this map is still in the game… i learned that today… I’m sad.
Hello, please give LS back its 2 boon steal functionality if you’re going to make the FS -> LS changes.
Thanks!
Do you have any openings for the alternates’ alternates? If so, how do I apply?
Just logging in to say this should be removed from solo queue and put in its own stand-alone queue. thanks.
i can’t stand wanting to play 1 more match and getting this trash map
better match making…
This would be great. Not sure how much time you are looking to put into this, but I would be interested in seeing some match up scenarios in addition to the basics…
For me, selfishly, I’d like to know:
1. Pretty much every where steal and shadow steps work w/in each map
2. Best places to kite in each map
3. And finally, match ups against other classes:
-Enemy skills to avoid and how to avoid them (what animations to look for, etc.)
-If you can only focus on one class, I’d be interested in your approach to fighting other thieves
Even if you don’t put the guide together, your stream is a great reference for people wanting to learn d/p and thief in general.
remove this garbage from solo queue, pls. thanks.
Signet of Agility only removes 1 condi and although I agree that it might look op with this specific build, it is not for every other so they should not touch the signet but nerf the spec, just not to much or it will join the other specs in the “useless spec bin”.
It removes 1 for each nearby ally. Unless the tool tip is completely wrong… but I feel like I’ve seen it remove more than one in team fights…
Nope not allowed report them for botting and take some screen shots.
It doesn’t do anything.
Pretty sure it works… like this
:o)
This thread…
In order to get Steal to it’s “OP” level, you have to devote 8/14 of your trait points to it. 57+% of your traits into one skill on a 21.5s CD. If anything, the stolen skills should be looked at and adjusted as some are in fact OP (plasma, mace hc and Ice shard come to mind), but that is a general nerf to the thief and this thread is about Acro/Trick thief.
There are a couple of things ANET could do (doing all of these would probably kill the build):
1. Feline Grace: I’ve always felt this should only return the endurance IF you successfully evade an attack. Doing this should reduce this spec’s 1v1 ability a bit, but keep it viable in team fights.
2. Fluid Strikes: 10% damage increase for 90%+ of the time seems like a lot for a defensive trait line. Maybe a drop to 5-7% to start.
3. Signet of Agility: 100% endurance gain on instant cast that also removes condis is kind of strong when used with this build. There are a couple different things they could do here, add a .5-.75s cast time to it or make it proc 3s of vigor base and an additional 1s for each condition removed but no base endurance gain.
—————————————————-
Also, the double proc of air and fire aren’t what make this build viable offensively… couple of things had to happen to get it were it is today in addition to the air/fire changes:
1. Base init regen increase
2. Zerk Amulet getting increased crit dmg after the intro of ferocity
3. Intro of new rune types
Only 1 of those things is unique to the thief.
FWIW, unless you can average 2 (1.98…) targets per fire sig proc, you get more damage over time using sigil of force or accuracy. Unless my math is wrong… which is entirely possible, i think it’s a wash as to whether you go air/force, air/acc or air/fire over time.
please delete this map
I would support Skyhammer as it’s own unique queue where you knew you were getting Skyhammer and only Skyhammer going in…
Next fix spirit watch and then have the 5 maps in both solo and team queue (or don’t fix spirit watch and leave as is… just get rid of Skyhammer).
Capes w/ Gold trim and silver trim for first and second place teams for each season would be a cool back piece.
Season winners should also have their own plaque in the heart of the mists.
Regarding the after rank 80 stuff, I agree with you, but I think that ship has sailed. I don’t think they’ll do anything like that now… I’d be happy if they just added some texture and shading to the current dragon… it looks a bit rushed.
Another idea that isn’t mine would be to allow for all the ranks you’ve unlocked as a unique emote:
/rank = current rank
/rank 1 = bunny
/rank 2 = deer
/rank 3 = dolyak
etc.
But that doesn’t really have to do with seasons… or the topic.
peace!
Capes. Better than any measly titles and bs finshers. T3 armor is lame dude, every PvE carebear and their mother has that stuff. Even with some cute effects it wouldnt be much better.
Ha ha, capes also very cool. As for T3, I’m not talking about the cultural stuff, I’m talking about a unique armor set for spvp only that comes in 3 tiers and takes either being very, very skilled or a very long time to get all the way to T3.
But yeah, capes. And program that pose in there too.
Seasons continued
*Each season would come with its own meta-achievement track which could be a full year focused or quarterly focused track. Unique rewards like Tier 1 pvp armor and upgrade components for that armor (Visual upgrades) could be tied into these tracks but more on that later.
*Emphasis on better drops of rare and unique items. Touching on this again, everything you get from the silver rewards to the chances at a precursor or other unique items should scale with your rating on the leaderboards.
*Solo Queue: not sure on this one, not sure if the seasons should focus soley on the registered teams or not. I’m leaning toward yes because I feel like playing on and with a team is an important component to grasping the full potential of 5-man conquest. Disagree? Let me know why.
2. Rewards
*Touched on this above, but its time we see more things like the Balthazar back-piece, but definitely not in the way that the back-piece was implemented or another flame-infested item.
*Focus on rewarding time-spent and individual skill. The reason behind breaking up the armor into 3 tiers is to allow casual players to acquire the basic model and then allow competitive players a path to upgrading that armor to show their dedication to pvp. As a reward for high-level play, you also give the top players in the game the ability to get their armor upgraded to Tier 3 faster than anyone else (tournament and season placement rewards).
*Upgrading armor improves the detail on the armor, allows for more dye channels and the final tier has some sort of subtle visual effect (Think the misting effect on the zodiac armor, but not the stare-into-the-void part).
*Here is how I envision the timing on how much commitment it would take to upgrade the armor:
a. Casual player (low rating) – lifetime to get a full set of Light, Medium or Heavy armor upgraded to tier 2
b. Mid-Level player – lifetime to get a full set of tier 3
c. High-Level player – a year (partial set) to two years (full set) to get to tier 3
d. Top Player – reward for winning a season (1 year for a full T3 set)
—————————————————————————-
That’s all I’ve got for now… time to go mow the grass. Think you can improve on how to implement a season? Please detail it out below! Don’t like the armor rewards concept? Explain why and how the devs could implement a better one.
Thanks for reading.
(edited by Pixels.6532)
Reminder: IMO. These are my thoughts on seasons, titles and unique rewards. In many cases, I think I’m more directionally accurate than spot on, but the point is to spark discussion and hopefully get some dev involvement and hints about their future plans.
For example, my profession titles are things I made up, I’m happy for people to suggest better ones, but my point is people need more vanity progression that shows their commitment to a particular class beyond the 150 wins it takes to get the Champion X title.
I think that nothing high-lighted the communities’ desire for lifetime achievement type rewards more than the change to the rank titles. Now that Dragon is much more achievable, some longer term titles that show a player’s dedication to spvp would be nice as well as things that show a player’s skill.
1. Seasons
*Incentivize teams to get together and stay together by creating long-term (year) goals for the team via rewards associated both with the season itself and with high-ranked play.
*Length: A season would last a full year but be broken up into 4 quarters (jan – mar, apr – jun, etc.) to allow for tournaments and a few weeks break from the season itself at set points in the year. Major tournaments (ToL style) would occur during the (Q2) summer and (Q4) xmas breaks with smaller tournaments rounding out Q1 and Q2.
*Registration: teams would register with an NPC for the season with a limited roster (around 7 players, no more than 9 to prevent 2 full registered teams from playing at the same time), a team registration would last for the full duration of the season. Again, motivation to create and stick with a team.
*Once registered with a team, a player cannot be a part of any other registered team; however, he/she is free to queue with any players, but season rewards and accomplishments would only count when he/she plays with a full 5 players from his/her registered team. And you couldn’t progress your team’s rating unless playing w/ 5 members from your roster.
*Leaderboard focus on teams, not individuals. New team queue leaderboards would have the team ranked w/ a drop-down option to show the individuals registered with that team and their contribution to that team’s performance (see attachment). The new LB could be associated w/ only the season and the old LB remain though I would suggest adjusting the Solo Queue leaderboard to simply rating players as A, B, C, D or E (attached) and sorting players by wins or total games played.
*New Leaderboards would simplify the selection process for large tournaments and give more incentive to play on a team. Additionally, rare items (precursors, upgrade orbs (more detail later), etc. would have increased drop rates the higher your team climbed up the leaderboard.
*Season Themes: each season would have its own theme and own unique title set for competing in and performing well during that season. This title would be permanent, if the idea of seasons themes isn’t appealing, these could be temporary set titles that last for the duration of the following season and then are re-assigned for the new season’s top finishers.
*One change per season: not sure if this would work, but the idea is to allow for some lenience in the event that a team falls apart so for each season you’re allowed to opt out of a registered team once and join or form a different one.
to be continued
when will i have the option to opt out of this map?
don’t like this map at all. please fix and remove in the meantime.
Legendary Reaper
BOOM
that’s better than soothsayer. for sure.
What exactly is a soothsayer
http://lmgtfy.com/?q=soothsayer
some of the titles could be tweaked, point is to have long term tourney winning titles for each class that you can get between 150 (champ) and 10k (brawler).
I know this has been brought up before, but I’m bored. Here are my ideas on expanded class based titles for wins, as well as an expanded “slayer” title track for kills in spvp. Both are long-term based to give a cosmetic carrot to go after for pvp players.
Should be retro-active, even if that means a few players will already have a few of them. The “Elite” moniker is not mine and has been suggested by players in the past.
Thanks for putting this together, looking forward to your updates. You could request a dev update the title from “Comprehensive” to “Beginner’s” or something.
I agree with most of the “nerfs,” I’d only undo/reduce a few of them…
CnD – up the current damage by 15%-20%
LS – should still steal 2 boons but only if target is below 50% health
Cluster Bomb – revert the range back to 1200 outside of spvp, leave @ 900 in spvp
Basilisk Venom – agree w/ the changes they made, but feel like this elite could use a bit of a buff, maybe grant swiftness for a short period 5s-8s or so.
Signet Use – feel like this needs a buff, like using a signet removes a condition… base ini regen covers the nerf. Similarly, Quick Recovery could use a change, but not a revert to its previous functionality.
I’d even add a nerf to that list:
Feline Grace – returns some of the energy used IF you successfully evade an attack.
If they made that change, I’d like sword 2 reverted back it’s pre-Dec 10th functionality.
Most of the other ones were quite necessary, the change to Opportunist didn’t have nearly the effect on initiative regen that I thought it would, that was a nice buff (ini regen). HS was broken at launch.
We’ve had some nice buffs too, reducing the base CD on steal and Sleight of Hand update was amazing. Withdraw was fixed as well and they tweaked some aftercasts for us here and there. Pain Response has a shorter CD and better functionality now that it doesn’t proc w/o the conditions on you.
Anyway, still love playing teef.
Looks like it can be done.
We’ll look into this soon™. Thanks for reporting it!
Branden Gee wins trademark of the day.
It’s resolved! Everything was returned and all that. Thanks!
Some issues reported with the TP. in this thread
CC Danicia
Community Coordinator
“Hello all, we’re aware of the issue and have disabled the Trading Post while we investigate. Thank you for your patience.”
thanks, hope they solve it…
I ordered several 100g worth of items and the “stuff I’m buying” section is blank. No money was returned… my order history is completely blank.
They won’t do that. Some players already have it and the only reason no one else can have it right now is because they took away glory and pvp crafting.
good point, let me rephrase, coming to a gemstore near you with fire effects.
Coming soon to a gem store near you?
:o)
Awesome tourney, didn’t get to see nearly enough of it, but the Solo Queue/MiM matches were excellent.
And TCG with those rotations… schooling people. Helseth’s teams always seem to be so tight w/ their rotations.
Sizer was on his game this tourney, wonder how many 2/0/0/6/6 thieves will start showing up in matches.
Thanks to BLU and Sireph (Suit & Tie OP) for the shout casting…
Josh, any chance we could have some of these matches linked in the “New to PvP” sticky?
I agree w/ Kensuda, this patch has had way, way more go right than wrong. Good stuff.
Oh I should be try to clarify. I am asking when the cap on hot join reward track progression lifts so you can progress again. Does the lockout lift when daily resets or is there a different system for it?
hmmm, I don’t know that one. My guess would be 24hrs, but that doesn’t seem to be working? Hopefully, you can get a dev answer.
I’m not quite sure what you’re saying, but if you are referencing the cap on hot join/custom arena reward track progression, that isn’t a bug. They’ve put it there intentionally because of potential abuse.
Solo Q and Team Q don’t have a cap.
With the new wardrobe system, I was able to pull off an outfit that is Maximum Gentleman.
Enjoy!
Ringmaster Hat (Gem Store)
Illustrious Shoulders (Light Ascended)
Arah Chestpiece (Arah Tokens / Arah PvP Path)
Exalted Gloves (Crafting)
Exalted Pants (Crafting)
Illustrious Boots (Light Ascended)Click here for animated spin: http://a.pomf.se/efxqel.webm
nice mix and match there!
Mine’s all one set, favorite heavy armor in the game:
Well SAB weapons were a great example too, gotta give them that.
yup, absolutely, added to the list!
They have been adding those just not as fast as gem store armor (They do need to make a profit after all). Radiant/hellfire, ls cosmetics, and the upcoming mistforged hero weapons.
Those are all nice, but they either feel incomplete (radiant and hellfire sets… have they made the chest and leggings yet?) or are difficult to get because they’re dependent on so many other people (mistforged).
Not complaining about those, i think they’re nice, but it seems the majority of new items are gem store related, again, i appreciate the need for cash flow, but I would like a new, complete set of armor. Fractal Armor gets my vote, but I don’t think they’re keen on that… :o)
And a new weapon set that isn’t a retread of existing sets (teq, aetherized nightmare…), but completely unique and obtainable via content, not either gold farming for gems or buying gems directly…
In my opinion, Fractal Weapons, SAB Weapons, and Liadri (i know, not a weapon or armor) come to mind as great examples of content based vanity items… wish there were more of those!
(edited by Pixels.6532)
Sea, yeah, I didn’t realize that… if a mod could change the title to “Discussion: Next Armor and Weapon Sets…”
That’d be great.
Also, would like to say… don’t mind gem store items either, cash flow is great for anet and me ’cause it keeps the game going… but I think we are due for some new, non-gem related sets! :o)
You know what I think would be great? If the next armor sets you guys throw together don’t cost 800 gems apiece. Instead, they could come from a new title track in spvp and/or a new dungeon and/or badges of honor…
And It would also be cool if the next weapon set you put out had nothing to do with black lion tickets, but rather in-game content.
edit: thanks for the thread title change!
(edited by Pixels.6532)
I guess we all took a vow of silence we didn’t know we were taking… :o)
runes, sigils, etc. aren’t showing while in a pvp match… seem to be working though it is weird to see… really weird.
I just logged in… do i have to have a pve version of the weapon now to use it in a build? I don’t have a pve mace for my guard and couldn’t see where I could equip one… :o(
lol, dustin wit dat self promo!
In addition to Magictoker, you can watch caed & sizer for spvp, all three are great thief players in spvp. Caed is D/P, i think both dustin and sizer are running s/d now, not sure though.
I know caed has past broadcasts you can watch, I don’t think sizer (EU) does, so you’ll have to catch him when he’s live.
And someone already mentioned yishis, here are a few of his vids, I think he’s still primarily d/d for wvw:
The knock back bypasses the block and knocks both me and the ally back. Also,the block works for all allies against Earthshaker which is a very similar skill.
Hopefully you can get a dev to respond and fix it, does seem like a bug.
Just curious how the soldier’s and cleric’s amulets will look.
Will they just be the same stat spread as the amulet + jewel?
Because I think most players would prefer some vitality on cleric’s and some ferocity on soldier’s.
It’s the right thing to do for these guys… It’s been done before
“Achievement rewards were introduced in the Bazaar of the Four Winds release, retroactively awarding players for already earned achievement points.”
“Those who gained any world ranks prior to the introduction of the reward chest will retroactively receive rewards at a rate of one retroactive chest for each new rank. For example, a player who gained rank 3 originally would receive two chests at ranks 4, 5, and 6. At that point, they would earn one chest per new rank.”
Not that the second option would work in this case, but the first one would, each missed chest should be rewarded on log (24hr limit per chest) just like you did the AP chests, if memory serves… #makeitso!
Are you saying you should be able to stand in front of your teammate while they stomp and block the aoe push back of the Guard’s downed state?
You can body block Engi pull and Warrior interrupt this way, but those are single target, trajectory skills and the Guard’s knock back isn’t.
Because it is an AoE CC, I think it’s working as intended, tbh, or I’m missing something about your post.
This thread is also high lighting the childishness of some of the pvp community… #ifyoucan’tsayanythingnice…
Best of luck Allie, that other place looks cool. Artwork is sweet, kinda reminds me of Mark of Kri a bit. All the best in your new endeavors.
This is no better than calling someone childish #learntotakeyourownadvice
Are you seriously trying to equate being a kitten by posting petty and childish comments in a good bye thread from an employee to calling people out on it?
#datlogic
But I guess getting into a stupid internet argument in it ain’t much better, so…
#pmmeifyouwant