Showing Posts For Puru.4217:

Tequatl Rising - finally a worthy challenge!

in Tequatl Rising

Posted by: Puru.4217

Puru.4217

I’d rather have challenging dungeons than raids to be honest, especially if you can’t easily organize it due to it being in the open world and all the flaws that comes with it.

That being said if you miraculously manage to get a decent group it seems to be a decently well made fight. I’d leave it a week or two before potentially butchering it.

It’s not my fault if S/P is not popular !!!

Don't nerf the dragon, nerf the timer.

in Tequatl Rising

Posted by: Puru.4217

Puru.4217

If they have to nerf him i’d rather have an hp nerf.

It’s not my fault if S/P is not popular !!!

How low has your server gotten Tequatl?

in Tequatl Rising

Posted by: Puru.4217

Puru.4217

Lowest i’v seen him was 85%, i was kinda surprised it went that low. In before overflow servers are the first to down Tequila.

Also after 3-4 battles, i came to the conclusion that dpser that aren’t located at the back of it’s foot in melee should adopt this strategy as soon as possible.

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All the other Bosses

in Tequatl Rising

Posted by: Puru.4217

Puru.4217

Fire ele and golem are decent now.
Maw and wurm trained in hotw and became hp sacks.

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So thieves get nerfed

in PvP

Posted by: Puru.4217

Puru.4217

Shadow refugees, not thieves. Please fix the title accordingly.

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underwater legendary

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

They also added an aura around frenzy itself, noticed it kinda recently.

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underwater legendary

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

I have a short video if you want:

Not the best quality but it gives an idea.

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Upcoming bodyshot change.

in Thief

Posted by: Puru.4217

Puru.4217

Overlaps with dancing dagger for p/d, in better though since it actually can hit due to the projectile having a reasonable travel speed and immo being far superior.

I don’t see it helping p/p that much either, except in pve for the dredge fractal boss.

It’s not my fault if S/P is not popular !!!

(edited by Puru.4217)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

Any plan on making venom worth using (outside of baskilisk and devourer) without spending 30 points for a trait which is responsible for them being terrible on their own to begin with?

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Tribulation Mode Completion Club

in Super Adventure Box: Back to School

Posted by: Puru.4217

Puru.4217

I think they are all in a decent spot with the exception of W2Z1 which is honestly a sad joke.

Just some ideas for that level:

*At the ninja bridge chekpoint:
-Before going to the bridge you should have to jump down to the dig spot by the left and then climb up all the way back to the right and then have access to the bridge.
-Add clouds of death at the bridge section in order to spice things up.
-After the bridge there honestly should be something to do rather than walking in a gigantic field of nothingness prior falling to the next checkpoint.

*Raft section:
-Add some traps, kinda like shortcut wurm green cubes.

*After the raft section:
-I love how you can jump in the water until you reach the alligator without dying thus avoiding the few trap at the right. That should be changed.

*Hillbilly’s cave: Add traps or something.

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(edited by Puru.4217)

I think our signets are underwhelming.

in Thief

Posted by: Puru.4217

Puru.4217

I was just poiting out his mistake, i don’t really care if sos is worse anyway since both are unworthy of being picked outside of traveling (that includes all the speed boost signet). Unlike those two teleports which are godly skills.

It’s not my fault if S/P is not popular !!!

I think our signets are underwhelming.

in Thief

Posted by: Puru.4217

Puru.4217

SoS:
It’s a speed boost, alright. Compared to other speed boost signet’s active, it’s on the good side. Signet of Air is strictly worse, Signet of the Hunt is a huge boost to a single hit on a class with hardly any heavy hitters and Signet of the Locust is on a hellish long cd, while serving as a worse “oh-crap”-button than SoS.

Signet of air is better in every aspect.

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Has ArenaNet abandoned underwater combat?

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

Do not fret, in the next release we will be sent underwater for 5s after getting hit by one of Tequila’s attacks.

It’s not my fault if S/P is not popular !!!

I think our signets are underwhelming.

in Thief

Posted by: Puru.4217

Puru.4217

Inf and agility are pretty good, i dunno how anybody can complain about them.
Shadow is crap, it’s pretty much just worth using while out of combat.
Malice is ok but if you compare it one second to the warrior auto heal it indeed feels bad. Personally i think it’s in a decent spot, it can lead to massive healing spikes.
Assassin signet active should be reworked, doesn’t mean it’s bad, having to pick up a trait for it even if it’s in the almost mandatory thief trait line, is badly designed imo.

All in all i find it hard to say they have the worst signets or most are unworthy of being picked but some sure could use some work.

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Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Puru.4217

Puru.4217

Question:

Would it be possible that instead of simply reducing the longevity of the next levels, you could divide them in two parts?

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Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Puru.4217

Puru.4217

Finished W2S2 today and also managed to grab all the secrets.

I’ll list what i personally felt annoying/need more work.

-The first instant kill trap made me feel like i was playing rick dangerous/IWBTG. Almost impossible to avoid it, cheap as can be. Unless you played infantile at least (and even if you played it you’ll try going through and get one shotted for the lol).
-Well i’ll be honest, i got killed by easily half the trap of the level, they are kinda hard to see imo but whatever.
-There’s an instant kill trap with a weird angle when you jump above another using a cube you moved. Again, this felt like Rick Dangerous.
-The gong… Ok i’ll be honest, to go through it, i killed myself when activating it, then rushed back and waited it to go down to the last floor. The mechanic wasn’t that bad, imo it was even interesting but the fact that a fail resulted in going all the way back up, then all the way down hoping you make it while trying to see where the one shot trap are all that in a hurry is frustrating as hell. It was probably the only part of the stage i hated with all my might.
-A bit after the eagle secret regular path, there’s a frog waiting after a jump behind a cliff, honestly the first time there’s a high chance it will instant kill you. Again that feels like playing Rick dangerous.
-Sometime i felt there wasn’t enough checkpoints in that stage.
-As expected from infantile fast run the stage is massive, this is not really a negative in my point of view but i can see it being an issue for others.

On a positive note I really liked the diversity in mechanics of the stage, pushing blocks, feeding the octopuses, the teleport maze (solution being given by a ninja in a secret location), even the gong if i didn’t took that much time to have another attempt at it were all pretty decent. Also the game crashed near the end so i had to do the whole thing again, it felt great to go through it with ease once i knew what to do, were all the traps were, etc… The secrets were also well hidden and the secret ninja one was interesting.
I dunno if doing well in the secret eagle stage brings you further, but if it’s the case it was a good idea.

Overall, i think this stage needs more clarity with the trap being far more visible, more checkpoints, the removal of that hidden frog and maybe a nerf to the red sword ninjas.

Edit: i said W2S2 was alot more harder than W1 in it’s globality, i felt W2S2 did the same with W2S1.

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(edited by Puru.4217)

[Spoiler] World 1 Zone 3 Undiscovered Secret

in Super Adventure Box: Back to School

Posted by: Puru.4217

Puru.4217

My path in this maze ended with me at the top of the whole maze and an extra life as a reward.

Dunno if there’s more to it as i wasn’t able to find anything and didn’t had any potion in order to help me carpet bomb the snake part of the maze (which i didn’t even had to go through, not sure if i cheated).

It’s not my fault if S/P is not popular !!!

Is it too hard? Respect the awesome work

in Super Adventure Box: Back to School

Posted by: Puru.4217

Puru.4217

Only did full W2S1 in normal mode, W1S1 in tribulation and the whole W2 in infantile.

W1S1 Tribulation:
-Not going to comment much, if IWBTG, Cat Mario or Rick Dangerous was the goal then it’s pretty much well done. Thanks for the challenge.

W2S1 Normal:
-Difficulty in comparison to W1 in it’s globality is really higher, personally it’s a good thing for me but i can see why people would get frustrated.
-Not only is it insanly harder but it’s also longer, from infantile this seems to be the case for all stages. While i don’t think it will be much of an issue in normal mode (and if anything it is good, more content as you said), in tribulation mode it will probably be hell.
-The rapid part which ends with a jump inside the waterfall was frustrating, i will try it again when i go for full secret + baubles but it didn’t felt as precise as the rest of the game, i don’t know if it’s lag or bad plateforming (or me which simply sucked, it’s a possibility after all). What i’m sure is that i’d rather be one shotted when failing a jump , being knockbacked constantly while hoping to get out made me want to punch some baby seals.
-No camera issue, no precision issue if you exclude the rapid part.
-Overall it left me a good impression, i think it might need a nerf for the average player though, sadly…

Infantile mode:
-Well it’s easy as can be as designed but… i have to do it again because i didn’t got all the achievement steps. Tip: when reaching a checkpoint go back and enter the checkpoint at foot, do not fly above it else you’ll get ripped off.
-Thanks god i add enough baubles to buy the torch, imo it should have been given after a fight/puzzle or something, being stuck because you don’t have enough ressources feels bad.

After i’m done with W2 normal as a whole + all secrets i’ll try to give another feedback.

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(edited by Puru.4217)

Frenzy New Projectile

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

While i don’t have any issue with the projectile being basically the same model as the weapon itself minus the “nose”, i think it would look better if either:

-The fish disappeared as soon as it reaches it’s destination
-The fish keep swimming randomly or in a straight line a bit before disappearing.

The fish currently stopping upon reaching it’s destination for several second looks really silly.

Thanks for reading and for the visual update.

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Ranger underwater

in PvP

Posted by: Puru.4217

Puru.4217

Underwater is honestly more balanced than on land combat. Doesn’t means it’s good either.

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Pax Stream [merged]

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

Kinda lame he never seems to get new abilities after each cannon phases (except the vortex thing at 75%).

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(edited by Puru.4217)

Graphic boost to Legendaries?

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

Hopefully Frenzy will at least get some projectile changes.

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Scarlet events ppl failing it to farm champs

in Clockwork Chaos

Posted by: Puru.4217

Puru.4217

Remove champs, promote veteran to silver mobs if the zerg is huge, thus removing the farmers, the ones complaining about farming won’t show up either then since the maps will be dead. Problem solved.

Fixed it for you.

I still have yet to see the farming get to be SO bad the the event failed because of it. You can have 30 man groups and still succeed with the event. If it’s more than 30 (when the player limit on a map is around 50) just find another overflow. You’re obviously in the small minority there then. Quit being so selfish that you think that others should only help you progress the event the way that you want them to.

The thing is that i’m farming those events and i honestly don’t care if they fail the world event or not (and honestly, the main reason they fail is either the terrible random lag or bugged spawns more than the farming).

It doesn’t mean i can’t be objective and figure the current system is utterly broken and needs a fix.

It also doesn’t really make sense i get 0 to 2 champ bags per clockwork spawns, 0 to 1 per molten alliance spawns but i get 5-7 bags per aetherblade spawns while trying to complete it (it’s more if i don’t). I dunno, at least make them stop popping champs when the captain is alive since you can’t really cheat on the moral part of the event, it would still be 3-5 chest easy per groups.

It’s not my fault if S/P is not popular !!!

(edited by Puru.4217)

Scarlet events ppl failing it to farm champs

in Clockwork Chaos

Posted by: Puru.4217

Puru.4217

Remove champs, promote veteran to silver mobs if the zerg is huge. Problem solved.

It’s not my fault if S/P is not popular !!!

Liandri is not hard - fake difficulty

in Queen's Jubilee

Posted by: Puru.4217

Puru.4217

I disagree, the first orb generally spawn not so far from the initial spawn at my right but sometimes it spawns to the left or in front of me. Same goes for the next orbs.

Maybe it depends of the arena you choose, otherwise it’s definitly not fixed spawns.

At least that’s how it was the first day of the release.

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Liandri is not hard - fake difficulty

in Queen's Jubilee

Posted by: Puru.4217

Puru.4217

The only randomness i can think of is where the vortex will spawn.
Imo the fight is only really ruined because of the terrible arena layout (orange floor + closed arena featuring bad camera).

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Seriously Anet: NEVER do this again.

in Cutthroat Politics

Posted by: Puru.4217

Puru.4217

It was pretty effective at dividing the community.

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Kiel Won - Deal with it

in Cutthroat Politics

Posted by: Puru.4217

Puru.4217

At least having Scarlet as one of the council members might open up some pretty interesting future story lines.

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For a world ravaged by dragons...

in Queen's Jubilee

Posted by: Puru.4217

Puru.4217

I’m starting to believe the elder dragon true goal is to put an end to the infinite cycles of festivals. A noble, yet really hard task to accomplish.

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14 Reasons why you should vote #Gnashblade

in Cutthroat Politics

Posted by: Puru.4217

Puru.4217

#12: I used Zhaitaffies in front of Ellen’s supply basket.

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Why ever use S/P, P/P?

in Thief

Posted by: Puru.4217

Puru.4217

S/P would be fine if it wasn’t for retaloltion, still a good weapon set though. P/P sucks and is unsalvageable.

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(edited by Puru.4217)

Chilled and initiative

in PvP

Posted by: Puru.4217

Puru.4217

What about giving every thieves abilites 3-5s cd when used under chill instead of reducing ini regen? I don’t think a nerf is needed at all, just pointing an alternative.

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Survival mini game is horrible

in Cutthroat Politics

Posted by: Puru.4217

Puru.4217

Hiding inside a boat after rushing more than half the passiflora flowers is generally a free win atm. The ghosts can’t do anything about it and anything they lay in order to arm you will result in the other surivors to get killed.

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(edited by Puru.4217)

Make more Legendaries actually look legendary

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

It would be pretty cool if the ministrel had an option for it to be used to produce music on top of being a weapon.

That and the obvious effect polish it deserves.

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In my opinion GW2 is turning into a C rated platformer

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

There’s alot of rpg that includes jumping as a main mechanic of the game (those games generally featuring jumping and puzzle in order to progress, landstalker or light crusader for example). Actually rpg is a game gendra which is diverse as can be, same goes for mmo.

I find it hilarous people think this game will turn into a plateformer because we get another jp heavy content after 3 month while we got 2 dungeons and an update to a whole map in between (featuring a terrible dungeon that i didn’t counted) aswell.

As for minigames (that include jp), like it or not, but it’s the kind of things if they are well done enough to catch a decent amount of players that make some people stay interested in the game as mmo pve endgame are generally pretty dull and become boring really fast.

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(edited by Puru.4217)

In my opinion GW2 is turning into a C rated platformer

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

The last jp heavy update was SAB and it was released like 3 months ago.

The Aetherblade jumping puzzle was just a bonus, the main thing being a really nice dungeon that actually made people move/jump around a bit, as every dungeon in this game should.

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UnderWater

in Thief

Posted by: Puru.4217

Puru.4217

Don’t bother going underwater as a thief now, if you do spam speargun 5 to escape.
That’s for pvp/wvw though, in pve it’s still kinda faceroll thanks to spear 3.

And yes, thieves underwater utility selection is pathetic.

This guy….spear 3? seriously? facepalm.

What are you level 10?

If you can’t solo the whole pve underwater content (there’s a few exceptions, didn’t tried that much since the ini increase though) with it you’re doing something wrong, just saying. In pvp flanking strike is indeed a better choice in general, it can also work in pve if you time the dodges but not as good when it comes to mass clearing, probably better against bosses now.

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(edited by Puru.4217)

UnderWater

in Thief

Posted by: Puru.4217

Puru.4217

Don’t bother going underwater as a thief now, if you do spam speargun 5 to escape.
That’s for pvp/wvw though, in pve it’s still kinda faceroll thanks to spear 3.

And yes, thieves underwater utility selection is pathetic.

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(edited by Puru.4217)

Imbalances among Healing Skills

in Necromancer

Posted by: Puru.4217

Puru.4217

It shouldn’t bypass poison. The well would be better with a slightly lower cd. The minion is unsalvageable.

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(edited by Puru.4217)

Most diverse class

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

Everything that aren’t thieves, warriors or rangers.

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Underwater PvP isn't fun

in PvP

Posted by: Puru.4217

Puru.4217

It has several major issues

-Some class are op underwater, some class are weak as can be or survive because of 1-2 broken skills (thieves but they kinda got nuked last patch), basically the balance is terrible.
-Can’t stomp (ranger comes to mind)
-Two weapons per class (one for engi and ele)
-Selected traits might not even serve any purpose (stealth thieves for example, since you basically can’t really stealth underwater)
-Half utilities being disabled + elite discrimination (thief with one elite against mesmer with 3, balanced i guess)
-Not being able to use your weapons when at the top of water areas is badly designed.

If those were fixed it could have a decent potential.

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Shadow Trap SotG

in Thief

Posted by: Puru.4217

Puru.4217

Thieves sotg section was hilarously sad.

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this class is complete OP

in Thief

Posted by: Puru.4217

Puru.4217

Stealth always up, never die.

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New Patch Preview! Achievement Point Rewards

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

It’s not my fault if S/P is not popular !!!

sPvP Class Tier List: - Updated 6/30

in PvP

Posted by: Puru.4217

Puru.4217

Tier S:
Necro (decent underestimated class that got overbuffed, how suprising~), Mesmer (not totally sure, might be A+)

Tier A:
+ Guardian, Engi
Ele

Tier B:
+ Thief (because of mobility)
Ranger

Tier Z:
Warrior

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(edited by Puru.4217)

Aquabreather: the neglected child

in Guild Wars 2 Discussion

Posted by: Puru.4217

Puru.4217

-The only underwater content we got since fractal is a 15s underwater mindefield with no mobs whatsoever.
-The last underwater weapon skins we got were fractal weapons.
Instead weapon skins we got a swim speed booster. Who would buy that, like seriously?

I think it’s safe to assume the community killed underwater content as a whole. Kinda sad, it had far more potential than land combat, but it needed lots of work.

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Game Update Notes - June 25th, 2013 - Thief

in Thief

Posted by: Puru.4217

Puru.4217

source:
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-June-25th-2013

Thief:

  • Lotus Strike: Increased the poison duration from 2 seconds to 4 seconds. Whatever.
  • Shadow Trap: Good change
  • Death Blossom: This trait now costs 4 initiative. The skill still suck
  • Body Shot: Reduced the aftercast by .4 seconds. Decreased the vulnerability duration to 3 seconds. Increased to 10 stacks for vulnerability. useless buff, rework that skill completly please?
  • Pistol Whip: Decreased the time between the stun and the sword flurry. Good change
  • Scorpion Wire: Decreased the aftercast by .2 seconds. Reduced the cooldown to 20 seconds. It should still at least steal one boon
  • Signet of Malice: Increased the base heal by 33% of the passive ability. Good change
  • Steal: Reduced the recharge to 35 seconds. Best change of the patch with all the trickery stuff
  • Cluster Bomb: Decreased the range set from 1200 to 900. Ouch
  • Larcenous Strike: Increased the initiative cost to 2. Good change
  • Nine Tailed Strike: Increased the initiative cost from 3 to 5. 2 is harsh, 1 would have been fair
  • Shadow Assault: Increased the initiative cost from 5 to 7. Good change
  • The Ripper: Increased the bleed duration from 5 seconds to 7 seconds. Skill is crap to begin with, rework it, make it actually strong please
  • Deadly Strike:. Increased the damage from 1 to 1.2. Still crap, those two stealthed underwater skills are far too weak especially considering how hard it is to stealth underwater
  • Skale Venom: Replaced weakness with torment. Venom needs a rework, pretty useless change
  • Dancing Dagger: Reduced the initiative cost to 3. Skill still suck, but whatever
  • Shadow Return (Infiltrator Strike Toggle): This skill is no longer a stun breaker. Fair
  • Withdraw: The travel distance underwater has been cut in half to match the land distance. This also include roll for ini, this pretty much destroyed underwater thieves, especially considering they got absolutly no real compensation

Acrobatics

  • Assassin’s Retreat: This trait now grants 10 seconds of swiftness when players kill a foe. This effect has a 5-second internal cooldown. Bad trait, needs to be removed
  • Pain Response: Reduced the cooldown from 45 seconds to 30 seconds. Meh, decent i guess
  • Hard to Catch: Reduced the cooldown from 60 seconds to 30 seconds. Bad trait, needs to be removed

Critical Strikes

  • Furious Retaliation: This trait now grants 10 seconds of fury when striking a target whose health is below 50%. This effect can only occur once every 30 seconds. Whatever
  • Signets of Power: The 5 stacks of might that this trait grants have been increased to 10 seconds. I read it as, “we don’t know how to change assassin signet so we hope increasing the duration w ill somehow give a use to the active”

Deadly Arts

  • Corrosive Traps: This trait now grants 5 stacks of vulnerability for 8 seconds (up from 5 seconds). Hahahahaha, no… combine it with master trapper at least…
  • Sundering Strikes: Vulnerability caused by this trait has been increased from 5 seconds to 10 seconds. Bad trait, needs to be removed
  • Panic Strike: Reduced the cooldown from 60 seconds to 30 seconds. Good change
  • Lotus Poison: Increased the weakness duration to 4 seconds, but it can only apply once every 20 seconds per target. Fair i guess

Shadow Arts

  • Last Refuge: Reduced the cooldown of this trait from 90 seconds to 60 seconds. What?
  • Slowed Pulse: The effect of this trait now occurs if the player has 2 or more stacks of bleeding. Bad trait, needs to be removed
  • Shadow Protector: This trait has been changed to apply 10 seconds of regeneration when the players stealth them. This effect will not occur if the ally already has regeneration on them. Meh, whatever

Trickery

  • Merciful Ambush: This trait now grants 2 seconds of stealth to players and their allies when beginning a revive. Good change
  • Long Reach: This trait now increases the range of Steal to 1500 (up from 1200). Good change
  • Ricochet: The chance to bounce for this trait has been increased from 25% to 50%. Pistols suck, nobody cares
  • Sleight of Hand: In addition to dazing the player’s target, this trait now reduces the recharge of Steal by an additional 20%. Good change
  • Instinctual Response: This trait now properly blinds enemies struck by the feathers. Increased the radius from 120 to 180. Meh
  • Bountiful Theft: This trait will now trigger before Sleight of Hand. Good change
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(edited by Puru.4217)

Signet of Malice

in Thief

Posted by: Puru.4217

Puru.4217

The tooltip wasn’t updated, the passive was increased by 33%.

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Pistol/Pistol Thief possibly better now?

in Thief

Posted by: Puru.4217

Puru.4217

They did nothing for p/p or p/d.

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Game Update Notes - June 25th, 2013 - Thief

in Thief

Posted by: Puru.4217

Puru.4217

Shadow trap seems godly. I can’t believe destroying it is as 10000 range teleport.

It’s not my fault if S/P is not popular !!!