dont see necro as generall OP, just that they excel at surviving (lich form and conditions). Just like thief excel at burst/mobility, guardian excel’s at staying alive, staying alive, ah ah ahyeah.
Ele on the other hand excels at everything but this isn’t the place for that list.
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From the few items I had in my bank to begin with, and after buying the rest to finish the recipe, I spent around 20gold for the Malign Infusion. Felt satisfied, never having to worry about that piece again. Then I started up Fotm a lil more (ran outa things to do in pve)and realized, groups at 20+ do not accept you usually unless you ping 20+ AR. So I asked about upgrading a ring, as it is much cheaper than upgrading the back pieces. Turns out upgrading them removes the current infusion upgrade :/
Considering how much it costs to get these upgraded infusions, and I didn’t really see any heads up of this happening can the Mystic forge recipes for ascended items NOT remove upgraded slots? I’m really heartbroken that I will have to spend another 20+ gold to get that item out. Or just allow us to salvage rings so I can remove the upgrade, the rings are easy to get again anyways but the upgraded infusions are very costly.
I understand there is thread very close to this (about salvaging rings) but that post is more about getting tier 6 mats and ecto. I would just like to keep my upgraded slot from the forge recipes without having to salvage(which can’t be done anyways atm).
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(edited by NinjaEd.3946)
This would probably lead to a lower drop rate of ascended rings then, but its not like we don’t have a dozen already. +1
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I found duelling in other games an annoyance in populated areas. If they do implement it in GW2 there ought to be designated areas (ie Arenas and quieter corners of the maps). Any players duelling in towns and settlements ought to run the risk of some NPC guards spawning to cart them off to the dungeons. There they would either pay a fine (level based) or get a 20minute lockdown in the cells.
Just out of curiosity, does Anet have a Jail system for bad ppl? Like a liongaurd lockdown in a cell that you can’t teleport out or anything and a GM stops by to see if you learned your leason yet? I have come across many map chats (especially in Queensdale) with bad kittens who probably woulda enjoyed such a place ^^
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Id rather see a quest line for tier 3 cultural armor rather than putting a price tag on it. Too late for that however…
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I have to say, glass cannon is absouletly fine as is. They have to sacrafise HUGELY in defences (vitality, toughness) to get that. Since this game allows dodgeing, which completely negates all dmg/cc effects no one can say they dont die. It just means they are skilled and understand the mechanics this game has to offer.
If you want to see this “role” taken out, do higher level fractals. You won’t see glass cannons that often in higher levels since the events in there get much to difficult even with a high amount of AR.
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As long as this was exclusive to persay the arena in Black citadel, and therefore was optional I wouldn’t mind. But ppl running around randomly requesting a duel would kitten the kitten out of many people.
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I am completely fine with no skills while on the surface of water but can we atleast dodge? It seems a little silly to make this the most vulnerable way to get around. Sure you could just stay underwater but sometimes you may need to poke your head out and get a clear view of what’s ahead.
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I know its been suggested, but I would kill for a boomerang…. suits my thief soo much better but maybe it would suit a “trick” utility skill rather than a dedicated off-hand.
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Some mount posts go down a normal route that can be debated, half the posts I see here are requesting a flying mount… really no discussion here. They have stated specifically, no to flying mounts. And the broom isn’t a mount, your slow on it and using a skill or dodge or being hit removes you from it so unless your idea is to run out of combat to re-equip town clothes to sail across tyria (can’t even enter water with it) then go ahead and live your dream.
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As to Guardians/Elementalists bunkers, yes if they mess up they die to me. There is no taking a 100 blades combo to the face and surviving for them. They slip up they will die.
.
100b isn’t that threatening, as most warriors just try to wing it and end up falling to their knees begging the other player to give them another month to learn. I watched my brother on his engineer take a full 100B channel (stun breaker was on cd) and he only got to about half hp. We then proceeded to picking the armor bits off the warrior as he tried limping away. Considering how quickly he died, I bet he was using berserker amulet. 100B warrior get easier to counter as days go on since most people just look online for some youtube hero build and disapoint themselves over and over…
Still nothing comes close to berserker HS thieves and how laughably easy it is to kill them.
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Maybe warrior can have a choice between their main or off-hand burst skill (shield burst skill could be “Stand your ground!” and create a slightly larger wall that abosrbs projectiles (not full wall size). But ele can already refelect projectiles, engineer can hide behind turrets if they must or use shield, Necro can hide behind minions if they must or just survive since they do that pretty well. I don’t think all professions NEED a wall skill but it would be nice to see an extra 1 or 2 if they ever release additional skills with future expansion packs.
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I agree, even though I understand the premise behind adding them to TP, as it is to allow the casual player to the ability to gain a legendary. .
Legendaries arn’t a requirement to play this game, so it shouldn’t be something a “casual” player can buy, literlly. There are too many games out there that just make endgame (skins being gw2 endgame, not a bad system actually) with a purchase price. There things should be worked for, especially if they are only optional and offer no real benefit other than to look cool. Some things are fine to be bought but for how awesome legendaries sound and some look, they arn’t living up to their title the way they are now.
Removing their TP value would be a start but future legendaries need some adventure or story to be told while getting it, not melting metals and some dungeon items and “lavateh las manos! you got a legendary!” World completion requirement for legendaries was a great idea but everything else is just grinded or bought. Sure it takes time, but I’m sure many who don’t want to work on a legendary choose to because it would mean spending weeks/months grinding for items that would bore them half way and just give up.
break. I feel like they should be back by now..”
Stealth should not be able to hide smoke and/or flames from burning damage
Stealth should not be able to hide blood (damage)
Stealth should be used as an escape mechanism, but deactivated once hit againIn real life scenarios, if your cover(stealth) is blown, then people know where you are. That simple principle should apply to the stealth mechanic in the game as well. There is nothing more annoying than looking at your damage log, seeing that you’re hitting something, but don’t know where it is. The inability to be able to find your target, after contact has already been made, leads to shooting blindly into the area around you and ultimately turns you into a sitting duck.
Slightly, and I mean slightly, increase the cool down on stealth, and change it to where stealth is deactivated upon taking damage, and the issue with ‘perma-stealth’ thieves will be no more. Just make the cool down long enough for the client to cull the fall back model for more than half a second…
This isn’t real life OP. More importantly, if someone was on fire I think being hidden would be the LEAST of their concerns (if you wana relate this to RL). Stealth should behave how it does now, there are numerous ways to track a thief or mesmer who is stealthed, just gate get creative(for example, traps or ranger warhorn 4 skill, mesmer GS lightning crap w/e it is called keeps channeling onto them as does ele lightning from Scepter main hand. Many ways)
I don’t agree that stealth needs a longer cd, unless your refering to the time between stealth which I agree then. Popping in and out of stealth is very lame and lackluster in 1v1 fights. I retired my stealth thief in spvp because it was too common and just annoying, not to mention I couldn’t really get the stalker feel of going stealth.
I think the time between stealthing and the duration of stealth should be adjusted, so it becomes more of an opportunity strike and not some nuisance. If stealth skills lasted 1-2 seconds longer base (not including minor trait for 15 in shadow arts) and the time between stealth was 7 seconds it could be just what people need to stop hating us thieves. Really wish the Hidden Killer trait was reworked though, like 10% crit chance every second you remain in stealth (caps at 100%) and upon exiting stealth retain that effect for 2 more seconds. Could make for amazing openers and staying in stealth would be more common than popping in and out.
break. I feel like they should be back by now..”
I suggest a search bar, that shows us posts related to what we may be requesting already O.o
But seriously, use the search bar pweez This topic doesn’t need to be reposted every day :/
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You do realize that isn’t a reliable stolen skill? If they wana target a mesmer (which btw in spvp are extremely annyoing for thieves, we usually spec single target dps and killing the dozen or so clones is ridiculous in itself) with steal every 40-45 seconds let them. If other people find this to truely be game breaking on thief, maybe give more than 1 stolen skill per profession but nerfing it is just silly and unnecessary.
break. I feel like they should be back by now..”
Best advice OP, test things out. Keep testing them out. I said," to grenth with the internet and its lies, I’m making my own build". It may or most likely has already been thought of but I don’t sweat it. I experimented, adjusted to w/e it was that I was missing. Internet builds are usually cheesy and work sometimes but you arn’t likely to have fun with your profession unless you try things out yourself. If you want to play a burst thief I would do 2 things
1. Pick your fights. Don’t jump into group fights if you know you will die in there.
2. Pick your target. Look for a light armor profession or someone with low health. With only a few seconds on stealth, it may be difficult at first but you will get the hang of it. If you can master this you will truly feel like you assassinated the enemy and raise your ale to the victory.
If for whatever reason you are unable to finish an enemy off (downed state)such as too many enemies around or your low health, don’t risk it. There are other fights to be won, and it isn’t worth tossing your dead body into someone’s lap. I retired my power thief, didn’t really care to spam stealth anymore but it suits some. When I did play power thief, I looked for people who were alone or low health and I would blow their minds in seconds. Also, never spam HS. Use it as the last few hits (it does more dmg the lower health they are) or as a gap closer. Iniviative isn’t limitless so saving it for escape/dodge skills is important. Also ALWAYS keep atleast 1 stun breaker in utility(steal with a certain trait technically behaves like a stun breaker but you just sit there invisible) and a good escape utility skill either a retreat skill or a stealth skill.
Leaving shadow refuge b4 the circle effect ends will reveal you. IF you chose this utility skill, do not leave the circle. If you are getting pumeled by attacks while in there, go to one end of the circle, and dodge towards the center to maintain the stealth and avoid an attack or two. Once the effect is over, you are free to run around but do not shadowstep anywhere, that also reveals you
Hope this helps ^^
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
I want to remove / make optional the ranger mechanic because I play GW1 as a Ranger/Mesmer and never had a pet (except Pre-Searing start area). I was my favorite, barrage ranger, echo trap ranger mmmmm….. donuts.
I remember the days of GW1 ranger… ahhh (only had proph so I’m sure it woulda been twice as fun) but I liked their old system for ranger much more. It allowed for pets, spirits, etc. But you weren’t bound to it. You could spec in many ways, such as interupting skills(not reasonable here but it was A option) or your own dps and say forget this pet, back to your cage!
I dearly miss finding elite skills as well :/ Now we just level, get some magical currency and vwala, it is there now!
In response to Wanderer, I dont see targeting a pet effective at all. If they spec BM, they can summon the other pet and the other pet comes back fairly quick. It’d be like telling someone targeting necro minions is more effective, well if you mean single targeting the minions then absolutly no, but AoE maybe. The ranger has some very strong traits/utility skills but thats not to say they are unkillable. Even really good trap rangers(hard to say that without smacking myself) drop if you know what to do (pst, don’t walk into their obvious traps and use pull/teleport skills if you have to rather than running striaght at them or leaping.)
killing a pet forces a swap usually, and that’s a 60 second cooldown.
If you kill both pets, you’re probably looking at 30+ seconds without condition removal and the extra damage, it is a valid tactic.
That still means the ranger themselves was hitting you, and I’m sure they packed some punch to keep you at bay. Unless your glass, which would be silly, your not likely to kill both pets THAT quick unless the ranger was afk and the pet was on passive. If someone specs in BM, they more than likely try to keep that pet alive and will have the healing/utility skills to help them out.
It may seem good but I have targetd a pet before, they take a ton of hits (usually ppl run atleast 1 bear) and the ranger keeps wailing on ya. In the end, I just ignore that dag nabbin mamal and move to the sorce of the dmg, the Ranger. If they die, the pet dies. If ranger kites you while pet eats you, you have been outplayed and should rethink your strategy. Doesn’t always work but anytime I target some summon/ally it just ends up wasting my time/cooldowns.
If I can kill a pet as a full Apothecary wearing Ranger, you should be able to do it.
Also you’re throwing two different Ranger builds in the post.
Trap Build = Easy to kill pet, and what people complain about.
BM Bunker build = Bunker Spec, should be hard to kill.
I didn’t talk about trap build there, lol. By utility I mean skills like the signets or LOL spirits. Troll unguent works well but healing spring for that initial heal. Traits are a whole nother story.
You may be able to kill 1 pet really quick, but you most likely wasted either multiple cooldowns or initiative (depending on prof) which would of been better off taking down the ranger who thinks their pet will cover them. If your cond built well that cond transfer trait is kinda your enemy but power builds shouldn’t have an issue.
I have killed rangers with cond thief b4 and I clearly saw them spec’ed in pet as other ppl were attacking his/her bear and it wouldn’t go away for a second. Just never really saw the point in targeting addons in spvp :/
Quite honestly I’m shocked anyone claims ranger to be OP. They can be annoying, so can mesmers, so can ele, so can necro and guardian and engineer and thief…. they are all considered to some “annyoing”. They just need more competitive builds but trap rangers arn’t hard to deal with if you got teleports or you avoid walking straight into their pit of death they laid out for you. I made a ranger build that focuses entirly on 2 things for me, cond dmg and pet survival. No traps in my build or entangle and I have fun with it. Would it be at par in tpvp? probably not
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
Please, we don’t need more obnoxious stomp moves. Should be discouraging this kind of play and utilize that dodge button a bit more(just about every down skill that dazes/fears/knocks back/knocks down/etc is really easily spotted and shouldn’t be hard to trick that player.)
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True, but here is one piece of advice, if you’re melee. Aim your camera a little down so only (or mainly) the target is visible, then tab. Tab only goes to what is on your screen, so if you block everyone else out it still works well. In a bar fight of chaos well I wouldn’t want to melee unless your really good at surviving, so would usually be best to switch to range for a bit or focus a weaker guy and find an alternate route to them. In spvp it can be a little hectic to target the right 1 with tab, but in tpvp there isn’t that many people so that open space should make for an easy tab or mouse click.
break. I feel like they should be back by now..”
I want to remove / make optional the ranger mechanic because I play GW1 as a Ranger/Mesmer and never had a pet (except Pre-Searing start area). I was my favorite, barrage ranger, echo trap ranger mmmmm….. donuts.
I remember the days of GW1 ranger… ahhh (only had proph so I’m sure it woulda been twice as fun) but I liked their old system for ranger much more. It allowed for pets, spirits, etc. But you weren’t bound to it. You could spec in many ways, such as interupting skills(not reasonable here but it was A option) or your own dps and say forget this pet, back to your cage!
I dearly miss finding elite skills as well :/ Now we just level, get some magical currency and vwala, it is there now!
In response to Wanderer, I dont see targeting a pet effective at all. If they spec BM, they can summon the other pet and the other pet comes back fairly quick. It’d be like telling someone targeting necro minions is more effective, well if you mean single targeting the minions then absolutly no, but AoE maybe. The ranger has some very strong traits/utility skills but thats not to say they are unkillable. Even really good trap rangers(hard to say that without smacking myself) drop if you know what to do (pst, don’t walk into their obvious traps and use pull/teleport skills if you have to rather than running striaght at them or leaping.)
killing a pet forces a swap usually, and that’s a 60 second cooldown.
If you kill both pets, you’re probably looking at 30+ seconds without condition removal and the extra damage, it is a valid tactic.
That still means the ranger themselves was hitting you, and I’m sure they packed some punch to keep you at bay. Unless your glass, which would be silly, your not likely to kill both pets THAT quick unless the ranger was afk and the pet was on passive. If someone specs in BM, they more than likely try to keep that pet alive and will have the healing/utility skills to help them out.
It may seem good but I have targetd a pet before, they take a ton of hits (usually ppl run atleast 1 bear) and the ranger keeps wailing on ya. In the end, I just ignore that dag nabbin mamal and move to the sorce of the dmg, the Ranger. If they die, the pet dies. If ranger kites you while pet eats you, you have been outplayed and should rethink your strategy. Doesn’t always work but anytime I target some summon/ally it just ends up wasting my time/cooldowns.
break. I feel like they should be back by now..”
Imagine if traps on thief actually did something worthwhile O.o
Or if warrior could go mobile instead of only being able to play brutes O.o
The possibilities….
break. I feel like they should be back by now..”