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maybe if we bump this to 1k replies they’ll have to read it
I start
1.
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These skills were designed by people who’ve never spvp’d. 70% of them are awful.
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d/d regular burst can kill more people per minute…BY ALOT. this condi burst is only good for less than 2 people per minute and totall useless between kills.
plz keep it in perspective or the devs will get a lil crazy and nerf more stuff for no reason.
P/D is probably one of the least utility reliant thief weapon set. D/d is a lot more squishy as well, so maybe you should get a perspective.
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I’ve bursted tanky people sub-3 seconds with ambush, thieves guild and skelk venom and a 30/0/30/0/10 build. Sharing skelk will inflict ~450 damage per it due to leeching venoms times 4 times # of targets (4) and something like 16 stacks of agony plus any stacks you add via shadow strike and bleeds of course.
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You can’t stomp with it anymore either. This wasn’t just a nerf to mobility, it was a nerf to utility and survivability through non-instant condi removal.
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Bouncing / ranged attacks that don’t reveal you after stealthing
Getting rid of last refuge
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1) Don’t display player names.
This would cause players to avoid matches against good players with the system suggested below.
2) Prevent games from starting as anything but 5v5/limit.
This is a rather obvious point that should be stressed in any game trying to be competitive.
3) Prevent players under glory rank 20 from queueing for tpvp.
While rank does not directly translate to skill, player experience tend to do. Someone who’s never played the game should not be alowed to influence your matches. The tPvP queue is the first thing you see on the PvP tab. I’d like to stress this point.
4) Normalize player models to humans. (edit: someone suggested a client-side option to do this, the same way WvW models are normalized)
Asuran are annoying.
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(edited by Oxygen.5918)
>No, it’s not clear at all since you have the same event (“attack is launched”) triggering both.
You can have one event triggering different actions due to different conditions. How is this hard to understand? Just think of “conditions” as variables that, when not met, lead to the action not occuring.
Your use of terminology like “conditions as variables” is what making your claim lose credibility.
You can’t even post a comprehensive logical solution and you act as if you know the answer.
You got called out earlier by another poster as a non-coder. I believed it, now I know it. Event/condition/action is a super simple way of explaining triggering: When an event occurs (such as attacking) and conditions are met (such as not being stealthed, and entering stealth within a certain timespan between two more events such as casting and hitting) an action happens (such as disabling another trigger).
Gladly.
You claim you have the solution but when it comes down to it, you can’t even make a single logical flow.
You are the kind of unenlightened, trolling filth that makes these forums unbearable and ineffective for both anet and actual players. I’ve pooped on every single pathetic attempt at arguments you’ve made and yet you persist on coming back like a beaten wife and opening your dumb facehole when you shouldn’t ever again. YOU DON’T KNOW WHAT YOU’RE TALKING ABOUT AND YOU ARGUE BACK? STOP IT ALREADY.
Here’s a a trigger to help you out the next time you’d like to post:
Event: You post on forums.
Condition: You are “Sir Vincent III”
Condition: You don’t know anything.
Action: Delete your posts.
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(edited by Oxygen.5918)
They made it worse than it was. Promote “in-combat” play? 80 health per ini point? Please. Regen provides 3 times that per second.
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>No, it’s not clear at all since you have the same event (“attack is launched”) triggering both.
You can have one event triggering different actions due to different conditions. How is this hard to understand? Just think of “conditions” as variables that, when not met, lead to the action not occuring.
Sigh. If “unstealthed” is the “neutral stance” … then why do you have to check for it?
Because attacks made out of stealth are the ones that reveal you undesirably. You therefore need to check for this. Just stop posting in my thread now.
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(edited by Oxygen.5918)
Now, Mr. coder, how do you check for projectile status?
Easy.
Trigger 1:
Event: Attack is launched.
Condition 1: Attack is ranged.
Condition 2: Attack was made out of stealth.
Condition 3: Attacker is stealthed.
Condition 4: Attack meets “hit” conditions. (not blocked, stray, invulnerable… etc.)Action: Disable trigger 2 for 1 second.
Trigger 2:
Event: Attack is launched.
Condition 1: Attacker is stealthed.
Condition 2: Attack meets “hit” conditions.Action: Apply revealed to attacker.
Don’t look now, but your logic just described the current state of the stealth mechanics.
You failed to check for the status of the attacker BEFORE your “event”. Instead, you check for the status AFTER the attack is already made…sounds familiar?
Good job describing the current logic of the stealth mechanics.
My second trigger describes stealth, yes. The first trigger’s goal is to disable trigger #2 for ranged attacks. I included it for clarity.
>Condition 2: Attack was made out of stealth.
This is my “before” condition. Before stealth. Because unstealthed is the neutral strance, it always comes “before”.
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Immobilize can now only stack 3 times.
Promote venom usage,
screw venom usage.
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Now, Mr. coder, how do you check for projectile status?
Easy.
Trigger 1:
Event: Attack is launched.
Condition 1: Attack is ranged.
Condition 2: Attack was made out of stealth.
Condition 3: Attacker is stealthed.
Condition 4: Attack meets “hit” conditions. (not blocked, stray, invulnerable… etc.)
Action: Disable trigger 2 for 1 second.
Trigger 2:
Event: Attack is launched.
Condition 1: Attacker is stealthed.
Condition 2: Attack meets “hit” conditions.
Action: Apply revealed to attacker.
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(edited by Oxygen.5918)
+1, this can get crazy with max range cluster bomb, cause it takes forever to land.
This is the exact reason they shouldn’t change how it works. Last thing we need are thieves cbombing while invis. That’d be the new meta. Cbomb+invis+IA, rinse, repeat.
You’d be right if you didn’t pull the “invis” part out of thin air. Unfortunately for your theory of using 9 initiative’s worth to deal less damage than a single chain of dagger-1 and breaking the rules of “COOLDOWNS”, the game doesn’t work like you think it does.
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It’s mainly an issue with infiltrator’s signet, I’ve noticed it randomly attack when trying to use it defensively. Also, guildies have told me that whilst dueling me they can sometimes see the signet symbol appear above my head, giving away my position despite my being in stealth at the time. Kinda makes infiltrators feel like a panto “he’s behind you!” button :/
Every signet does this if you are in melee range while weilding a weapon, or at range and facing your target. It’s obnoxious because it’s like a shi**y hidden feature that nobody asked for. Like, oh, I’d love this defensive skill to make me lose my stealth for no reason at all because it made my character unjustifiably. Just awesome!!!!!!!!!!!!!!!!!!!!111111111111111111111111
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Spare me the patronage. I rather take Revealed when I dealt damage than when I don’t — and that’s what we have now. What? So a blocked or missed backstab will apply revealed? Don’t be ridiculous.
This isn’t what I want. * I want attacks made out of stealth to be unable to apply revealed to you, ever, under any circumstance.* This solves the projectile issues, as well as those related to certain traits I won’t name.
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Anet doesn’t give a crap about this. We’ve been posting about it since day 1, to no avail. They went over traits and didn’t touch this, they’ll never change it.
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I don’t disagree, but I hope they might just replace Revealed with a better mechanic.
Because frankly Revealed is the worst, most frikkle, buggy and frustrating “anti-stealth” mechanic I have ever witnessed.
I would much rather see active anti-stealth counterplay then the Revealed mechanic, but I feel like that is highly unlikely.
They’re already starting. Sic’em’s going to reveal. That’ll be 4 things to reveal theives; actual revealed mechanic, ranged attacks (and last refuge, plus instinctual response as a bonus), sic’em and leaving shadow refuge.
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what do signets have to do with this.
and im assuming you mean pistol…..
pistol has a problem with auto attaack going off in stealth when you CTRL+right click it with mouse so its “auto engaging” even tho its not supposed to while stealthed. very rarely happens on bow too….mostly pistol.
Activating any signet while stealthed will make your character attack your target, whatever the weapon. This is typically undesirable. If I want to attack, I won’t use an utility skill. I’ll just crapping attack.
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Why does thou enable my auto attack even when I’m stealthed?
Truly yours,
a 15 minutes signet thief.
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So the question is, when do you check for status? Before the damage, or after the damage? AnetNet chose the latter because the former would be lame.
You fail to make an argument as to why “the former would be lame”. If anything…
The current form is the lame one, for the thief because it sets an unpredictable and gameplay flow breaking aspect to any ranged play. However, fixing this wouldn’t necessarily make it harder to play against a thief. It’s a very quality of life change. I know when I see it affect a thief, and I cry for them, secretly, as it gives me 4 seconds of free play time. If you rely on revealed’s clunkiness to stand a chance versus theives at all, you are possibly bad.
With dodging being nerfed to the ground, stealth is to be our best form of defense. It already doesn’t cap points, and it prevents you from dealing any damage with the advantage of being able to do more with a special attack; when you become revealed for no good reason other than “better luck next time, your projectile is slow”, it makes me want to throw my thief away. And if I throw my thief away, I throw the game away. This clunkiness is not necessary.
Please don’t argue in favor of clunkiness. I will hunt you down. With a non-ranged weapon. Because I need my stealth.
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+1, this can get crazy with max range cluster bomb, cause it takes forever to land.
Cluster is the worst, but it’s predictable at least. Most other attacks are much harder to call.
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Only damage from attacks launched while the thief is in stealth should reveal. Unfortunately, that’s not how it’s done.
That’s what everyone wants. Anet will never respond to this in a lightyear. I’ll just repost over and over. At least, it’ll be a legitimate ban for a change, and they’ll have to read it.
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they can do this by programming a trigger on all dmg skills after stealth is applied.
Absolutely. I’d do it for free!
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It’s been established that they give absolutely no kitten about P/P. It’s dysfunctional as hell, and fixing it would bring to light other issues with the class. They can’t have that.
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Your projectiles and bouncing projectiles will take you out of stealth (and therefore apply revealed) if they are mid-flight and hit a target after you have entered stealth.
I understand the intent of the revealed mechanic. The goal is to take the thief out of stealth upon dealing direct damage from stealth. However, in practice, this is problematic because the damage of most projectile skills is delayed. The result is very often an unintentional and clunky stealth breaker due to ranged attacks. This makes most stealthing utility skills and traits very unappealing to use with ranged weapons, as ensuring that you have no mid-flight projectile adds a clunky, burdensome, task of tracking something that should not have to be tracked.
The solution is simple: Make it so that any attack performed before stealthing are unable to apply revealed to the thief. Dodgy builds are on the verge of a nerf, and our other defensive mechanic, stealth, needs to be as reliable as possible, and as such, for every thief. As of right now, ranged attacks make the use of certain traits and utility skills harder and more punishing than it should be.
I was going to make a video, but twitch is taking a dump.
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hey anet, wake the f**k up
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Pin down is the strongest bleed in the game, on par with eruption in terms of output… but we know how much the latter sucks to aim. Seriously, how can you call 16k+ worth of bleed on a single skill weak? With 4-5 sec immo.? You’re out of your mind.
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Do you find your lack of damage and mobility, and below average (for warrior, anyway) condition removal to be a problem? While bunkering is cool at times, it’s often beneficial to be able to actually kill people and help out elsewhere. So I’m wondering how much success you’re having exactly. How about getting kited?
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No challenge. I play warrior.
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The increased damage would be the equalizer if all skills had a similar power ratio. They don’t, so it’s trivial and irrelevant and might as well not exist because it correlates with nothing at all. Find a staff skill that does damage over 3k. Compare that to any other weapon. Point in case. Weapon damage means nothing.
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Already a thread, delete this
When I started writing this, there wasn’t a thread. I was in WvW, so it took a bit over an hour.
How about you delete your account and format your hard drive instead?
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Opportunist → 10 seconds of fury upon immobilizing could be something to consider in conjunction with Leg Specialist (their cooldowns line up, too) instead of Blademaster. Yes, you’d lose on 10% crit chance with swords, but you’d get 20% more on longbow. Your fury uptime isn’t 100% either, and that’d make it so.
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Warrior specific notes:
-Sharpened Axes: The adrenaline gain on critical hit portion of this trait now applies to all axe skills.
Good. Skull Crack + http://wiki.guildwars2.com/wiki/Whirling_Axe should fill your adrenaline bar fully instead of, like, 2.5/3.
-Battle Standard: This skill no longer applies boons until the end of the cast to prevent unintended behavior with canceling the it.
Unintended? Yes. It was also mostly irrelevant. Shrugs.
-Mobile Strikes: This trait now functions with the elementalist Conjure Lightning skill – Lightning Leap.
Cool, I guess. I still wish the immo. break was more snappy for Savage Leap and Eviscerate.
-Reckless Dodge: Increased radius to 180. Increased number of targets from 3 to 5.
Finally. We’re talking about 700 extra damage per roll that might actually hit. Now if only this trait didn’t prevent you from using skills for about half a second after dodge rolling…
-Vigorous Shouts: Increased the base healing by 25%. Increased the healing stat scaling from 80% to 90%.
Cool. Not much to say about this.
-Lung Capacity: This trait has been moved to tier 1.
Best change here imo. Finally, shout builds can use the warhorn trait as well for condition removal and reduced cooldown. Should be fun to try out.
-Empower Allies: This trait has been moved to tier 2.
Hurts PvE warriors a bit, but they’ll just trait into rending strikes instead. No biggie.
-Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.
Nice change, but I fear that the CC train is already too strong. However…
Non-warrior specific notes:
-Fixed a bug where stuns would always round up their duration to the nearest second if you had extra stun duration from items or trait
Hah yeah, a “bug”. Quotation marks here because it’s clearly an oversight, given how other conditions function. Either that or a design mistake because it’s not as if 15% could ever bump short stuns up a “tier” in seconds.
Anyway… Yeah. Not as big a deal as we thought this might be. Skull Crack’s going to be 345ms instead of 400. Earthshaker 230 instead of 300.
-Aoe spells with that have a maximum number of targets will now count combatants that block or evade the attack towards that maximum
Good and bad for us, in that we’ll count, but also see our important aoe’s “wasted”. Shrugs.
-Stun breakers now break blowouts and launch as well
Good and bad. Shrugs.
-All duration stacking boons(Aegis, Fury, protection, Regeneration, Retaliation, Swiftness, and Vigor) and conditions(Blind, Burning, Chilled, Cripple, immobilze(now stacks duration), and Poison) now stack to a maximum of 5 times.
Kinda worried about this one. Notably in the swiftness (warhorn + signet of rage) and regeneration especially for the warbanner trait.
So yeah, there you have it. Have akitten
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it’s brought up in the past and I believe the official response was something related to it being a technical difficulty with the way “weapons” are programmed rather than a design choise, if they were to add the x2 sigils to 2 handed weps, they would have to rework how the game handles weapons, equiping them and such
I might be wrong tho..
I hate this lazy-kitten answer. As a designer myself, statements like these make my blood boil. You should never let technical limitations influence balance. Incompetence akittens brightest.
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While firstblood’s statement is true, determining where you set the line is a super personnal question. It doesn’t matter if a point of toughness ends up being worth half a point of power over 75% because objectively/mathematically, you’d kinda always end up “wrong”.
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The problem is that the first thing you see when you join the mists is the tournament queue, not hotjoin queue.
The fact that you can queue before even reaching rank 10 is absolutely beyond me.
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Suggested reading:
http://en.wikipedia.org/wiki/Leading_question
http://en.wikipedia.org/wiki/Loaded_question
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(edited by Oxygen.5918)
1 stack of might upon reviving someone to nearby players. For 25 points. Warrior. Lol. Most 25 point traits either give a strait up 10% damage increase or some form of getting 5+ stacks of might.
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Before you can improve banners , they must be first destructable.
I think that the point of banners is to be primitive and effective. They’re relatively weak, but they’re there and there’s no way of removing them. That feels very warriory to me, which is right in theme. The adjustment I suggested wouldn’t be a buff to planted banners, but rather, worn banners/actually fighting with them, which isn’t really a thing right now in sPvP.
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The only thing I’d really want from banners is an adrenal F1 skill. Something as simple as a shout-like effect (To the Limit! (?)) that heals neaby allies and yourself for 1-2-3k (+1.0) and provides protection for a few seconds would go a long way to make these a very fun tool and provide bits of diversity and sustain that isn’t tied to massive self regeneration or other shouts.
I just feel like this is a lost opportunity here.
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Warrior was always good.
So youre that kinda guy that only plays a class when some ridiculous op build get to show huh ?Lame…
This.
Warrior was good, just clunky and lacked some developing in traits and some skills.
It’s pretty much 95% final now, that 5% being Arcing Slice and Axe skills.
I’d argue that having 3 different block skills is a little lazy, and that banners should totally have a boon-related adrenal skill.
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Balance isn’t just one number.
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That’d have been a good idea (like GW1) if everything else had been built with this in mind. But no, so no.
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It’s true that sPvP isn’t boring enough, we need tankier condition bombers.
The problem is deeper than this. If conditions had weaker scalling (with condition damage, obviously), but scaled with precision and critical damage (in that they could crit), then you’d need to sacrifice some survivability in order to get above-average damage. I understand that conditions do scale a bit with precision right now (through some traits and sigils), but it’s not nearly enough for dire to be second guessed if it were available.
Another thing that may be possible to do is to just remove conditions as a playstyle, and have it somewhat of an off-stat (like boon/cond duration/crit damage) while increasing the power bases of every skill. So that you could play “condition style” rather than “entirely condition based”. For a simple example, the necromancer’s mark of blood currently deals about 100+25% of power in damage and 1000 base bleed damage. Under a regular setup, this bleed easily goes to 3k+ damage, while the mark will never really go beyond 300 damage. What if marks scalled with more power, and less condition damage?
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Maybe they could just heal by default/untraited so you’re not so reliant on healing signet to survive any amount of time
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While the progress has been slow, their priority is making sure that whats already in the game works.
That means matchmaking, rewards (it is in the game its just a piece of skritt), leaderboards, etc.While other modes would be good, its more important that they get basic things working before they start expanding.
That should’ve taken a month, not a year.
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High cost, high reward, highly avoidable, requires good positioning, leap finisher, part of a high-direct damage weapon set. Yep.
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I’ve always been a fan of the idea of “soft counters” like the berserker stance example. In this line, do you think that stability should reduce the duration of disables / distance of knockbacks by a percentage (50, 66%…) instead of fully? Should there be a boon (fury, perhaps) that reduces the efficiency of conditions on you?
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