Showing Posts For Prince.7198:

[All] ANet - Do You See This as Balanced?

in Profession Balance

Posted by: Prince.7198

Prince.7198

Taking a quick look at this game, I couldn’t help but notice a pattern:

GW2 Activity / Dominant Profession

Dungeons: Warrior
Fractals: Warrior
Open World Events: Warrior
Open World Bosses: Warrior
WvW Zergs: Warrior
Hot Join PvP: Warrior
Solo PvP: Warrior
Team PvP: Warrior
GvG: Warrior
WvW roaming: Thief/Mesmer

This is not entirely true, For PVE and WVW you are right but you clearly don’t play a lot of sPVP. In hotjoin #1 profession is currently necromancer running MM gimmick builds. On second place are engineers and (maybe warriors). Third place would be thief en mesmer. Warrior are defo not the most played profession in sPVP anymore, they are however still one of the easiest to just roll with (same goes for MM necro).

[WvW] Mesmer needs to be balanced

in Profession Balance

Posted by: Prince.7198

Prince.7198

Then we got blurred frenzy, nerfed like hell. Immune -> evade, giving us up to 14k retaliation damage with a normal shatter combo. This is just way too high!
Not only that but it also got another 2 seconds cooldown increase.

This is a rediculous statement. Retaliation is designed as a mechanic to punish builds that run high burst. So don’t complain when you burst and the target uses retaliation to counter you. That is basically saying, only i should be able to do DPS and evrything else should just die. I call L2P here. If you run a glassy burst build, you cant unload your burst when your target has retal. You should be aware of it and certainly as a mesmer you have enough boon removals to work your way around this. Besides Immune to all Damage was way too op bcs it would also ignore the confusion, another counter to burst specs.

Finally generally speaking Mesmer is not underpowered at all. Ok you might not be able to run full berserker, but this goes for all professions. If you are in a zerk you need some sustain and im sure there are more viable options for you to play.

Cheers!

The return of the evasion [gw assassin]

in Thief

Posted by: Prince.7198

Prince.7198

First of all, i would like to say all of your idea’s are way too OP for them to be implemented in the game at the current state.

What i do like about the idea is that, unlike in gw1, in GW2 there are not really skills that punish a player, or reward opponents for spamming skills like crazy.
In GW1 you had to be carefull when to attack and when not to becasue of hexes (empathy, insidious parasite) but also enchantments and stances (bonnettis defence, flashing baldes, whirling defence). This obligated players more to know all the skills and hexes, and this made for much more tactical and skillfull gameplay.

In GW2 the meta of most classes (engineer, mesmer, necromancer, warrior) is just to be constantly casting, spamming skills, swapping to another set spamming skills again leading to very little skillfull gameplay. (I want to give the example of engineer gameplay here where most engineers are just swapping sets blowing all cooldown swapping another set. This because it puts out so much dps that enemies cant even go near, and it is difficult to counter)

There is confusion and retaliation of course, but they don’t quite work to the same extent, in the fact that they are not class specific enough (just a general boon and condition) and also easily removed.

What i would like is more class specific skills (and not general boon or condition) that allow to counter those builds that just involve mindless spamming. Projectile refelecting skills are a good start, but it has to go further than this. I want skills that counter signetuse, skills that counter melee attacks, skills that counter use of aoe skills, Skills that counter summons. Such specific skills that can counter certain builds will make GW2 meta much more diverse and interesting, as was the case in GW1 pvp (Best pvp mmo i ever played).

Over and out!

[PvE] Devs, please bring the Assassin back !

in Thief

Posted by: Prince.7198

Prince.7198

Backbreaker-A/W with bonettis was great, so much power, such dynamic playstyle, much awesomeness, wow!

Thief Condition Removal and Regen

in Thief

Posted by: Prince.7198

Prince.7198

Aside from completely mitigating all damage (on top of mitigating all targeted attacks by being in stealth), removing all condition damage threats, the thief is also removes 1 condition every 3 seconds, is granted regeneration, can gain initiative bonuses, and can move 50% faster.

Ok, all these effects you mention include 3 major traits in shadow arts, so for this to be true you just lost 30 trait points on only defensive abilities (you haven’t dealt any dps yet). And to be frank, you are gonna need them as a thief with your tiny health pool and your lack of stability/protection/block/invulnerability. Furthermore, yeah it is a good skill but all classes have very strong healing skills.

And concerning fleet shadow (Acrobatics line) giving you 50% speed boost. THIS IS A LIE! or it is BROKEN and NOT FIXED (hear me anet) since the start. I tried it out and when in combat (when you need it to land a backstab on runnign targets with high mobility) it merely gives a 33% speed boost. It thus is useless because you cant catch a target with swiftness (which many classes have easy acces to). FIX THIS PLEASE!

And to conclude, along with all the other stealth qq’ers out there you suffer from the misconception that in stealth = safety. That is not true, in stealth you take just as much dmg and in this game, where point blank aoe dmg is omnipresent, it is super easy to down a stealthed target with some common sense. As i think of it: GREAT TRAIT IDEA: INVISIBLE INERTIA: When stealth is applied thief receives 3 sec of protection! This would be great to fix/replace one of our many broken traits like fleeting shadow e.g.

Furthermore if talking SPVP, stealth has major tactical disadvantages (cant cap a shrine, cant take an orb, …)

Over and Out.

Thief Running Orbs in Spiritwatch

in PvP

Posted by: Prince.7198

Prince.7198

Something that has been bothering me for quite a while when i play spvp with my thief is that when running orbs in the spirit watch map, i am not able to use any of my mobility or defensive abilities (teleport or stealth). I realize that being able to run the orb is stealth would be op. Dropping the orb when usign a teleport ability is however not fair as it is the thiefs main way of mobility. Warrior are however able to use their weaponskills (sword 2, GS 3 and 5) to very quickly outrun any chasers and reach the cap points very quick. Same goes for elementalist using mistform, allowing them to get the orb in without almost any risk. Necromaner, can still use deathshroud absorbing all dmg trown at them.

I am not necessarily asking that thief can tele with the orb, but i don’t think these other classes should have these highly advantageous abilities in this scenario, while thiefs are supposed to be the experts in mobility. I suggest that when picking up orb, your weapon skill bar should go blank. Abilities that give invulnerability should also not work (go immune) (so no elixer S, Mistform, focused renewal). This will put all classes at an even pace for orb running + orb running will be harder so that fights can exist over the orb (in stead of warrior just quickly jumping away with it, ele mistforming it out of combat).

Let me know what you think!
Grtz Prince

Venom Mechanic

in Suggestions

Posted by: Prince.7198

Prince.7198

Venoms are a problamtic utility type. They are not rewarding enough for their long cool downs and only work mediocerly if you spend 60 trait points on them (then you have no suvivability). Please rework their mechanic! Thief needs something good since the thief player base is in a state of the black dead since wintersday patch that removed our main mobility skill.

Infusion buff...not?

in Thief

Posted by: Prince.7198

Prince.7198

Jup, i had the same feeling. They just want to hide the fact that we got so many nerfs (again) and are now using the “ACCIDENTAL”-TYPO-STRATEGY. Maybe it won’t scare away new thief players as much now since they know the veteran thief community dislikes them more thoroughly every balance patch.

Thief Collaborative Development a Success

in Thief

Posted by: Prince.7198

Prince.7198

Guess all we have left to do is just go play bell choir, it is the only thing thief can still be good at if we try really hard.

So, what's the new meta-build?

in Thief

Posted by: Prince.7198

Prince.7198

I still run D/D (0 30 30 10 0) in spvp as i did before. I didn’t even take inf of shadow before since for spvp i feel the condi remove on stealth is way better than those 2 ticks of initiative ( as stealth is on a 4 sec cd anyway, enough time for ini regen). So my build got a minor buff through the increased ini regen. I say minor because even though +33% buff, opportunist nerf is also a loss. It is just a pitty that most classes get a lot of bug fixes and exciting changes (and new heal skills with interesting mechanics) and for thief it’s just the same as before but with minor drawbacks (less vigor, and cast time on sword). Dont get me started on our mediocre_healing_easily_dogded/blocked_longest_cooldown_intteruptable_only_usefull_when_
heavily_traited_new_heal_skill. It’s rubbish. I am also very sad that many useless traits have not been fixed/ altered. In fact, more useless traits were created (quick recovery? seriously?). Furthermore, the promise of player-dev cooperation on balancing turned out to be a big lie (see tread: https://forum-en.gw2archive.eu/forum/professions/thief/Thief-Collaborative-Development-a-Success) as there was basically no change after the preview. Arenanet just doesn’t care for their players, at least not the thief community. I hope santa skips you this year arenanet, breaking promises is what baddies do.

Over and out!

Nerf Wish list

in Thief

Posted by: Prince.7198

Prince.7198

What: Venoms
Why: That stuff 1shots any class with full cleric gear

Nerf Wish list

in Thief

Posted by: Prince.7198

Prince.7198

What: acces to looking for group tool
Why: Theifs are so OP that they make other party members feel useless in a dungeon

Nerf Wish list

in Thief

Posted by: Prince.7198

Prince.7198

What: Crits
Why: Thiefs shouldnt be able to crit, that is something for warriors, guardians and mesmers who have such low base dmg.

Nerf Wish list

in Thief

Posted by: Prince.7198

Prince.7198

What: low initiative cost
Why: Bcs they should only use 1 skill every 15 sec or its O to the P.

Nerf Wish list

in Thief

Posted by: Prince.7198

Prince.7198

What: Weapon skills
Why: Bcs not all of them got nerfed yet!

We need a venom rework! what are your ideas?

in Thief

Posted by: Prince.7198

Prince.7198

Some ideas,

Just make all venoms apply an effect at each hit within a duration in stead of giving it x stacks. Apply venom for lets say 20 sec (half the cd, looks reasonable), every hit when you have the venom applied you cause e.g. 5 sec of the effect (poison, weakness, vulnerability). This way you can stack longer poison, stack up vulnerability, etc. This will give venoms a lot more power, the power they deserve for the long cooldowns. It will also promote landing as many hits as possible within the venom duration, and thus promote the thiefs to “stick around” as this was the direction the devs wanted to go.

Another possibility is removing venoms from the utility bar and just putting them under f2-f4 as a class specific mechanic. I have the feeling thief should have acces to venoms this way.

And one last thing. I don’t want to speculate on unreleased content, but the idea that our new heal skill will be a venom with the current venom mechanic, will disappoint all remaining thiefs. The proposed dec 10 changes will hurt enough without our only hope for a cool change being shattered. Please save thief class!

Kind Regards,
Prince

(edited by Prince.7198)

Dec 10th thief changes

in Thief

Posted by: Prince.7198

Prince.7198

Fact remains there is no fun in a passive regen increase as opposed to making a build where skills, utilities and traits work together to keep initiative up as a whole dynamic entity + as a counter balance of this (in your eyes) big passive regen increase the amount of viable traits overall is again reduced (and thief didn’t have a lot of those to start of with).

Dec 10th thief changes

in Thief

Posted by: Prince.7198

Prince.7198

No Christmass presents for thief. Only more crappy traits than before. Guess we have been naughty against the whiny casual player base.

What a great idea to nerf all initiative traits and get nothing in return. Oh wait yeah we get a tiny bit increased ini regen.
You know why i play thief? Because i am a nostalgic gw1 veteran and i love the concept of spending a resource (energy, initative, mana w/e) on my skill and being great by managing it in certain ways. Now you take all these traits for managing init and making builds that run well because of them and dump em in the trash for a boring increased passive regen?
Where are the great minds of GW1??? The skill balancing was amazing. OP builds were always nerfed while less played builds were boosted making an ever changing meta for each profession. The only thing i have seen for the thief class is a constant gradual nerfing of every build and every much used weapon set (S/D and D/P). Ok if you do that, but give us other viable options. And by viable i dont mean lame Venomsharing with a shortbow or P/P 3 spam like I’ve seen your devs do.

I am very dissapointed in GW2 as it is today. I looked forward to this game a lot. Been there all the way with you since beta launch. Loved it like GW1 at the start (which i just couldn’t put down) but now i am thinking of quiting because of a whole spiral of bad balancing decisions. I have always been a more pvp orientated player and gw1 was the best PVP mmo ever. Class balancing in GW2 however is worse than WoW. I am afraid you will lose me to ESO as soon as it comes out if this bad pvp policy continues.

Kind Regards and Merry Xmass

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Prince.7198

Prince.7198

So all classes get buffed in stead of thief which gets nerfed (again). Some thoughts:

-Venom share: this is just not worth it, since poison does not stack, making it one of the weakest conditions in the game. The only usefull scenario is when you massively can petrify a foe in PVE, but that would still be on a 45 sec CD.
-Nerf flanking strike?? Why, the whole community is crying about stealth thief play and you are willing to kill the alternative to a backstab build???
-Further nerf stealth by giving reveal skills? I agree only when the amount of reveal skills is limited to 1 (maybe 2) which are completely useless in other situations. You must realize that stealth is THE core mechanic of thief (like clones hinder targetting is core mesmer mechanic). Stealth is thiefs only good support option to save our squishy kitten. If all these update notes are true i see all classes getting better support unless thief which gets less. So please be carefull with the anti stealth skills to not destroy the class. Thanks for your attention