Opportunist
By reducing this trait and improving base regen we are giving non-crit thieves 15-30 trait points back to spend where they want to. There are a lot of good traits that simply will never see play until we make this change.
Thieves only have crit builds or condition builds. Why do crit thieves have to suffer because of non crit thieves? Have you looked at how this nerf also affects other skills like Unload and Pistol whip?
I said it in he other thread but this trait has to get hit hard because it is breaking the profession. We need to push the effectiveness of this trait into base thief functionality. If any other profession had a trait that reduced weapon cooldown by 30% for all weapons as a 15 point minor we would have to balance around that. A single trait shouldn’t be holding thief balance hostage so we will steal from this trait, no pun intended, and impart the savings on to every build via base initiative regeneration.
Jon
If you are dead set on keeping the change to Opportunist in then at the very least look at what this change will do to Pistol Whip and Unload. At least lower the initiative cost of both these skills by 1 point and you’ll notice a lot less angry responses in this regard.
Just to be sure this get read I must say once more that the Thief’s Opportunist trait nerf should be looked at, because if this happens the sword/pistol and pistol/pistol sets will suffer. Pistol whip and unload which will basically render both weapon sets completely useless.
Edit: also I forgot to mention, have you even looked at the Improvisation trait yet? It’s randomness is too much and its second part is just useless.
(edited by Rafahil.2857)
Thief:
- Trickery IV – Flanking Strikes. Move to Master tier.
This is just mean. We already had our burst builds nerfed with Mug, now we no longer have access to Flanking Strikes and have our burst again……lowered….a 5% increase in damage for a Master tier is too little, at least change it to 10% to be more in line.
If this stays then the 25-30-0-0-15 build becomes obsolete….
I agree that Anet needs to contact high rank spvp players and ask them what they think of the current way things are.
D/D didn’t get nerfed. Increasing base initiative gain by 33% is a pretty big deal.
It’s more than a big deal. It’s a MASSSSSSSSSIVE buff to all thief specs.
I’m sorry but it is not. Thieves were fine with the initiative regen, we never complained about having initiative issues so I don’t know where this came from. Also you’re blowing it out of proportion by saying “MASSSSSSSSSIVE”.
Once again we have less viable builds now with this “balance” without looking at which other parts of the class is affected by these changes. An example would be the Opportunist cooldown nerf which now fully renders the already abysmal p/p set to nothing. (unload can’t be spammed now)
Thank you Anet once again……
The only thing I see what the initiative regen buff did was that p/p #3-Unload can be better spammed now.
Not with the changes to opportunist it wont be. That is the ‘passive’ crit trait to give more initiative and plays a significant role in P/P unload…
Ah I forgot about that one. I stand corrected on this part.
Seriously guys you really think the initiative buff was even needed in the first place? I never ever had problems with initiative management in this game even without the traits that give me initiative. Anet just needed some way to offset the larger nerfs in some way and came up with an idea to just halve the initiative regen traits.
The only thing I see what the initiative regen buff did was that p/p #3-Unload can be better spammed now.
How is d/p ruined? Seriously the only thing d/p lost is the perma stealthing. In combat I’ve never used the stealth stacking because it was never needed. People mostly used it to run away, but thieves already have so many options to run away.
I don’t think d/p is a lost cause now and those who choose to still use it will become even better at it. Also don’t forget that the base initiative regen buff also affects d/p while in combat, since black powder+heartseeker costs so much of it.
A couple times now I noticed that people in my party who left the party while in a dungeon also got me kicked out of the dungeon while I was the dungeon owner.
They entered through the ingame lfg and this usually happens when the person who left has not yet entered the dungeon.
One thing’s for sure though, use Executioner if you main hand a sword or dual wield pistols.
You also can’t kick people who go offline which is also something that should get looked at.
This is becoming more and more of an issue since the ingame lfg. People joining and then kicking the owner just for fun.
I have a suggestion for when new legendaries will be available.
When the new ones become available, many people who already have legendaries will feel a bit down if they see one they really want, but already have one of the same type.
So my suggestion is to make the current legendaries when the new ones come out upgradable by giving them a variety of looks/colors by collecting the right materials. so you have to work for it. For example changing your Incinerator’s flaming blade to blue or black.
Basilisk Venom isn’t affected by the Residual Venom trait like the other venoms do, instead it just reaplies and doesn’t stack….
Hey guys! What changed with this patch is that Basilisk Venom is now being recognized fully as a stun. It looks like there’s an issue that’s shown up with this new functionality where skills apply their strike (with the basilisk venom) and then be overwritten by that skill’s daze/stun. We’ll look into this and see if we can’t get it fixed soon. An idea on the fix is that the venom would apply after the strike occurs, and have it be the higher-priority stun. Thanks for the heads up!
-Karl
Basilisk Venom is a venom, so why isn’t it affected by the Residual Venom trait? It is also an elite so why is Devourers venom which is a utility skill better than an elite?
Don’t get me wrong I like the minigames quite a bit, but still the incentive to play any of it requires a bit more unique rewards than what we have.
Also an important note, why aren’t last years rewards being updated at all? the runes of the mad king for example is still very subpar and needs some kind of buff to its 6th bonus or at the very least have the birds look like actual ravens….
Just a rant I wanted to clear out of me…..
On a similar note, whenever I use my numlock zero button which I have binded to my heal, I get a black lion red text message.
Well now a new problem has arisen…..I setup an lfg and people come in and kick me. All the work for nothing….
So since the patch basically nerfed Basilisk venom (allowing people to stunbreak out of the petrify)
I wanted to ask if basilisk venom can now be reapplied with the Residual Venom trait since devourers venom can.
Residual Venom: Applied venoms last one extra strike
Here it is. I hope this helps.
Gross shield and Draconic armour? If your gonna sell arah rep the crowd and get a set of it….
I’m roleplaying him as a Chinese type mmo farmer so looks don’t matter for him only the money -_^ kekeke
Are the ravens actually ravens now? Is it still a gimmick rune with low damage elite skill?
About weapons dyes, fx animations should also be dyable in my opinion.
There’s a spot where she won’t attack you and you maintain aggro. Once I’m home from work I’ll post a pic here where that spot is.
I just solo’d an explorable dungeon and got to the last boss, got him to 1% hp, made an lfg. Some players come in and the last player suddenly kicks me which kicks me out of the dungeon I took my time to solo. He did it so fast that I couldn’t see his name.
This is grieving and should be addressed in some manner.
wow I finally after so many tries I could finally do it!
omg I got the last boss to 1%hp and got a full group, then suddenly the last person that came kicked me out and I got kicked out of the dungeon……this is not fair!
(edited by Rafahil.2857)
clones shouldn’t kill you unless you’re taking fire from all of them at once anyway
Basically what happens to me every time.
But I must thank Luke for creating a video on how to kill him/her. I will try it now and report if I succeed
Thanks a lot for the tips! It’s mostly the clones what I worry about and bad luck with their placement. Maybe I should get the trait that reflects when I use shield block against all those reflects?
I’ve been stuck fighting Alphard from the evening till the morning with my Warrior
Is there some kind of cheezy trick to defeat him? I keep getting him down to around half health while using the pillars and running around it while attacking, but whenever his clones spawn I die. Also when I run away far enough his clones despawn, but then he resets and regains all his health.
Even if I quickly attack him to stop it he becomes invulnerable for the duration of his reset.
So pretty please how can I cheese him?
Venoms should never have been utility skills to begin with. They should have been Class skills right next to Steal.
If PW becomes an immobilize it’s not a nerf as long as it lasts long enough for the attack to complete.
This whole thread and its lack of “red” posts says all I need to know.
In turn this would make thieves weaker as their main offense comes from crit chance and crit damage, seperating the two will not create more diverse builds, it will break most builds.
The thieves trait stat combo’s all complement each other well. I don’t see any valid reason to swap them around.
Also one important note, the healing power attribute scales very poorly with any kind of healing to begin with….
+1 , because we need it.
Well Death Blossom can be effective if you build around it, but then everything else becomes less useful.
It seems like the devs put in Death Blossom as a kind of band-aid so the set has at least some conditions at least.
It’s great for pve and levelling your thief and I suggest reading up on this thread and see how effective it can be:
http://www.guildwars2guru.com/topic/84005-buildguide-a-look-at-dd-condition-dmg-thieves/
5 seconds would have been a good internal cooldown. 15 seems too much.
Are you really defending these runes? They’re the most broken thing to ever enter this game. You see thieves facerolling everyone spamming 4 for the lulz. God, I hate ignorant people that can’t play normally and need a crutch to rely on. I hope these get nerfed to hell. No rune should suddenly make a class that has no confusion the master of confusion. Otherwise I demand a rune that lets me deal 5k damage whenever I auto attack.
It’s not like p/p has anything else going for it. I agree that there needs to be an internal cooldown, but 15 seconds is too long and would render the build based on these runes useless.
I would be happy with a middle ground where we could meet.
The 15 second CD isn’t too long. The 6th bonus makes up for all of what the 4th bonus lacks. But obviously don’t spam. You need to effectively, and in a timely fashion interrupt when you see an opportunity, on top of adding the other conditions.
Nah I was talking about if the 6th bonus were to get a 15 second cooldown.
5 seconds would have been a good internal cooldown. 15 seems too much.
Are you really defending these runes? They’re the most broken thing to ever enter this game. You see thieves facerolling everyone spamming 4 for the lulz. God, I hate ignorant people that can’t play normally and need a crutch to rely on. I hope these get nerfed to hell. No rune should suddenly make a class that has no confusion the master of confusion. Otherwise I demand a rune that lets me deal 5k damage whenever I auto attack.
It’s not like p/p has anything else going for it. I agree that there needs to be an internal cooldown, but 15 seconds is too long and would render the build based on these runes useless.
I would be happy with a middle ground where we could meet.
I agree. It’s not fun to suddenly see your shadowtrap on a cooldown.
5 seconds would have been a good internal cooldown. 15 seems too much.
If they nerf the boon stealing then they should also give back the old initiative cost.
I really don’t mind, it will barely affect us and not every ranger will be slotting it anyway.
However if they start giving anti-stealth skills to other classes(they probably will) then it is rather unfair and would seem like everyone ganging up on the thief at kindergarten, if you catch my drift.
So I was thinking of creating a more unorthodox hybrid d/p build that relies on the new runes of perplexity and backstabs. I was thinking rampager’s gear and hidden killer for the backstabs while the rest of the traits are not yet decided.
My question is, would this be viable to even think about?
The theory behind the build sounds rather fun by being able to do the usual d/p routine, but with added condition damage from confusion for extra stress.
For now its use is for wvw roaming.
I hope I don’t get let down by the comments.
You can find them in the lockers in the mists where you do pvp.
Ok how about we change Shadowtrap into a venom that when used on an enemy you basically tag him and can teleport to him like shadowtrap does?
The real problem is whether the devs are actually aware of the shadowstep problem or not, because this has been an issue since release and they never said anything about it.
As for the nerf, the cooldown will barely affect us. 2 minutes is still quite royal. If they actually fixed the shadowstep problem and it still had no cooldown then it would have been the best skill ever.
That being said, the shadowstep utility skill’s shadow return has a very short cooldown and needs the be much longer while the actual skill’s cooldown needs to be somewhat shorter.
The f2 should surround you in steam(the pet) and create smokey after images of you and the pet when you move and attack. So basically buffs your stats, but removes the pet temporarily.