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I actually read this thread, unlike others.
I agree with a lot of your points, however, burst on the warrior is ridiculous; THE PROBLEM WITH IT IS THE FACT THAT IS CAN BE DODGED/BLOCKED WAY TOO EASILY.
Any bad PvPer that doesn’t dodge/block my frenzy 100b takes up to 16k crits from my build at the end. That’s ridiculous. The problem is 90% of the time the 100b doesn’t finish because it’s dodged out of, evaded, blocked, etc.
Try Shield Bash + Eviscerate.
Shield Bash + Eviscerate with Unsuspecting Foe gets some pretty kitten high hits. The problem is that SB has 25 (20 if traited) cooldown.
Also, Volley with high crit rate is pretty mean.
Um… not a good idea.
What about using two legendaries that both have different footprints?
From the FAQ on GW2BuildCraft:
Effective Power = Power × [(1 – Critical Chance) + (Critical Chance × Critical Multiplier))] × Damage Multiplier
That is, Effective Power takes into account your Power, a damage coefficient and the additional damage gained from critting.
I know all that. What I’m asking for is the ability to permanently boost my speed without having to spec heavily into one trait and carry a specific weapon, like I can with every other class I use.
Warrior doesn’t get that, though. You’re going to need a Warhorn or swiftness runes for permanent Swiftness off of Signet of Rage.
I don’t wvw too frequently but I have accumulated a few stacks of badges.
An issue I have is I don’t feel there is very much variety in the ways to spend them.
-I do not want a legendary.
-PVT gear is not very appealing to me.
-I can obtain siege weapons from the JPs so that is not an issue.Simply allowing more stat combinations, ascended gear, consumables, and more armor/weapon skins (already ingame) would help me greatly in being able to spend my badges on things that I would find useful.
They already allowed more stat combinations. You can now get Invader’s, Knight’s, Carrion, Clerics, Berserker’s or Rabid exotic armors and weaponry.
There is also a ton of skins that you can buy.
One thing that I found to balance the expenses was to check everything on the TP before depositing it into Collectibles or NPCing it. Of course, anything that I am not going to be using in the immediate future gets sold on the TP if it has a significantly higher cost.
Also, just dillydallying in Orr or WvW gets much easier when you realize that you can sell the Heavy Moldy Bags and Heavy Loot Bags for like 3 silver each.
I have been storing mats rather than selling them in order to up my crafting skills later without having to buy everything.
Other than Legendaries, there isn’t much reason to level crafting. Crafting gives good experience and you can make your own gear, but most of the time the materials are worth more than the end gear. And there is no difference between a piece of gear bought from the TP and one you made yourself.
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The leveling is there only to establish some kind of progression. You level up, you gain access to better gear and you can safely adventure into new areas.
You’re saying that downleveling takes away the sense of progression. Well, I can say that same about things that do not depend on levels. Let’s picture the game identical, except that your starting level was 80. What has this changed? Here’s a quick list:
- All gear with 0-2 mods has been turned useless
- Skill progression down massively due to having instant access to all utility slots and the elite slot
- Gear progression down massively due to only having to go through white>fine>masterwork>rare>exotic on level 80
In essence, the only sense of progression you would get is from acquiring the next tier of gear or acquiring skill points. Also, since you’re now level 80, there would be very little point in exploring the world, as you could go anywhere. You can bet that most people would find the shortest possible route to Orr and unlock all of the dungeon waypoints and pretty much never go anywhere else.
On the other hand, having levels but not having downleveling causes the standard issues of higher levels meaning less to do in lower zones and the endless boredom of a high level player playing with a low level friend.
Downleveling results in all the zones staying enjoyable and it allows you to participate in the lower level content without trivializing it for the others. And that promotes the social aspect of an MMORPG, which I think is pretty important to ANet.
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No.
That would devalue and defeat the purpose of Legendaries. Not to mention all of the more expensive exotics.
(ie. shouts would be affected by Restorative Strength)
Lol, do that and make it so that the removal on Soldier Runes comes after that. You would make a lot of warriors happy.
These topics always make me ask myself some questions: What kind of life are these people leading? Why do they, in their busy lives, cling to completing the dailies so obsessively?
Because the only way I can see people having that little time for the game is if they have a busy social life or if they’re working like 40 hours/week.
But hey, at least you’re not asking for the dailies to roll over. Or asking for them to be rolled into a single weekly.
For me personally, the dailies reset at 3:00 in the morning, so that’s not really a problem.
But yes, as Rhysati said, the dailies are reset and the options for the next day are rolled for all the players. That could cause some issues. Heck, since we have seen that monthlies tend to follow the dailies in the edits we get, you would have to assume that such a fix would be done for the monthly as well. And boy, you could exploit the crap out of that.
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I make alternative versions.
- My usual username is Olba, but I think it was taken
- Olbaze is something I’ve used elsewhere and that’s what I use on my Warrior.
- My 2nd character is called Baeol, which is just taking “Olba”, making an anagram and adding in a letter (a la Kingdom Hearts 2)
- My 3rd character is called Olba Zemini, but he’s an Asura so it’s just a pun on him being “mini”
- My 4th character is called Olbazero, where I obviously filled in the suffix -ze to make a full word
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I remember a lot of builds during BWE were 5 or 15 or 25 in traits because the majors weren’t usually good enough to want three of them. So I’m glad its different now. However, some of the tier 1 and 2 major traits are incredibly underwhelming.
Some are underwhelming, while others, such as Forceful Greatsword or Shadow’s Embrace are key players to specific weapon sets or playstyles.
While I’m not sure the OP’s idea is the way to go, traits need an overhaul. Why are some trait lines consistent with regard to weapons and types of skills (i.e., the traits to buff weapon x are all in the same line) while other weapons and skill types are spread all over the class’s trait trees? This makes some trait lines inherently superior to others. Also, why are some minor traits useful and some terribad (5 points can get you regen at 90% health or a short-lived minion that is more trouble than it’s worth)?
The trait system seems like it was a work in progress whose progress was interrupted by launch.
In most of the offensive cases, the spreading of the traits is directly related to balancing. In some cases, such as Tactics for Warrior, synergetic traits are clustered together to make a specific type of traiting more appealing.
I’m not saying that the trait system is perfect as it is, but I can definitely see a philosophy behind them.
OMG, what i am saying is, is that Banners should take on the physical tooltip when powerful banners is activated. Throwing Bolas is a ranged skill and so is activating a banner utility, your throwing down a banner into the ground.
That would be pretty imbalanced. For one, the banners have a duration of 95 seconds, but with a total of 40% cooldown reduction, their cooldown would be just 72 seconds, allowing for 23 seconds of having twice the effects.
Also, it would make the damage from Power Banners rather imbalanced, considering that you can put up 4 banners in a quick succession.
I’m not quite sure, but isn’t server transfer from Europe to America impossible/disabled?
That’s only a limit for guesting, not actual server transfers.
you don’t get it……
You’re the one who’s misunderstanding Physical Training. It only applies to a specific type of utilities. If you look at Warrior utilities, you’ll see that the description starts with one of the words Physical, Banner, Signet, Stance or Shout.
Physical Training only applies to the type of utilities that fall under the Physical category. It has nothing to do with dealing physical damage. The wording is just confusing, it should be “Physical-type utility skills” rather than “Physical utility skills”.
No.
You’re supposed to go into a traitline for the traits, not the stats. Your stats are supposed to come from your gear.
And if you implement something like this, it’ll only be a matter of time before people start asking for the same for minor traits. And then asking for the ability to do something ridiculous like choose to have 1 Major trait instead of 2 minors.
The downside would be imbalance. As proof of this, look at the number of builds that get specific major traits for their builds. Things like Healing Shouts, Berserker’s Power, Mug, Meld with Shadows. Also look at how many builds are using 30 points into a trait line and not using either of the Grandmaster traits in that line.
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Yeah, I know, but how much more ppl do I need to revive?
I know its like 1000, but how far have I done?
Hero Panel > Achievements > Community > No One Left Behind, tracks your revives until you hit 1000.
1462 @ level 80.
It actually depends on what the OP is asking.
To get to base 30% crit rate, you need a total of 1,462. 1,042 if you happen to have Fury.
However, to get a flat +30% crit rate at any point, you need 620 Precision.
21 Precision for 1% crit, btw.
Get over it. Getting good loot drops is a large part of the fun. If your theory is so accurate, then why is everyone clustering at chest events and 98% of the map is empty?
I am not playing the wrong way, I try to play all over the map. Furthermore, who are you to tell people that they are playing the wrong way? You have a lot of audacity.
Last but not least, This game is more fun where there are people present. Yes I am there for loot but I want to have fun too. Ever try to solo a Champion? Not gonna happen.
This is what I am talking about.
And my personal experience is that a lot of the fun stuff I’ve done has been about difficult battles, such as facing against a Champion with just one or two other people.
Also, the scene that you see in PvE is not representative of the playerbase. Not at all. There’s plenty of people who are doing dungeons, plenty of people who are in WvW and plenty of people who are in sPvP. Now I don’t know about you, but I am pretty sure that people don’t play sPvP for the rewards. Same for WvW.
It is funny that you never had heard anyone justify it when you already said the reason yourself.
Well ok, add in the word “properly” and my point is made. All of the justifications I have seen have pretty noteworthy downsides to them.
So what then? I go to one of the few places that people cluster for events. I start having fun again and Boom DR kicks in.
If your fun is tied to the quality or quantity of drops you get, you’re playing the game the wrong way.
other than your 1 point about commander tags your entire post was all about my numbers. my numbrs had nothing to do with anything, except as an example. therefore. troll
I also asked the following:
- Clarify exactly what the debuff does
- Clarify how the debuff would function at limit values
Both of these are crucial to understanding exactly how you’re picturing this debuff working.
I also pointed out that it’s not going to achieve the result that you think it will. The big, unorganized groups won’t stop even if you put in some soft cap. The big, organized groups will be using strategies like spreading their people to multiple locations or having others stand by at the nearest location that is outside the debuff limits waiting for people to die so they can be replaced.
maybe you like being UNABLE to use skills or anything else during 50+ vs 50+ zerg fights, but I don’t, and im guessing the vast majority of players don’t either, if all the complaints in chat during these fights are any indication.
Well I dunno about you, but the only time I experienced significant “lag” was when I was dumb enough to participate in an assault of Stonemist while running maxed graphics.
if all you are going to do is TROLL, I would ask that you please do not reply to my posts. If you had constructive criticism, or suggestions on how to improve my post please post those, otherwise just leave me alone troll
Excuse me, but even if we disregard my questions about your specific numbers, you have not addressed the other issues I raised.
It’s not very nice of you to call someone a troll just because they point out that your suggestion isn’t flawless.
Well, it’s a bad idea for starters.
But let me ask a few questions:
- Why 20? If you ask me, 20 is plenty of a zerg.
- Why 2%?
- How would it be counted? Are we talking 20 people total? 20 on one side? 20 only if it’s in a squad? That is, would the debuff be in effect if you had a 20v20 battle?
- What exactly does the debuff do? Lower damage? Lower armor? Lower every stat?
- What would happen when there’s 70 people? Would everyone’s stats get reduced to 0? In the same fashion, what would happen when there’s 71 people and the reduction is over 100%? Everyone just falls dead on the ground because they have <0 hp?
Now for the reasons it’s a bad change:
- Commander manuals allow for massive squads. Nerfing massive squads when it takes an investment of 100 gold to make one in the first place isn’t going to work.
- The soft cap isn’t going to stop people from grouping up. If you make the cap and its properties known like that, it’s easy to calculate exactly how large your group can be. For example, your 2% debuff means that we just have to solve the equation (20+x)(1-0.02x) < 20, which gives you x = 30. So it would mean that only once you have more than 50 people, it would be worse for you to have any more.
- Even if all the groups would be just 20 in size, if you have resources of 200 people, that means 10 such groups to go to different places, rather than all 200 going to one place. Or you could even have reserve groups waiting to fill in people once they die.
Well, there is pros and cons on inspect, but if there will be option to not allowing other players to do that will be great too.
Honestly, I have never seen anyone able to justify inspecting. And you’re not doing it either. Just to humor you: What makes you believe that in a pug, you wouldn’t be demanded to allow inspecting to join the party? And let’s be honest here, even if you’re packing full exotics, you still might get crap from people because you’re not “doing it right”, such as not having Berserker gear, or having MF items or having defense-oriented armor (Knight’s, Soldier’s, Giver’s).
And honestly, I don’t like the idea of inspecting even if it’s just skins. I think that the customization in the game is wonderful and not copying others’ styles is part of that. Honestly, if I ran into someone who used my exact skins with the same dyes or a similar dying logic, I would be pretty upset.
And about the teleport – there will be teleport – but not to LA! to the last place the player has been… well i use that thing either (getting to WvW and than to LA) but its not reasonable that you get inside WvW and there is no way to get out to the place you were before.. it suppose to be like an instance or dungeon.. that’s all. other’s opinions’?
You can already return to the place that you came from with various mechanics in the game:
- Getting kicked out of WvW for inactivity returns you
- Logging off returns you
- Going to the Character Selection screen returns you
Eviscerate – Same damage across all levels of adrenaline. Reduces cooldown based on adrenaline level. So basically if the total cooldown is 10, each stage of adrenaline reduces it by three. (Note that this takes effect WHEN the ability goes into cooldown. You’re not speeding the cooldown up by gaining adrenaline after the fact, you’re causing the the Stage 3 Eviscerate to put the ability on a 4 second cooldown as opposed to 10). This would create scenarios where the player could think “If I wanted to deal consistent damage, I trait for increased adrenaline gain (axes already have traits for that) so that I can do an eviscerate every 4 seconds. Or if I want to do a quick burst, I do a maxed eviscerate, then immediately eviscerate again as soon as I hit one stage of adrenaline.” That allows for higher burst, but then puts the skill on a long cooldown. Obviously those exact values are pretty crazy, and it’d probably be best to increase the base cooldown of the skill in order to make the whole cooldown reduction thing feel more useful.
It wouldn’t work. For one, you could use Healing Surge and Signet of Fury to replenish to full adrenaline quickly, meaning you could do at most 3 Eviscerates in 8 seconds. That’s a ton of damage.
Also, the Grandmaster traits in Discipline would cause even more issues. Quick Bursts would make it so that you could have the same three Eviscerates happen within 6.4 seconds. On the other hand, Adrenal Reserves would make it much, much easier to use Eviscerate.
So the end result would be the Eviscerate would change into something alike to Heartseeker. Heartseeker is designed to be used only when your enemy has low health, but due to its properties and lack of cooldown, people spam it.
Kill Shot – Greatly reduce the charge time and damage, so maybe you only need to stay still for a quarter of a second. The skill doesn’t improve based on adrenaline, but instead only ever uses 1 bar of adrenaline, and has no cooldown. So basically, if you have 3 bars of adrenaline, then you can chain off 3 kill shots back to back. Again, actual numbers would have to change to compensate, this is just from a mechanics standpoint.
Not going to work. You’re basically asking to make it possible for someone to use Kill Shot like 9 times in a row. And all of the adrenaline skills have an effect that gets better with more adrenaline. Your suggested Kill Shot does not change with more Adrenaline. So why would someone store their adrenaline for the higher versions?
And besides, the Rifle already has Volley for a multishot damage skill.
I’m using a Zowie EC1 eVo. It’s not one of the MMORPG mice, but I like it. I chose the EC1 because it’s got a neat coating and the shape is close to the IntelliMouse Explorer 3.0.
My personal opinion on gaming mice is that a lot of them are marketed with useless gimmicks. Things like LED lights, tons of DPI, profiles and macros. My personal experience is as follows
- LED lights can be used to make your setup nice and unified in terms of colour. But that’s not what the setup is there for. It’s like buying a car because it looks nice rather than because it’s a superior car.
- Tons of DPI is only going to be useful if you use a large screen. I personally found that the 450 dpi on my old mouse wasn’t enough to play comfortably on my 1920×1080 monitor. But I’ve never found any need for more than around 1000 dpi. But of course, this depends a lot on personal preference and the types of games you play.
- In the past, I used a SideWinder X8 for over a year and I never used the macro recording functionality on it. Ditto for my keyboard, which I have been using for a bit over two years now.
I’m not going to say that all the functionality that a “gaming” mouse offers is useless. I’m just saying that a lot of it is useless. When I’m buying a new mouse, I always put comfort first. I don’t go for mice that have a shape that I have not used before. After that, I check for some of the functionality that I personally require: a dpi switch for the game that don’t have sensitivity adjusting, two side buttons for internet browsing and preferably two DPI settings close to 400 and 1000.
But I can definitely see why people would prefer having Razer Naga or the G600 for GW2, as you need to move around a lot and there’s quite a few abilities to use.
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Lol, if you could carry banners with you, they would be pretty kitten overpowered.
You would end up with all warriors running Banner of Discipline and Inspiring Battle Standard. Not to mention Battle Standard with Fury, Might and Swiftness.
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A couple of weeks is just fine for a precursor…the precursor is NOT the legendary, it is one small PART of the legendary.
Well, the thing is, that was a very idealized number. In reality, anyone going for a dungeon would most likely be able to get the Tragedy and Justice instantly, leaving them with only the jumping puzzles. And let’s be serious here, I can google “gw2 jumping puzzle” and get guides to their location and videos on how they’re done.
Look, I’m not saying that the Precursors are fine as they are. What I am saying is that any means of acquiring them that is guaranteed can instantly be categorized as either “too easy” or “too hard”. In your case, it’s too easy. I also don’t like people using terms like “fair”: Not everyone who gets a precursor uses it, and yet you don’t see people arguing that freaking lotteries where someone can win millions of dollars is “unfair”.
You can spend all day telling yourself that a Precursor costing 600 gold is too expensive. Doesn’t change the fact that not all precursors cost that much. Nor does it affect the fact that people are willing to spend hundreds of gold in the Mystic Forge.
Since we don’t know the odds of the Mystic Forge, the price of a given Precursor gravitates to the maximum amount of gold that the community as a whole is willing to offer for that specific Precursor. If the odds were fixed, then it would gravitate towards a value slightly over the expected costs, as it would have to total expected cost + primer for guarantee + profit margin.
In my opinion, they should just increase the odds of getting a precursor from the sources that they are currently available in.
You’ll get interrupted. Stability only protects against control effects, not interruptions that occur from taking damage.
adding new donjon
There is such a thing as “serious humor”. Take the mission where you have a drinking contest with pirates as an example. It was hilarious, but also life-threatening, and you were still on a mission to rescue a kidnapped woman.
As for Tybalt, he was my absolute favorite in the storyline. He looks like a bubbling idiot, but he can pull off some pretty neat stuff. And really, it was the main character who screwed up with the conversation at the apple cart, not Tybalt:
Lightbringer Tybalt Leftpaw: Psst. Hey, there. Can I interest you in an apple?
<Character name>: I’m looking for my contact. A member of the Or-
Lightbringer Tybalt Leftpaw: Ack! Ssssh! Apples for sale! Nothing but apples to see here, folks!
Also, complaining about how a character acts isn’t really a valid point. Because people come in all shapes and shades, so you can have anything. I suggest you read the TV Tropes Guild Wars 2 Characters page and take a look at the links that you find.
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That’s not an artificial equilibrium, that’s just an equilibrium, brought about by the supply and demand curves.
Artificial in the sense that by capping taxes, the items currently priced just below the cap would increase. But not because of supply or demand, but because it would benefit the sellers. That’s an artificial price hike, caused by “gods” who interfered with the system.
Prices would only be volatile if supply and demand were volatile.
Supply and demand for every single high priced item is volatile.
-By capping taxes, any items that are placed above the cap cannot have a significant effect on inflation by reducing the tax.
-Cap is low enough to benefit people by allowing them to be flexible with prices, but high enough that it doesn’t remove the gold sink.
I don’t quite get you. What’s your goal with this? First I thought that you wanted for it to be easier to sell high-priced items, but now you want the cap to be “low enough”. So is it stable prices that you want? Because prices will stabilize naturally if there is enough supply.
And low supply for certain items is expected. It’s even desired. It’s called rarity and with it comes certain social prestige that people want.
Again, capping taxes will not increase prices. Again, look at my real-world example, which shows that not having a tax on putting an item on the market does not make toilet paper cost $1,000,000.
Then again in real world you don’t get toilet paper every time you do your homework or finish an assignment nor do you get paid in toilet paper for doing anything productive. And in real world, we do have taxes, and we have even worse measures taken when prices are out of control.
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Well, how would you price it?
Consider the following:
- It should be at least 3.5 silver
- It should account for the convenience of not needing to go to Lion’s Arch
- As guideline of that convenience, consider the free waypointing to LA and the fact that the highest waypoint cost in the game is <5 silver one-way
That brings issues, as for some people, the price of paying that <5 silver to waypoint to LA instantly is worth the convenience, whereas for others its not. So currently the costs of retraiting is either 3.5 silver, <8.5 silver or <13.5 silver, depending on the individual.
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-Again- it’s their choice. It also helps people reach market equilibrium, as previously stated. This is what happens in the real world, y’know.
-Read Reply to 1.
The thing is, if you put in any cap for taxing, such as the suggested 20g, the “equilibrium” that the items that are currently priced within the cap region will be artificial.
Yes, everything that is priced higher than the cap and has significant supply would indeed reach an equilibrium. In turn, the items that are priced below but near the cap would be stuck with an artificial bump in prices and items with high prices and low supply would be even more volatile than they are right now.
And the cap being artificial is kinda bad, because it means that ANet literally has to pick the “perfect” zone for the cap. And since they should expect prices just below the cap to rise, picking the gap is kinda like ANet saying “Yeah, we think certain items in this price range were not priced high enough”. And that’s bad, really, really bad.
On the other hand, 100% dynamic pricing, e.g. “higher means less taxes” would result in prices hiking up, which is obviously bad.
So again, we’re stuck with everything having the same tax, which is the situation we’re already in.
But conditions like cripple and frozen being spammed on you will quickly make you a worthless waste of server space. Too many utilities are needed to survive in large fights to bring enough condition removal.
Warhorn with Quick Breathing and shouts with Soldier runes.
#True! Which is why it would be better to reduce the tax instead. For example, perhaps we could limit the tax to a max of 1g (1g tax on items that are priced 20+g). After that 1g limit, perhaps ANet could set the tax so that it no longer goes up the higher you price an item, or that it goes up more slowly than 5% (maybe 2.5%, for example).
#Uh… So? Is there a problem you have with people babysitting their orders? If it’s their choice…
#Not true. First of all, by keeping an item on the TP for a ridiculous price (ex the chickpeas that were priced at +600g a while ago :P), you’re sacrificing the money that you could have otherwise made if you had straight-up sold the item in the first place (see the example I showed with dyes in the second part of my post). It’s not like every person is going to suddenly be selling Cinnamon at 100g a piece, and even if they were, nobody would buy it. Eventually, sellers would have to realize that they’re wasting valuable resources by overpricing an item.
- This would lead to issues, as it causes items priced at or just below 20 gold, such as 18-20g to benefit unnaturally from bumping up the price to 21g+. For example, an item sold at 20 gold would net you 17 gold on sale, whereas an item sold for 21 gold would get you 18.9g, instead of 17.85. So you just increased your price by 1 gold, whereas your profits increased by 1.9 gold. Reduced taxing would cause similar issues, but to a lesser extent.
- It would be a problem for people who spend most of their time trading.
- In fact, since removing tax at a certain point causes higher prices to be more profitable, the prices of tons of items would gravitate up from the 15g region to 20g+.
So, to summarize:
- Removing taxes would cause people to use TP as a storage, thus resulting it in being unusable.
- Making the tax dynamic would cause prices to go up
Neither of these are desired results. So we’re left with the third option and that is all items getting a fixed tax. The only thing left to discuss is the amount of tax to make it reasonable.
Do this and you’d have tons of people asking for refunds on all the extra bankspace they suddenly have.
The issue with that playstyle is that, with culling, stealth artificially lasts several extra seconds, giving the thief plenty of time to spam other attacks before stealthing again, and you don’t necessarily have to be inside a zerg for the problem to appear (or rather, not appear). So you could say it’s more of a culling issue rather than a stealth issue, and it might have been wiser for them to simply remove culling and wait to see how it affects thief play rather than removing culling AND nerfing stealth. Which I would have agreed with, seeing that, as you said, actually backstabbing prevents you from chainstealthing.
Don’t misunderstand me, I’m not saying that the stealth nerf here is a good thing. For one, it makes the Thief fall damage trait much less useful, because you can be forced into Revealed by someone with a knockback off a small cliff. Similarly, there’s a 10 point trait in the Trickery line that gives stealth when you take more than 10% of your maximum HP in damage.
It also makes it much harder for thieves to get away from unfavorable situations, because they won’t be able to restealth by using CnD on a random mob.
Stack stealth with smoke field and cluster bomb spam. Add shadow refuge for 12s more stealth.
You can stack up to half a minute of stealth lol.
Do you even know what you’re talking about?
Doesn’t matter, it’s not relevant to the topic. Frequent short stealths != Infrequent long stealths.
That one attack can rip over 60% health off a non-glass, level 80 guardian. Sure, you can heal… then you get hit by it again. And again. And again.
Excuse me, but Cloak and Dagger has a base damage of 504. By your logic, an attack that has more than 252 base damage should be able to rip through 30% of the HP of a Guardian. Well, I still haven’t seen a single Guardian dying to the three-hit auto-attack of Warrior GS, which deals a total of 851 base damage.
The big damage that you’re seeing is Backstab. And that already puts you into Revealed. To further humiliate Thieves, the devs talked about doing something with Mug as well.
Blame the people who reduced thief play to 111115111151111511115, not the uplevels and non-eles they feasted on.
Excuse me, but spamming 1 like that would put you into Revealed as you would be hitting Backstab. That kinda invalidates everything you just said. The CnD spammers would look more like 5, (count to 3), 5, (count to 3), 5…
Also, every single autoattack in the game deals more damage over 3 seconds than CnD would, mostly because to stay stealthed with CnD, you can only use it once every 3 seconds, whereas most auto-attacks will go through 1-3 full cycles in that time.
It’s a jumping puzzle in a PvP zone with PvP rewards, of course it’s going to have PvP in it.
Especially since a lot of people use it to get badges for a legendary.
I don’t think it would work.
This would just cause people to come on the forums and complain about the jumping puzzles, especially the WvW ones, rather than the costs of precursors. Also, there are players out there who simply cannot do jumping puzzles due to some condition that they have, so this would screw them out of precursors forever.
Also, other than the puzzles, everything here can be done within a few weeks. That’s really not how a precursor should be. Not to mention that for someone who likes dungeons and jumping puzzles, they’ll meet the prerequisites for a precursor far too easily.
Well, there’s two things happening.
First is that culling is being removed. Of course, this will affect everyone, but Thief will be the most affected profession.
Second is that the State of the Game talk mentioned that Thieves will be put into Revealed when leaving stealth, regardless of whether you leave stealth by attacking or by stealth running its duration. This is of course mostly irrelevant to someone who uses a build that constantly uses stealth attacks like Backstab, Tactical Strike or Sneak Attack.
can you point me to a post about this?
No post about it, but you can watch the video here
(edited by Olba.5376)
Not sure about the hex….And one more question….What things do you bind to your mouse in GW2?
Personally, I have:
Dodge: Mouse 4
Utility skill: Mouse 5
Utility skill: Mouse 3 (the wheel button)Other than that, I have my healing skill on Q, the third utility on E and elite on C.
I was of thinking of having f1-f4 on the mouse especially since i’m either gonna play ele or mesmer
Sounds like a good plan. Cannot really say much on that, since the only classes that I’ve played are Thief and Warrior, both of which only have a skill on F1.
Do note that just because you have 4 skills doesn’t mean that you necessarily need 4 buttons. For example, you could do Mouse 3, Mouse 4, Mouse 5 and Shift + Mouse 3.
(edited by Olba.5376)
Not sure about the hex….And one more question….What things do you bind to your mouse in GW2?
Personally, I have:
Dodge: Mouse 4
Utility skill: Mouse 5
Utility skill: Mouse 3 (the wheel button)
Other than that, I have my healing skill on Q, the third utility on E and elite on C.
I like the look of the Logitech G400 and G300
Both of those mice have designs that Logitech has been doing for years. The shape on the G400 dates back over a decade.
(edited by Olba.5376)
Actually one question, do these ones have wires or are they wireless? because I find wireless mouses weird and less responsive so I’d like to have a mouse with a wire, thanks
All of them are wired.
Personally, having used the SideWinder X8, I cannot say that the responsiveness of the wireless itself was a problem, but the additional weight from the battery definitely was an issue. That is, of course, going to affect the responsiveness of the mouse.
Thanks man, looked at the first to and I think that many buttons would just confuse me
but that’s just me looking through the rest now
Do note that there are two versions of the Razer Naga. The regular Naga has 12 buttons, whereas Naga Hex has 6.