You need more options ie moving it to Thursdays or Mondays. Not voting as it stands.
Mid week resets are not welcome, wise we can see that from statistics just from our guild over the years.
Mondays 60% attendance of guild mates.
Tuesday 90% attendance of guild mates.
Wednesday 30-35% attendance of guild mates.
Thursday 90% attendance of guild mates.
Friday 90% attendance of guild mates.
Saturday 20% attendance of guild mates.
Sunday (guild meeting only) cca 20% attendance of guild mates.So just numbers:
MON 60%
TUE 90%
WED 32.5%
THU 90%
FRI 90%
SAT 20%
SUN 20%This is over 3 years with roster of size between 20 – 60 people variation.
My guild has 100% on mondays. Guess we should do it that day and everyone else can go kitten themselves right?
There are 7 days in a week.
Can we please vote? Thank you!
Hm… went to test it a bit. The lynx maintains a much much higher bleed stack than the bird. I’m seeing bleeds of about 300 with bird and 700-800 with the lynx. The bird however gets to activate taunt sooner because the lynx F2 CD is 24s and the bird is 4 1/2… however the bird taunt circle is also a lot smaller. The bird grants swiftness too though which is nice…
I think I prefer the lynx to the bird.
Are you testing on a training golem or against a player? It makes a pretty big difference.
Shame some people don’t understand the time put into some of these changes and the impact they made on the game mode. Can you not honestly say WvW has improved?
The only improvements have been the fix to culling (bug fix) and the population cap ( fixing what they broke by creating creating tournaments and leaving transfers free for so long).
The removal of the orb and the addition of bloodlust ruins were implimented because it was easier than dealing with hacking. It was supposed to be a temporary fix but instead they decided to just let hackers run rampant for years.
The OS arena was created to pacify the outrage caused when an anet employee was recorded trolling a GvG.
The stability change created the boring pirate ship meta.
Superior siege and WvW ranks led to power creep and now they are going to remove guard stacks which will once again screw with everyones builds forcing them to buy new armor. However they are leaving in the ridiculous golem mastery because for some reason omega golems weren’t quite powerful enough in their eyes.
3 years and the majority of the list are bug fixes, terrible additions (events), or things that don’t even apply to WvW (OS, EotM).
Can’t wait till they bring back culling in the form of the SM fountain!
Why only 2 options? I vote for monday.
cats=pve
birds=pvp
Well you only really need one per objective
RIP…
Reality check for you. Not everyone play in T1. Down below what seem so simple for you is a real nightmare and absolutely not viable. We have all the problem in the world to have 1 dedicated scout per bl is our reality since forever. How many times did I had to sacrifice myself to be that guy because otherwise there would be nobody.
Beside, why does it have to be kittening stealth again? Why can’t it be another kind of far less problematic defense?
There is a reason that lower tier servers don’t often have scouts, they don’t have the forces to stop the attack even if it is scouted. In terms of stealth affecting the ease of taking objectives I don’t think it will play much of a role. In terms of stealth affecting how many times people die running around solo, that will be significantly higher.
What T8 server were you playing on that you believe that crap?
Two minutes isn’t enough time to do anything substantial.
It’s long enough to go anywhere in EB, bypassing every scout on the map…..
If you don’t have a scout sitting in every tower, and multiple scouts for your keep you can have an enemy zerg appear and bust through the gates before you can organize a response.
Good thing one warrior can disable all their siege once then reveal and commit to attacking giving as much time as needed as long has they have supply and traps. (Warrior because un-blockable is nice to ensure disable lands)
So I guess you volunteer to sit in a tower for hours in case an invisible zerg shows up? I sure hope you have enough people that are willing to do this for every tower in EB, and several people for your keep.
Well you only really need one per objective, also if towers do reveal stealth on map with new tower upgrades most tower’s won’t need a scout in them but just near them to disable. So, you kinda only really need one person to keep an eye on the keep and have some siege disablers ready. There are already lots of people that scout (on more competitive servers that actually will have a zerg show up if you keep them disabled) on these servers and much of what they do will not change. Yes the 10 to 20 seconds that you can see a zerg coming towards an objective will be lost to stealth however many zergs won’t respond to objectives getting attacked until siege is committed. Therefore in the realm of objective taking I see not much of a difference, just more so in the ‘ganking’ of players outside of towers.
Being able to see them coming gives scouts a chance to prepare. If an invisible zerg spike builds 5 rams on a tower and no one sees them until after the ramming has begun, the chances of saving it are minimal.
With the keeps you will have a chance to defend inner, but outer will be down before your 1 scout figures out where you are being hit from.
In the past few months I have played on servers from T2 all the way down to T7. The defensive scouting is done around the pathways to your side of the map, where you are likely to get into fights with the offensive scouts from other servers. Having people sitting in each tower is boring for them and wasteful to the server.
If the only way to defend against this terrible idea is to have people sitting in each tower with disablers ready then what is the point? How is that fun? They are giving zergs the ability to blitzkrieg objectives and WP away to restealth without having to fight anyone, and forcing defenders to sit around in tower instead of getting a little roaming action in. All this idea is doing is taking away from fights.
Two minutes isn’t enough time to do anything substantial.
It’s long enough to go anywhere in EB, bypassing every scout on the map…..
If you don’t have a scout sitting in every tower, and multiple scouts for your keep you can have an enemy zerg appear and bust through the gates before you can organize a response.
Good thing one warrior can disable all their siege once then reveal and commit to attacking giving as much time as needed as long has they have supply and traps. (Warrior because un-blockable is nice to ensure disable lands)
So I guess you volunteer to sit in a tower for hours in case an invisible zerg shows up? I sure hope you have enough people that are willing to do this for every tower in EB, and several people for your keep.
hmm well i am used to play with me SB but ye with CnD itll do .. but as i didnt play p/d or d/d for a long time i’d prob mess up the perfect timing to chain CnD ..a bit too early and ur revealed a bit to late and u might be cced
I usually play with shortbow as well but I found that I didn’t really need it with trapper runes since I already had poison, 100% stealth and super speed for escaping.
It doesn’t take long to get the timing down on C&D. I messed up a few times in the first hour but you can go full dire with the build and Withdraw or steal if immobilized, so it’s not like there is a whole lot of danger if you screw up.
no, i am wrong, ranger traps are just a range issue, decided to make a ranger and take a look not the rune.
but my point stands.Trapper runes are broken.
And if thief gets nerfed into the ground because of a rune, im taking a holiday to murica.vamp rune was almost worse than this, ele’s took full advantage of it being able to have an extra mistform and nuke from that, then they changed it, could still use profesion skills, then they changed it again so its just a mist form. (theres a petition to have it removed from pvp entirely)
If they just even removed the stealth from the runes and added a dmg buff, that would be fine.
Thief stealth isnt an issue if you know what to look for + reveals coming are gonna be a nice denail… unless youre a thief lel.
just nuke the rune.
What do you mean a range issue?
No one is saying nerf stealth into the ground, they are saying add direct damage to the trap so it works like all of the other traps.
You really should take the time to fully understand a topic before commenting on it.
You can easily kill up to 3 people without any problems, above that organized players will be able to power rez, but at no point are you in danger of dying.
thats right as long as most people dont know what to do, and my experience is that many ppl just stand stil or run in circles panicing and not trying to preassure ur pistolfield. did u fight duels with that build vs some ppl that wanted to figure how to beat it ? .. i bet if u do so after a few duels u will have a very hard time – especially vs other thieves that run SA and can spam ports into ur pistolfield. i hope i find some time to duel with jayne a bit to prove myself and to u that this build is beatable, maybe i can record those fights. IMO as this build seems to appear more often just recently its more a ‘new’ thing to most ppl and we got to learn how to fight it before anyone can really say that it is too strong and how to ‘fix’ it optimally and fixing is not completly destroying trapper builds as such.
I ran pistol/dagger dagger/pistol when playing it. the majority of the time I would just C&D off of the other player, pets, ambients, npc’s, etc.
When I had to use Blackpowder + leaps I always made sure to get behind something so they didn’t immediately see me, or get far enough away before using it that they couldn’t interrupt me.
today on my ele i got rekt by a ranger who was always in stealth, constantly using taunt to get me to hit his pet and run into his traps.
same deal. he/she didnt get a reveal and i only saw the ticks. the rune is broken, not the classes. much.
But deffo the rune, rework the rune instead. they did it with vamp runes(before you were able to use utils, then just profession skills, now nada), they can do it with trapper.Trapper thieves are a joke, easy to kill and generally are the thieves who are like ‘ermagerd ah cun beh inverserbal loods’
I.E. a little brain dead.
not running a stunbreak in wvw is your own fault. something i learned the hard way years ago now.
ps, traiting the trick removes conditions removes 1 condi, our lowest cd is the heal skill, which is 18sec, the rest are 20+ and other tricks are kinda… useless in the current meta.
Bored of the qq towards thieves now. a caught thief is a dead thief. just learn to catch and adapt, like we adapt to heavy cc and tings.
Incoherent rant over
You are wrong, or just trying to spread misinformation.
Ranger traps apply direct damage and reveal the ranger, there is no way he could remain perma stealthed.
Thief Withdraw is 14.5 seconds when running the trait to remove an extra condition. The other tricks cooldowns are reduced as well.
Not entirely true. If you make your build completely reliant on Shadow Arts, that’s your weakness. And you didn’t address my statement regarding thief having the best access to stealth.
A thief without shadow arts can die to conditions very quickly. Sure, we can cleanse SOME conditions through other means – but particularly with torment and confusion (heal skills don’t remove) we’d be burning through most utility skills to get rid of, which with confusion, would probably kill us
So if running Shadow arts is our weakeness… and it’s a weakness NOT to run them – does that mean thieves are just weak?
A few polite pointers – and a reminder that these apply to ALL classes in the game.
1) Conditions don’t do physical damage and therefore don’t reveal. So Caltrops only do condition damage. I
‘m guessing the moan about engie dodge bomb revealing vs thief caltrops doesn’t… is actually a complaint that the bomb does physical damage? That’s your fault for taking it mate, not ours…
Ask the devs to remove the bombs physical damage.
2) Trapper thieves have 1 type of trap that applies conditions… that’s the needle trap. Traited for – you can put 2 down (one every 25s when using heal). All traps can put 5 stacks of vuln with a trait, but nothing else.
3) Traps are unblockable – goes for all classes I think? Thief traps only do condition damage though too – and don’t blocks just prevent physical damage? (seem to remember shields blocking physical damage not conditions).
4) Changing traps because of a rune is the wrong way to address your concerns. Actually, it’s probably those on the receiving end’sdream solution, but that doesn’t make it the correct way to address the problem.
I personally don’t spend all the time in stealth whatsoever – i’m pressuring you with sb 1/2/4 all the time, evading with 3 and moving with 5. Pressure = distraction, and distraction = not realising you’ve 3s to condi cleanse or die; remarkably effective in 1v1.
5) Revealed does not necessarily destroy the build. Traps are condi bombs which work without stealth. I usually goad players into a trap or drop it on their face (stealthed or not).
Trapper runes do give a VERY accessible means to get into stealth, and further defensive mechanisms (super speed to move out of area AND a trap to stop pursuers).
The easiest way to kill is to leave traps laying around and watch you walk into them from afar whilst having no cooldowns so i can just sb 5 in and drop more ontop of you… with zero stealth needed.
I am semi tempted to point people towards the “burn” condition threads where we get told conditions are no issue. Since these trap thieves do no direct damage, only conditions, and conditions aren’t an issue… what’s the complaining?
Yes, I think it’s a very very strong build and very evil too. Fair? About as fair as having enough life to withstand 3s of 8 burn stacks, and having a condi cleanse that only removes them after 3s if you’ve not got the right heal or shadow step up
A few things.
Evasive Powder Keg is a minor, people aren’t “choosing” it. The only way not to choose it is to avoid that trait line all together.
SA isn’t a thief’s only means of removing condi’s. Traited tricks also remove condi’s and most have fairly short cooldowns or provide stun breaks. Signet of Agility will remove up to 5 condi’s if you are running with a party. Thieves also have short cooldown elites that synergize very well with Lyssa runes.
And finally, you seem to be missing the point of this thread. Condi damage isn’t the problem. Being able to remain in stealth for the entire fight while applying condi damage is the problem.
I have run this build to learn its weaknesses and what I found is it is slow to kill a person if they have good condi removal and you need to be a little careful around engi’s. That’s it. Unless you are a terrible player you will eventually kill anyone that is stupid enough to fight you. You can easily kill up to 3 people without any problems, above that organized players will be able to power rez, but at no point are you in danger of dying.
Hmph… Let me guess – new pets like wyvern and smokescale are in xpac areas?
Yes. Maybe in sPvP too, but not 100%.
They should be considering everyone has access to the GW1 HoM pets.
Put an Internal Cool-down on the Stealth received by the Rune, to not allow the Chain-stealthing going on, problem solved.
That is a terrible idea. They just need to add a small amount of direct damage to thief traps so it reveals them when they are triggered.
well even if u make change for the traps to reveal the thief u wont see where the traps r if placed while in stealth. u do see my pistolfield : small red circle with a bit smoke inside.
then just move into the field because i use heartseeker to stack invis there – the trap invis is by far not enough for perma stealth. now if u stand in my pistolfield and i use heartseeker in it there is a good chance for me to hit u so i wont use heartseeker and make another pitolfield but if i only use 1 hearseeker per pistolfield i will have alot higher iniative cost so i wont be able to keep up stealth and if i am revealed i am pretty much dead. also if u have ports and blink into pistolfield i might be in heartseeker already and get revealed. fighting trapper thief is just about getting him out of stealth and then just cc him till he is dead, unless he runs shadow trap and has it set at the time he wont be able to escape. also if i get revealed. some ranger used a skill that i had taunt on me yesterday so i unwillingly attacked him , got revealed, sic em , 5 vs 1 nuke , dead.my kills/death with other thief builds is better as it mostly takes a while to kill ppl and as i said they r rarely alone and just rez each other or preassure me too much.^
edit: if ur on eu just pm me ingame if ur server is another color in wvw we can meet in EoTM and then u can see what happens if u keep jumping in my pistolfield – IMO best counter. there is also stealth disrupter trap but u souldnt be needed to use it.also if i see u placing it then its just wasted.
So counter play is to have 4 friends with you to power rez when you go down….
In pvp I give them my character name. It occasionally confuses bad players since taunt and stealth make them drop target.
What the heck? It’s literally one of the starting options, you can’t make a ranger without getting asked if you want one.
Unless you pick a norn.
U can find the jaguar in eb (WvW) between golanta and the hyleck camp
+1
It’s so weird to see everyone agreeing on something…. I think your thread broke the forums.
Oh I just love this…. https://forum-en.gw2archive.eu/forum/game/wuv/Stacking-buffs-out-of-control/first#post5598817
Look through the reddit responses… “Just strip/corrupt them”
See guys, there is no problem with people running around with 2 min of every boon including quickness. It’s only a problem if rangers are running around with them.
I’m sure this will be fixed as soon as an anet dev sees a ranger running with one of these zergs.
It doesn’t matter how long the duration is stacked, because you can counter it with boon striping and worse for them that you can and will use skills that convert them to conditions. It is a non issue in my experience and my opinion.
It was a big enough issue that they nerfed rangers in less than 24 hours….
maybe they’ll give it the ranger treatment and cap boons at 2 seconds and might at 3 stacks.
Ive seen warriors outheal every dmg with healing signet…
Wat?
Its, at best, 450hp/s if you run all clerics. If a build cannot out damage that, its beyond terrible.
Since he also mentioned dhuumfire, I believe he is talking about before warrior hps was toned down and you would see troll warriors build super tanky with every bit of regen they could squeeze out (food, runes, banners, etc.).
Did you really just take a photo of the corner of your computer monitor?
Don’t hate on modern “Screen Shots”. Too edgy for you.
This is why I don’t go to art museums. Last one I went to was the national gallery in DC and the girls I was with kept telling me I just didn’t understand and there was a deeper meaning. The exhibit we were looking at was literally a net full of trash hanging from the ceiling.
https://bellamozzarella.wordpress.com/2013/07/12/the-blank-canvas/
“Art”
Did you really just take a photo of the corner of your computer monitor?
Don’t hate on modern “Screen Shots”. Too edgy for you.
This is why I don’t go to art museums. Last one I went to was the national gallery in DC and the girls I was with kept telling me I just didn’t understand and there was a deeper meaning. The exhibit we were looking at was literally a net full of trash hanging from the ceiling.
Did you really just take a photo of the corner of your computer monitor?
Jana isn’t that why thieves also have blinds and greater mobility than most other classes too? I mean yeah stealth is one of but its not the only defence a thief has.
Well, you’re in a SR and an attack is incoming, you’re out of dodges what do you do? Port out of your SR? Put a smokefield into your SR while the opponent is in 1500 distance? That doesn’t work.
You can argue all you want and maybe that was what those bringing reveal skills into this game though as well: Stealth is the defense of a thief. That’s why they have no blocks or invulnerabilities.
Stealth is not the defense of thieves, it’s a defense of thieves. This argument equates to the same thing as a warrior complaining that endure pain isn’t preventing condi damage.
Don’t try to counter something with a skill that you already know doesn’t counter it and then come complaining that the game should be made easier for you because you died.
so this thread is mostly about pvp. Have u posted in the pvp threads?
Did you even read the op? You can already select standard enemy models in PvP, he’s requesting that anet adds the option to WvW.
Two minutes isn’t enough time to do anything substantial.
It’s long enough to go anywhere in EB, bypassing every scout on the map…..
If you don’t have a scout sitting in every tower, and multiple scouts for your keep you can have an enemy zerg appear and bust through the gates before you can organize a response.
Yes and channeled abilities continue to hit while blocking too right?
You have been served.
No they don’t….. so why did you try to stealth instead of blocking, evading, or reflecting?
You appear to be one of those especially bad players that understand the game mechanics and either choose to ignore them or just randomly mash buttons hoping things will work out.
3+ years in and thieves are still complaining about channeled abilities still tracking them when they decide to stealth mid channel….. Smh
A few issues.
Call of the Wild (I’m assuming you are talking about Clarions Bond)- The reason it was nerfed in the first place was because players were exploiting tonics to have 25 might and no cooldown blast finishers. It needs an internal cooldown but it should be 14 seconds.
Opening strike + alpha training- I agree they should be combined but replacing the trait with might on knockback isn’t a very good idea. We don’t want to encourage PBS spam. Maybe something like “Opening strikes are unblockable” or “pet teleports to target and chills/knockdown/ etc. on opening strike”.
Strider defense- still kind of passive and boring. How about gain aegis when you dodge.
Light on your feet- The 1200 range should have never been nerfed, that needs to be made baseline again. Keep the piercing and add “projectiles now inflict 2 seconds of torment”
MDG- Already has whole threads devoted to it. It should just be scrapped and replaced.
Empathic Bond- I agree with the 1 every 3 seconds but the condi’s either need to be converted to boons for the pet, pet transfers condi’s to enemies on successful attack, or at the very least pet needs to take reduced condi damage (50% or more)
Poison master- needs to just be merged into the master line with refined toxins because it isn’t strong enough to take over our condi removal. The only way it will ever be considered is if EB is fixed and moved to the BM line.
Instinctive reaction- Convert % of condi to healing or vice versa, or just change it back to % of vitality is converted to power
Protective Ward- that would be a nerf in a lot of situations. The AoE weakness is too good when fighting multiple people. I don’t support this change.
Invigorating Bond- The radius isn’t the problem. The healing is pathetic. It comes out to less hps than the regen from resounding timbre. It should be changed to something useful like “Pet f2 converts 1 condi to boon on allies in 600 radius”, or “ranger shouts convert condi to boon on allies in 600 radius”
Honed Axes- make it 150 ferocity per axe quipped and swap it with EB. It would be interesting to see if that is enough to make axe/axe viable.
You might want to consider swapping Nm to skirm and longbow to S/A. This will let you pick up spotter for some party support, and furious grip/quickdraw to really boost your dps. Furious grip helps guarantee a remorseless crit on you first maul and PoS.
Stop come here criing for nerf! Ranger have a lor of problem to fix first.
Just use stealth stability or some invulnerability skill and press F.
For me downed state ele, thief, guardian and mesmer is a lot more boring.It’s not a nerd it’s a possible bug fix….and even if it is a nerf you’ve lost the fight, it’s to prevent you from stalling forever on a point in pvp. Btw pet fears still work in stealth and through thieves blind field.
Well, we already know its not a bug because they fixed bugs specifically that prevented pet functionality in the downed state. Sorry, you already lost the fight before it began.
Not only that.
This thread was originally posted in the bug forum and it was moved by the mods to the ranger forum because it is clearly just ranger qq an not a bug.
The op is just trolling at this point.
I prefer seeing what the opponent looks like. I tend to run into the same roamers multiple times in a day and being able to recognize who I am fighting helps a lot because you will learn their fighting style.
But I don’t see any reason not to include the standard enemy model option for players that want it.
This “bug” has been around since launch and is now a vital part of the Ranger play-style in sPvP.
If it was actually considered a bug it would have been fixed long ago as it greatly alters the competitive environment of the game on a primary class.1. It is not vital once you’re down in a fight usually you’re done
2. It’s not vital bc Rangers like every other class has been given 3 downstate a skills those of which ARE vital because they’re meant to be what can stalk out an opponent
3. There are plenty of bugs that the secs miss so just because they didn’t fix it does not mean it’s not a bug
4. You’re right it would affect competitive play because it would erase ranger’s ability to use their pet to apply an extra cc.Again if this is an intended function the secs should acknowledge it both visibly in game and on the forums. But if not remove this function.
Like I said it’s something that needs to be clearly address to remove any confusion on the matter
It was moved out of the bug forums. Confirmed not a bug.
The sad part is HoT was the perfect opportunity to solve this issue. If they had given us a main hand dagger instead of a staff we would have had an alternative main hand melee weapon for players that didn’t want to deal with the swords clunkiness.
As a ranger that has been playing since the betas, I know perfectly well how to use the sword and I hate trying to work around the clunky mechanics. Please change it.
Yup, had 1 match without a pet swap, boy did that suck. I double check every time now to make sure they are both there.
Excellent suggestion, half the time the counter attack misses anyway, it would be great if you could choose when or if to use it.
You sure you picked the right trait? I’m pretty sure the majority of rangers in PvP and WvW use it, if there was a problem a lot of us would have noticed.
[
RANGEr.
Need better ways to contribute to/benefit from groups while playing at range. If I wanted to play double melee I would just play warrior.Please someone post what the definition of ranger is so I can laugh at trolling you
Lol kinda defeats the objective if you tell people you’re trolling them before they’ve even responded. I’d work on that :P
Apparently it worked anyway lol.
Lol not sure how seeing as I gave an observation rather than a reaction?
Unless your response to my response is supposed to be a troll too? :P Either way I’m sooooooo not mad so I shall remain un-trolled thank youuuuuuu
I meant the post directly after yours where someone raged about players fighting at long range
I think we’re talking about PvE here. In PvE there is no reason to turn autoattack off.
In PvP, you generally don’t just go ham on the sword autoattack, regardless of how good you are with it, so “spamming 1” shouldn’t be a problem. Unless you’re playing a power dual melee build you’re barely ever going to sword autoattack at all. Why would you even touch it in a settlers condi build? You won’t use it on a power LB build unless you’re behind the guy in an entangle where dodges don’t matter. You’re certainly not going to go toe to toe with someone as a LB ranger.
Go look at Serraphim’s arguments in this thread https://forum-en.gw2archive.eu/forum/professions/ranger/Bow-should-not-be-Mandatory/first#post5590943
Charging in and spamming 1 is pretty much exactly what he saying to do.
I’ve played dual melee and I know how much damage you can inflict with the sword, but you have to be in and out with it. Wait until you hit them with a CC or something. Popping QZ to charge 3 people on point isn’t the way to play it. Odds are you won’t even down 1 of them since everybody and their brother has vamp runes or a save their kitten trait.
And of course a real group is not gonna be mono-Ranger.
And a real group won’t die to this stunt. Hell, most pug zergs wouldn’t die to this stunt, at least not more than once.
The community will exploit the hell out of any broken mechanic if it’s effective. They wouldn’t waste time on this because it’s simply not.
All that would have realistically happened is you would have had rangers that were able to stack might (which brings them more in line with every other profession), and have a little more quickness in a fight (which required them to chain together skills and be smart about when to use their heal). Rangers already had on demand protection and perma everything else anyway.
[quote=5591125;Nike.2631:]
Or better yet, they could give us the revenant fix and let our autos evade everything. We’ve spent 3+ years with the weapon being broken in our opponents favor, why not break it in our favor for awhile.
I don’t have to turn auto attack off to use 1h sword. If your still at the level where need to manually use aa the they above macro ideal should suite you.
Manually having to press1 leads to a loss of dps and a lot of hand pain. This is why I never advocated for people to turn off aa. It also hampers your ability to learn the timing.
If you think 1h sword is a pain cant wait to hear what you say about staff. At least with the sword your not spamming 3 skills every second.
That works fine vs. npc’s that follow predictable patterns. It doesn’t work so well when fighting other players especially when it’s not a 1v1. But you already said in the other thread that your approach to 1vX situations is to pop quickness and suicide bomb them with your auto attacks in the hopes of taking 1 with you when you die. You’d still be able to do that with a less broken sword but the rest of us would have the option to control our positioning so we could survive some of those fights.