Showing Posts For Oxygen.5918:

Withdraw forward: 2 or 3 buttons?

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Posted by: Oxygen.5918

Oxygen.5918

Withdraw and roll for ini should both work like regular dodge rolls. But that might give anet some extra work, so it’ll never happen because uncaring and understaffed together takes a dump on QOL design changes.

I was the best at burning things. Especially bosses that
didn’t move.

Why Last Refuge is detrimental "esports" pov

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Posted by: Oxygen.5918

Oxygen.5918

Thieves don’t use shadow arts in spvp , I don’t see how it can be a problem for capping. Both S/D and D/P meta builds have nothing in SA.

So the trait needs to suck kitten because of the meta? What about condi p/d? They’re not full meta, but def viable.

I was the best at burning things. Especially bosses that
didn’t move.

10 points in DA or pistol mastery

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Posted by: Oxygen.5918

Oxygen.5918

da also gives 10% condi duration; 100 power is basically 10% damage too so bleh, you get a lot more from DA. 20 first traits of crit strike are awful design.

I was the best at burning things. Especially bosses that
didn’t move.

Last refuge sucks

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Posted by: Oxygen.5918

Oxygen.5918

so remove it asap. I’d rather have a blank trait point than this garbage. For most thieves, this amounts to “become revealed when falling below 25%” which is counterintuitive because traits are typically supposed to be advantageous to the player. If you disagree, you’re probably bad so you don’t matter.

I was the best at burning things. Especially bosses that
didn’t move.

I hope they consider the sigil buffs

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Posted by: Oxygen.5918

Oxygen.5918

When did Anet stated that the cooldown of on swap sigils will no longer be 9 seconds?Are all the necros living a their own imaginary world or just you?The use of words like “epic buffs” and “double” for a completely uninformed issue leaves my perplexed.

TLDR : ON SWAP SIGILS = 9 SECONDS COOLDOWN hence every class will get THE SAME BENEFITS except elementalist.

Please copy paste that and repeat it 20 times now.

Let me break it down for you. I feel like educating you:

Time 0 seconds – warrior goes to longbow proccing energy and battle sigil
Time 5 Seconds – Warrior goes to mace/sword (or whatever) proccing leeching and geomancy
Time 10 seconds – Weapon swap up again so warrior can go back to longbow proccing energy and battle
Time 15 seconds – Weapon swap up again so warrior can go back to other set proccing other two swap sigils.

Think bro Hard but worth it.

They don’t proc out of combat. Not so smart now are you?

I was the best at burning things. Especially bosses that
didn’t move.

The devs do a good job

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Posted by: Oxygen.5918

Oxygen.5918

As someone with a decent brain, I can sum up balancing since release by using one word:

incompetence

It’s funny that you give it the big man by saying you have a brain and then fail utterly by using incompetence when in this context you should of said incompetent.

The concept of incompetence? he didn’t say the balancing was incompetent. Plus, you don’t qualify balancing as incompetent anyway; you qualify the devs themselves, so you’re wrong as well.

I was the best at burning things. Especially bosses that
didn’t move.

The devs do a good job

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Posted by: Oxygen.5918

Oxygen.5918

They’re slow with changes that should take a minute to change numbers on whatever numbers editor they use for values.

I was the best at burning things. Especially bosses that
didn’t move.

I forgot how nice...

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Posted by: Oxygen.5918

Oxygen.5918

hotm looked without all of that random, poorly designed useless ugly crap littering the floor.

I was the best at burning things. Especially bosses that
didn’t move.

What new stat combination would you like?

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Posted by: Oxygen.5918

Oxygen.5918

How about every choice PvE has so that pvper’s don’t feel like they’re getting the short one every single time?

I was the best at burning things. Especially bosses that
didn’t move.

8% signet reduction

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Posted by: Oxygen.5918

Oxygen.5918

should’ve been 20%~ nerf.

I was the best at burning things. Especially bosses that
didn’t move.

100 Solo Queues

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Posted by: Oxygen.5918

Oxygen.5918

That assumption is extremely flawed and you know it. One can’t simply assume that they never contribute negatively to a team, nor can one say that they never contribute positively to a team. Viewing it from a statistics standpoint 50% means you contribute equally negatively and positively to the teams you are on, but even that is an assumption. There is far to many random variables to find a percentage that works well all the time. A simple estimation like you or I made holds very little actual baring on the skill of a player.

The assumption that some players are always better than other players is flawed? Would you like some quick duels to settle this one? Bring a friend, or 4.

How did you end up so low in the leaderboard you are better than most other players and easily win 2v1s?

And there’s a different between fighting capability and the ability to make the right decision during a match.

I don’t play a lot, so my leaderboard spot isn’t representative of anything. Besides, I was just illustrating.

I was the best at burning things. Especially bosses that
didn’t move.

100 Solo Queues

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Posted by: Oxygen.5918

Oxygen.5918

That assumption is extremely flawed and you know it. One can’t simply assume that they never contribute negatively to a team, nor can one say that they never contribute positively to a team. Viewing it from a statistics standpoint 50% means you contribute equally negatively and positively to the teams you are on, but even that is an assumption. There is far to many random variables to find a percentage that works well all the time. A simple estimation like you or I made holds very little actual baring on the skill of a player.

The assumption that some players are always better than other players is flawed? Would you like some quick duels to settle this one? Bring a friend, or 4.

I was the best at burning things. Especially bosses that
didn’t move.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: Oxygen.5918

Oxygen.5918

Immobilize or stun are so similar when you’re facing an evading target, though. If anything, it’d be stronger because stability wouldn’t do squat anymore.

I was the best at burning things. Especially bosses that
didn’t move.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: Oxygen.5918

Oxygen.5918

Situationality is situational, right?

I was the best at burning things. Especially bosses that
didn’t move.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: Oxygen.5918

Oxygen.5918

Pwhip does less damage than autoattacking, can’t be used on the move and doesn’t provide cripple and weakness, though. The tradeoff, I thought, was always the microstun and the sweet sweet evades. Would you… accept an invitation to my stream for a few minutes just to check out my pwhip/ s/p plays? I think I’ve got it pretty well.

Pretty sure its the same dps.
I’ve played my share of S/P. Most of the time when I did, I always thought… “When am I ever going to use black powder rather than just PistolWhip evading this?” or “When will I ever use Headshot other than extremely rare cases when somehow I get out of range of my target?”.

It’s statistically the same dps, we’re talking digits %‘s lower, so I take that point back. I think they both have plenty of uses, and I feel that overall, s/p is the set that uses the most out of all of its different skills. Headshot is instant and ranged and can be chained to lock someone down, and black powder is obviously a stomper’s favourite and always good when facing warriors, guardians and other thieves. Shrugs. Maybe I’m bad.

I was the best at burning things. Especially bosses that
didn’t move.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: Oxygen.5918

Oxygen.5918

What’s the logic behind this/these change/s?

It’s just S/P that has little room for it to be used. I was attempting to combat this (also applies to headshot) in my list via increasing the cost and damage (and positioning to incentivize the use of headshot) of Pistol Whip, making headshot and bpowder more attractive choices for moments when utility outweighed damage.

Basically, to take some utility away from S/P via initiative cost while making PistolWhip more of a “burst/use wisely” skill rather than “use this constantly in place of autoattacks”, incentivizing more use out of Headshot and Black Powder.
The positional requirement for example makes headshot far more reliable and valuable in this kit as an interrupt.

Pwhip does less damage than autoattacking, can’t be used on the move and doesn’t provide cripple and weakness, though. The tradeoff, I thought, was always the microstun and the sweet sweet evades. Would you… accept an invitation to my stream for a few minutes just to check out my pwhip/ s/p plays? I think I’ve got it pretty well.

I was the best at burning things. Especially bosses that
didn’t move.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: Oxygen.5918

Oxygen.5918

Sneak Attack – Increased base damage by 10%

Doubt it’ll be useful for zerker thieves anyway, and the base damage isn’t that meaningful to other thieves. Not sure of the motive behind this one.

Unload – Reduced base damage by 25%. Damage is now increased by 15% of the new base damage per condition on target (eg. 109% original damage at 3 conditions). Increased initiative cost from 5 to 6. Now chains into “Laced Shot” for 3 seconds.

(New) Laced Shot – Stays toggled for 3 seconds. Cost 3 initiative. 0.50 second cast. 214 base damage. 100% projectile finisher. Transfers 1 condition to your target.

This should just replace body shot.

Infiltrator’s Return – Increased initiative cost from 2 to 3. Cast time reduced to 0.10 seconds from 0.25 seconds. This ability now ignores aftercasts and cancels skills in queue.

Unsure that nerfing the thief’s only weapon-related spot condition removal is the way to go, but I might be biased because I love my sword.

Blinding Powder – This skill is now a stunbreak. Increased cooldown to 50 seconds from 40.

Still don’t think I’d use it.

Ice Drake Venom – combined with Spider Venom. The next three attacks chill and poison foes.

Ice spider venom is new name. ™’ing that.

Scorpion Wire – Increased projectile speed/improved tracking. Increased base damage by 200% to 366 from 122.

Eh, why not. These need some love.

Roll for Initiative – Reduced cooldown to 40 seconds from 60.

Infiltrator’s Signet – Increased cooldown to 35 seconds from 30.

I’d rather look into buffing other signets.

Tripwire – Increased damage by 250% to 256 from 73. Cooldown lowered to 25 from 30.

Needle Trap – Increased damage by 250% to 283 from 81. Cooldown lowered to 25 from 30.

Ambush Trap – Doubled Thief’s health. Cooldown lowered to 25 from 30.

Still not worth using. Traps just don’t seem to fit thieves, as weird as this sounds. You want to be aggressive, not let people come onto you. These just need to go completely.

Shadow Refuge – Increased cooldown to 70 from 60.

Shadowstep – Increased cooldown to 60 from 50.

Don’t think that’s necessary, especially with RFI being more competitive.

Signet of Malice – Reduced active base heal by 50%. Your next attack will steal 50% damage dealt as health. Application is removed upon miss. Increased cooldown to 25 seconds from 15.

Increasing the cooldown to 25 would really kitten over the passive aspect of it. This also adds a lot of burst (life stolen = damage dealt) and we’re kinda back to pre-nerf assassin’s. Too binary of a change, I can’t like it.

Also, doesn’t function in any shape or form for condi thieves, which is sad.

Dagger Storm – reduced cooldown to 75 seconds from 90. Increased rate of fire (and therefore dps) by 33%. Decreased duration from 8 to 6 seconds.

Should be categorized as a trick to benefit from trait CD reduction as well.

Thieves Guild – reduced cooldown to 145 seconds from 180. Doubled Thieves’ health.

So 16k HP? They’re harder to kill than the thief itself!

I was the best at burning things. Especially bosses that
didn’t move.

Jump's Ultimate PvP (Teef) Wishlist; Jump.Doc

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Posted by: Oxygen.5918

Oxygen.5918

Disabling Shot – Added a ~0.10 second aftercast to add counterplay and discourage endless chaining of this skill for evasion purposes.

If that’s your goal, 0.1 isn’t really enough.

Headshot – Daze duration increased to the original amount (pre-nerf) when interrupting the target.

I can’t recall the prenerf duration, was it 0.5? This is a fun mechanic (reward success) but success in itself for a headshot is already rewarding, because it sets a cooldown on something. I’d much rather see this skill do something such as "deals X% (2? 4? 5?) times more damage on interuption.

Dancing Dagger – Increased cost from 3 to 5 initiative. Damage increased by 33% (~66% of the original). Now stuns first foe hit when hit from behind for 0.25 seconds. Increased aftercast by 50%. (optional:) If stun is triggered, no additional bounces are applied.

Probably still rather bad, however beyond this point I’m just rather unsure that Dancing D is the skill that offhand dagger needs. Pistol holds the “crowd control” aspect of thief offhands, so we’re kinda overlapping here. The skill probably just needs to be completely changed, because right now, it makes almost no sense to use it with any weapon set.

However, if it is going to stay, the projectile at least needs to be sped up.

Bah, iunno. Perhaps if it did more damage or inflicted a meaningful condition for a meaningful amount of time (8 sec of weakness?), you’d see it used.

Heartseeker – Increased aftercast by 20%.

Why not, sure.

Cloak and Dagger – Increased cast time by 10%. Decreased aftercast by 33%. Increased damage to the original amount up from 66% to match WvW and PvE.

C&D certainly needs to be more rewarding, there’s no arguing here.

[Leaping] Death Blossom – This skill now ignores aftercasts and cancels other skills in queue. Increased initiative cost by 2 to 6 from 4. Increased damage by 25%. Reduced bleed duration by a similar amount.

I can’t agree with this, mostly because you’re killing the (rare, but how fun!) DD bleeder thief for no reason really. The base damage is pitiful, so 25% of that is just as poor. The evade is 0.25 seconds, which is absolutely dreadful, especially since the animation is so misleading. Most of the time, you’re using it to avoid something specific and still get hit. So perhaps this should be looked at.

Tactical Strike – Increased daze duration by 0.5 seconds.

Shrugs.

Larcenous Strike – Increased boonsteal from 1 to 2. Decreased damage by 10%. Increased cost from 2 to 4 initiative. This ability now restores 2 initiative upon hitting a target.

Should more skills have initiative gains on hit like this?

Pistol Whip – Increased damage by 15%. Increased initiative cost by 1 to 6 from 5. This ability now immobilizes when hitting from the front and stuns when hitting from the side or behind the foe.

What’s the logic behind this/these change/s?

Vital Shot – Increased rate of fire by 20%.

If anything, it’s the dreadful aftercast that needs to be looked at. With a 0.5 cast time, this skill never gets more than 9 bleeds up on the target with max condi duration; which means that the aftercast is like, 0.45 sec.

I was the best at burning things. Especially bosses that
didn’t move.

100 Solo Queues

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Posted by: Oxygen.5918

Oxygen.5918

Great data and it kinda confirms what I’ve been stating on these boards.

Warriors and Necros make you win.

the data only shows that warriors and necros are more popular when compared against other professions in 100 games of solo arena at the moment, where does it says that it makes us win? O_O

if we look at the first graph on the top row, left side.

it says

warrior
90 wins
80 loses

necromancer
79 wins
66 loses

if warrior are truly overpowered, we will see the warrior wins number to be much more higher. not only a difference in 10.

That’s because the sample is small, you indiscriminately unfit for analyzing statistics biased person.

I was the best at burning things. Especially bosses that
didn’t move.

Too many bad thieves

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Posted by: Oxygen.5918

Oxygen.5918

Thieves are binary; very good, or very bad. That’s the nature of initiative; imagine a class that could use all of their cooldowns in 2 seconds without being able to weapon swap for fresh cooldowns? That’s the thief.

I was the best at burning things. Especially bosses that
didn’t move.

100 Solo Queues

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Posted by: Oxygen.5918

Oxygen.5918

I’d like to see this with a player that isn’t below average; aka, 56%+ winrate.

Not sure what your point is here.

Average win rate should be about 50% over time now that the MMRs have settled some.

If you are 100% certain that you are not the reason that you are losing (aka, always doing positively good), then your winrate should be at 56%. This rate takes into account the non-probability that you are a negative factor upon your team and that the other team are getting the deadweights instead.

9 (potentially bad players) /10 (potentially bad players + 1, you) = 1.11…

50*1.11… = ~56%

Anything above 50% is a legitimately good win rate to have in a 1v1 game, but this isn’t a 1v1 game.

This work similarly the other way around; bad players are most likely going to hover at or below 44%.

Very good players (someone who consistantly 2v1’s and wins) could see win rates much higher, and very bad players… you see where this is going.

The reason I was looking for someone that was statistically good (56!) was to see the distributions in the higher end of the spvp skill curve. Even if the leaderboards don’t mean anything, the MMR may be there.

I was the best at burning things. Especially bosses that
didn’t move.

100 Solo Queues

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Posted by: Oxygen.5918

Oxygen.5918

I’d like to see this with a player that isn’t below average; aka, 56%+ winrate.

I was the best at burning things. Especially bosses that
didn’t move.

Newsflash: sPvP is not dying

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Posted by: Oxygen.5918

Oxygen.5918

over 2m copies sold, less than 1000 people currently in hotjoin games? Dead as hell.

I was the best at burning things. Especially bosses that
didn’t move.

Fair suggestion for Healing Sig nerf

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Posted by: Oxygen.5918

Oxygen.5918

A good player is going to make sure he is able to activate his heal when poison is not on him.

Which further reduces their HPS (waiting on cooldowns = less healing) or wastes condition removal on something that isn’t pin down.

Woops, though. It seems I have momentarily forgotten that these forums were an ultrabiased cesspool of lewdly deflated intellect. Bye bye now! Embrace your stale 1-skill meta!

I was the best at burning things. Especially bosses that
didn’t move.

Fair suggestion for Healing Sig nerf

in Warrior

Posted by: Oxygen.5918

Oxygen.5918

There already is counter play towards healing sig. It’s called poison.

Poison doesn’t counter healing sig in any more way than it counters other healing skills.

In fact, I’d be tempted to argue that it counters healing signet less than other healing skills, because it needs to be kept up constantly to reduce its overall output by 33% while it can only be on for the split second required to receive healing from other healing skills.

You’re wrong.

I was the best at burning things. Especially bosses that
didn’t move.

Defense Warriors in explorable dungeons?

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Posted by: Oxygen.5918

Oxygen.5918

Play the way you enjoy!

At the expense of 4 other players.

I was the best at burning things. Especially bosses that
didn’t move.

Fair suggestion for Healing Sig nerf

in Warrior

Posted by: Oxygen.5918

Oxygen.5918

Rename to “Brawler’s Signet

Passive: Grants regeneration if you are within 600 range of a foe.
Active: Heal yourself.

Healing values remain unchanged from live.


This has a few implications, but notably:

-Offers actual counterplay and counterbuild in the form of kiting and ranged damage

-Is an interesting way of lowering the Longbow’s power

-Eliminates the synergy with kiting around line of sight (especially with savage leap/high swiftness uptime) to regenerate while keeping other players in combat

-Still almost unsituationally remains the strongest raw healing over time skill in the game.

Thoughts?

I was the best at burning things. Especially bosses that
didn’t move.

Healing Signet

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Posted by: Oxygen.5918

Oxygen.5918

It DOES have counters 1) BIG Burst, 2) Constant Poison 3) have more constant damage than their heal, oh look, ranger builds….

How is poison a counter to healing signet any more than it is a counter to any other heal? If anything, it’s less of a counter because you need a constant duration of it while you only need 2 seconds of it to reduce burst healing by 33%. Logic isn’t your forté.

I was the best at burning things. Especially bosses that
didn’t move.

Are field finishers too weak?

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Posted by: Oxygen.5918

Oxygen.5918

Some are strong, some are awful. Most projeciles and whirls are bad, most blasts and leaps are good.

I was the best at burning things. Especially bosses that
didn’t move.

Discussion: Chilled

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Posted by: Oxygen.5918

Oxygen.5918

Necro/engi chills are too long, everybody else’s sucks. Thieves get 3 seconds of chill on a 45 sec cooldown. In fact, it’s less than that, since you can’t improve it with condition duration because it’s delivered in packets of 1.

So, nerf necro/engi chills, improve everyone else’s.

I was the best at burning things. Especially bosses that
didn’t move.

The Thief.

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Posted by: Oxygen.5918

Oxygen.5918

Stand in blast finisher > revealed thief

I made a similar video showing that mesmers, unlike popular belief, can also maintain phantasms for over a minute unless killed. Same thing happens with necro pets! That’s insane!

I was the best at burning things. Especially bosses that
didn’t move.

Mystic Forge - add Material Demotion recipes

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Posted by: Oxygen.5918

Oxygen.5918

Populating the lower-level zone was one of the points. I don’t think a demotion system of common mats will work out well. Then, it’d just be a farm fest for lower tiered dust, which is harder to come by than wools, cottons, and linen (since these can be salvaged from low level armors/salvageables).

3 scraps of linen equal one bolt and half a bolt? I don’t think that makes sense.

Now I see people are complaining about linen… I guess silks are next? Wait, many players are already complaining about silks. What else is there to complain about? That ignorant players are vendoring low-level light armors instead of salvaging ’em for wools, cottons, and linens?

You could blame the extremely slow and clunky trading post interface for that. The time you spend selling low level armour and weapons for 3s, you could’ve made as much killing stuff and getting fine crafting mats that sell with much less hassle.

I was the best at burning things. Especially bosses that
didn’t move.

On-Dodge Traits as Alternative

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Posted by: Oxygen.5918

Oxygen.5918

Dropping caltrops on flanking strike, disabling shot, pistol whip and death blossom would be awesome.

I was the best at burning things. Especially bosses that
didn’t move.

Thief Traps. What do you think of them?

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Posted by: Oxygen.5918

Oxygen.5918

They’d be more fun if they hit in an aoe (summon 1 thief per target? kd multiple targets? etc.) like rangers, had better traits associated to them in a non-kittenty traitline and actually dealt some damage.

I was the best at burning things. Especially bosses that
didn’t move.

Heard in hot join: I play for personal pts

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Posted by: Oxygen.5918

Oxygen.5918

you want competitiveness?

go solo arena or team arena.

AJhaAHHahahahahahhAAHAH!!

Seriously, arena’s just as bad.

I was the best at burning things. Especially bosses that
didn’t move.

thief and condition

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Posted by: Oxygen.5918

Oxygen.5918

Too vulnerable to condition removal.

I was the best at burning things. Especially bosses that
didn’t move.

4 easy ways to vastly improve tpvp experience

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Posted by: Oxygen.5918

Oxygen.5918

If all queue was counted/ranked it’d be k, I guess. Though every new rank brackets, your wins could be reset or something.

I was the best at burning things. Especially bosses that
didn’t move.

No thank you

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Posted by: Oxygen.5918

Oxygen.5918

Well, he makes a fair point: No matter what, any game where you can die in like less than 5 seconds can’t ever really be competitive. You have to account for mistakes, inattention, etc. Mounting a good defense is a lot more challenging than being offensive in here.

I was the best at burning things. Especially bosses that
didn’t move.

"we want to improve thief combat survival"

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Posted by: Oxygen.5918

Oxygen.5918

Cutting your power by 900 would never be worth 900 healing power in increased “survivability”, even if you ran every healing thing in the book.

Nobody is making this argument. Who are you refuting? Someone suggested swapping out two trinkets, not changing your whole suit into Cleric’s. A couple hundred healing power does actually make a difference someone would care about, without necessarily adulterating your DPS to “wet noodle” levels.

You sacrifice something for this “couple hundred”. At what point do you stop? Did you arbitrarily chose? Did you calculate the average player’s burst, and then conclude that X amount of healing would keep you alive through it, while any less wouldn’t allow you to escape, survive, or reset the fight? No? Then your point is rather invalid, now isn’kitten

I was the best at burning things. Especially bosses that
didn’t move.

"we want to improve thief combat survival"

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Posted by: Oxygen.5918

Oxygen.5918

Healing power’s effectiveness, unlike that of every other stat but power (however, this one is largely done better) is left up to the whim of the first designer to come by and to slap a scalling onto a skill. If healing power provided a % increase to all outgoing healing, then it may be worth considering. But as long as travesties such as a 0.033 scalling on leeching venoms (to state one gross example) exist, it’ll continue to be overshadowed by everything else. Cutting your power by 900 would never be worth 900 healing power in increased “survivability”, even if you ran every healing thing in the book.

I was the best at burning things. Especially bosses that
didn’t move.

4 easy ways to vastly improve tpvp experience

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Posted by: Oxygen.5918

Oxygen.5918

I say no to removing player names from tpvp. When we pvp we are making a name for ourselves, we want the enemy to know who we are: “oh that guy plays a great X, I’m gonna watch out for him”.

Taking that away is taking some of the joy of pvp away. Unlike you, some people, myself included, when we see there’s a famous player on the enemy team that motivates us to strive to play better and make a good impression on them.

How about not displaying them until the game has started?

I was the best at burning things. Especially bosses that
didn’t move.

"we want to improve thief combat survival"

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Posted by: Oxygen.5918

Oxygen.5918

If you think healing power is good, go do the math.

How in the name of Grenth do you “do the math” for healing power’s value versus power/precision? That’s a completely subjective thing, the analysis of which depends entirely on what you’re doing. Not everyone’s ideal is a wombo-combo ’zerker’s build, y’know.

Killing is the ultimate utility.

I was the best at burning things. Especially bosses that
didn’t move.

4 easy ways to vastly improve tpvp experience

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Posted by: Oxygen.5918

Oxygen.5918

Two worthless suggessions.
2) My EU alt is r10 and is at the mmr of r40-r50 players. Explain to me again how rank = skill.

If I find a lowbie, I don’t know.

If I find a guy with high rank, It’s more likely he know what he’s doing.

Exactly. It’s all about probabilities. Some high ranks are bad, but I can almost assure you that more low ranks are bad.

I was the best at burning things. Especially bosses that
didn’t move.

Updated wiki with some Ambush info

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Posted by: Oxygen.5918

Oxygen.5918

I was the best at burning things. Especially bosses that
didn’t move.

4 easy ways to vastly improve tpvp experience

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Posted by: Oxygen.5918

Oxygen.5918

Two worthless suggessions.

1) Make the game even less social than it is. (How do players become friends?). People derive pride from winning or even losing to good players.
2) My EU alt is r10 and is at the mmr of r40-r50 players. Explain to me again how rank = skill.

The other two are decent.

Response to 1)

Show the names after the match.

Response to 2)

Correlation =/= causation. A rank 20 player is more likely to have more experience than a r1 player. The idea is to simply not have players that have never played the game hit the queue up with veterans. This is bad for both parties; the newer players stand no chance, and may be turned off the game, and the veterans lose and become cynical and may also quit playing.

As a example of such a system, League of Legends doesn’t let you queue ranked until you reach level 30, that’s so you get acquainted with basic game mechanics. Level 30 doesn’t mean you’re good or better or worse than anyone; it only means that you’ve experienced some of the game’s mechanics. Same idea.

I was the best at burning things. Especially bosses that
didn’t move.

(edited by Oxygen.5918)

"we want to improve thief combat survival"

in Thief

Posted by: Oxygen.5918

Oxygen.5918

So we moved your initiative to healing trait to grandmaster and improved its scalling from a stat you don’t use.

I was the best at burning things. Especially bosses that
didn’t move.

4 easy ways to vastly improve tpvp experience

in PvP

Posted by: Oxygen.5918

Oxygen.5918

Lol anet. Still plagued by same issues, no response, no communication.

No gems, how’s that working out for you?

I was the best at burning things. Especially bosses that
didn’t move.

Champion Illusionisttttttt

in PvP

Posted by: Oxygen.5918

Oxygen.5918

You don’t even play, your clones do everything for you. Therefore, they should have the title.

I was the best at burning things. Especially bosses that
didn’t move.

4 easy ways to vastly improve tpvp experience

in PvP

Posted by: Oxygen.5918

Oxygen.5918

1. I believe this to be an incredibly good idea

2. I think they are working on this and I wouldn’t be surprised to see a ready check in the first month of the new year

3. There are a ton of smurf accounts around that are below rank 20. Enforcing something like that could be detrimental

4. I am indifferent to this one. I couldn’t care less what my character looks like in terms of aesthetics, but I do believe human to be overall the race with the best and most natural animations.

So if everybody has got to be a human, so be it. Any other race, I would strongly oppose.

To respond to 3)

Smurf accounts ruin the balance for lower level players. If you’ve ever played league of legends as a newcommer, you’d know. The game is supposed to be fair at low and high levels of play, and smurfs if anything are to turn off new players. They typically generate more trash talk as well on top of skewing matches. So no, I’m not backing off this statement.

For new players to improve, they need to be taken step by step; you don’t improve at chess by getting wrecked by a 2.2k master over and over and over. You do, however, by playing against increasingly better players so that you may slowly add to your base of knowledge.

I was the best at burning things. Especially bosses that
didn’t move.

Mine Field for Engineers...

in PvP

Posted by: Oxygen.5918

Oxygen.5918

yes there is a cast time to drop the mines and you have to hit the key a 2nd time to detonate them.

Also that engie has to be literally right ontop of you for those to all hit.

If only there were situations where you’re standing still in spvp…

Wait, rezzing people, stuns…

Welp, I guess you’re wrong and shouldn’t post about this topic anymore.

I was the best at burning things. Especially bosses that
didn’t move.