(edited by Rezzet.3614)
something isnt right when you see
blockblockblockblockblockblockblockblockblockblockblock5000-7000 damage
or get backstabbed from a blinded target give backstab a 2-3s cooldown upon missing that way if thief spams mindlessly his attack will be just a normal auto attack thus forcing them to play more tactical making them think between hitting that auto attack or waiting for that backstab or retreating to restealth if the stealth remaining time is lowblock = attack landed but was innefective so i dont see why a block shouldnt destealth
dont forget they can spam dazes too, f1, headshot (as long as you have ini)
thats why those are ok steal has a cooldown and requires a good ammount of trait points to daze , headshot costs initiative and is a short daze and players can still react while dazed so its their fault if they die for standing still trying to cast while dazed.
something isnt right when you see
blockblockblockblockblockblockblockblockblockblockblock5000-7000 damage
or get backstabbed from a blinded target give backstab a 2-3s cooldown upon missing that way if thief spams mindlessly his attack will be just a normal auto attack thus forcing them to play more tactical making them think between hitting that auto attack or waiting for that backstab or retreating to restealth if the stealth remaining time is low
block = attack landed but was innefective so i dont see why a block shouldnt destealth
Ofc thieves should be punished for missing attacks!! After all, all other professions get punished with conditions for missing their skills right?!… Right?!….
/facepalm
Other professions are indeed punished if they get blinded and miss their skills their skills enter cooldown if other professions use skills on a blocking players their skills enter cooldown , thief is the only profession that has access to easy stealth and shadowsteps and ontop of that a non cooldown system and to top it off their auto attack skills become stealth high damage skills so being auto attack skills means they dont cost initiative thus thief is not being punished in any way .
this thread isnt even asking for thief nerfs but simply make stealth be counterable .
Thieves get punished other ways when non-thieves are not:
- You can stand on point and stay for cleave DPS midst teamfight
- You can contest the point if teammate is low (to keep it yours)
- You have more chances surviving while reviving a downed teammate
- You can pressure a whole point with AoE’s + doom/geomancy sigil
- You have more survivability vs attacks head-on
- You can survive better while performing more auto-attackchains in 1v1 or teamfights
- You can win vs low to average thieves without even noticing he’s trying to attack you (AoE DPS/Condi/Peel)
- You are easier to cleanse/heal compared than a thief midst teamfight
- A Thief can easier be seen useless to your team due wrong rotation (if team has equally good experienced players)
- List can go on and on..
Im sure u can find some things about what Thief can and others not but if you think about it, other burst classes can do lots of things thief can, while this list shows what a thief cannot do reliably while others can (excluding mesmer, ofc)
FYI: people who cannot stop attacking whilst blinded or getting blocked, should be punished with CD’s.. (Stow Weapon FTW)
the only profession that can do all those things you mentioned would be pretty much shoutbow warrior
True, but most classes excl thief/mesmer (and maybe necro lol) can atleast do 70-80% of the list. Unless you’re doing something wrong. A thief can’t do anything reliably, while another one can.
Every class has pro & contras, even a shoutbow.
But thief has a good amount of both.
as a matter of fact thieves can do most of what you listed if anything condi cleanse would be the only thing thief cant do as reliably as other professions
need aoe use a shortbow
wanna revive someone stealth and revive them heck stealth the downed person in some cases
being able to stealth 90% of the time invalidates your previous counter arguments
Ofc thieves should be punished for missing attacks!! After all, all other professions get punished with conditions for missing their skills right?!… Right?!….
/facepalm
Other professions are indeed punished if they get blinded and miss their skills their skills enter cooldown if other professions use skills on a blocking players their skills enter cooldown , thief is the only profession that has access to easy stealth and shadowsteps and ontop of that a non cooldown system and to top it off their auto attack skills become stealth high damage skills so being auto attack skills means they dont cost initiative thus thief is not being punished in any way .
this thread isnt even asking for thief nerfs but simply make stealth be counterable .
Thieves get punished other ways when non-thieves are not:
- You can stand on point and stay for cleave DPS midst teamfight
- You can contest the point if teammate is low (to keep it yours)
- You have more chances surviving while reviving a downed teammate
- You can pressure a whole point with AoE’s + doom/geomancy sigil
- You have more survivability vs attacks head-on
- You can survive better while performing more auto-attackchains in 1v1 or teamfights
- You can win vs low to average thieves without even noticing he’s trying to attack you (AoE DPS/Condi/Peel)
- You are easier to cleanse/heal compared than a thief midst teamfight
- A Thief can easier be seen useless to your team due wrong rotation (if team has equally good experienced players)
- List can go on and on..
Im sure u can find some things about what Thief can and others not but if you think about it, other burst classes can do lots of things thief can, while this list shows what a thief cannot do reliably while others can (excluding mesmer, ofc)
FYI: people who cannot stop attacking whilst blinded or getting blocked, should be punished with CD’s.. (Stow Weapon FTW)
the only profession that can do all those things you mentioned would be pretty much shoutbow warrior
so far the only semi broken build i ve bumped into is distortion spam build
as all the mesmer has to do is use sword and pistol and gs sword for spamming flurry distortion on short cd and pistol for the clone gs is used for the berserker clone as well then all mesmer has to do is summon another pistol clone and focus on distortion spam while clones obliterate you
Ofc thieves should be punished for missing attacks!! After all, all other professions get punished with conditions for missing their skills right?!… Right?!….
/facepalm
Other professions are indeed punished if they get blinded and miss their skills their skills enter cooldown if other professions use skills on a blocking players their skills enter cooldown , thief is the only profession that has access to easy stealth and shadowsteps and ontop of that a non cooldown system and to top it off their auto attack skills become stealth high damage skills so being auto attack skills means they dont cost initiative thus thief is not being punished in any way .
this thread isnt even asking for thief nerfs but simply make stealth be counterable .
i agree with OP’s suggestions infact they have been asked for almost 3 years now
chill messing thief initiative i think can be excluded as thieves rely on their mobility so much
but thieves definetly need to have risks and plan their attacks instead of LOLstealth auto attack spam till enemy shield gives in.
even moreso now that shadowstep is the second most overused mechanic in the game.
pretty much what Jekkt pointed out.
the problem is the way stats work Attack>Armor then theres the fact professions have 3 tiers of armor
no matter how you build someone with serker will always melt you in seconds with the only exception of warriors and guardians probably and even those will melt if they are careless
that is a good idea
dont do it precursors can be bought for up to 800g
i dumped about 600g not long ago and got nothing worthwhile the rarest item i got was a Charrzooka
game mod has the potential what kills it is that the player professions arent balanced to begin with if a team has 2 shoutbow warriors they ll most likely win as they are near unkillable so they can solo lords while the rest of the team does whatever
so who knows maybe it wont suck after spec rework
bout 60-80$ myself
wich i regret
F skill elixir skills give 1 might using utility elixirs give 2 might
well needless to say theres a reason why HGH engineer stopped being popular
play tera it has pk servers players dont get their own loot has gvg open world pvp
insanely lengthy leveling and all that anoying stuff you like
fanboys are so tunnelvisioned they take criticism as trash talk
what was done to turrets was have them skinned dipped in industrial acid tossed to a volcano then pulled out then blasted with an orbital beam while simultaneously nuked and then have planet sized meteor fall on it
thats how overkill the nerf was
the problem with the nerf are obvious :
no compensation, no way to cleanse turrets nor boon them , the riflet barrels grandmaster will be removed so turrets will be completely when specializations hit as you wont be able to place them away from harm, even if turrets could be cleansed and booned they are too weak their damage is mediocre and dont have enough armor and hp to survive direct attack , they cant even crit enemies .
the turret issue was a learn to play issue in the first place except for condi build players i ll admit those stood no chance as i tested that myself
and the biggest kicker was that the nerf was implemented for PvE and WvW modes the two modes where they were least successful already
(edited by Rezzet.3614)
all we see if offensive mechanic after offensive mechanic being implemented
when is the game gonna be actually balanced so players dont see themseves forced to go always berserk , as it stands the game Punishes players for trying defensive playstyles because these offer mediocre damage and No survivability because the toughness barely affects damage mitigation
even full bunker builds get melted in half a second in the game’s current state
you have to either build full toughtness and full passive defenses and active defenses to have decent survivability
its no wonder all you see in pvp are warriors guardians tiheves and necros nowadays
if someone has to play with the above graphics to be able to even start the game or at least play at 15 fps please upgrade your system you’re missing out so much
if you want your mind blown go for 60 fps high graphics
you’re greatly underestimating the new trait system
if you’re calling it stupid simple
it will be complex yet simple enough to be used
Agreed. Turrets should be removed from pvp.
Pst “this thread is from last month before turrets got nerfed”
i think ranger’s skills themselves are ok the only fix ranger needs is having their maximum range being actual 1500 and not 2000 range .
it is surprising engineer turrets got nerfed for less when they did much less and took 2 whole traitline bars and 3 utility slots
thats the beauty of what i say its all accomplished by simply traiting 4/6/x/x/x
the wolf fear maybe telegraphed but its a garanteed hit if the wolf doesnt fear the target it ll knock it and if it doesnt the ranger will or the ranger will knock the target then have the wolf unleash its fear and knock and how exactly do you apply blind to a target 2000 range away while his pets cc you and all skills in game except a select few have a max of 1200 range , entangle damage isnt what makes it insanely strong is that its a 10s immobilize elite with 60s cooldown most elites ingame have 2 minute cooldowns and dont do anything nearly kitten effective maybe mesmer moa morph and thats about it .
the so perfect build you think i described is nothing more than longbow and 1 signet and the elite so theres clearly lots of room for variation
It’s not so perfect lol. You seem to be lack quite alot of knowledge regarding to rangers.
If you trait for just 4/6 and take 300+range without read the wind, you literally cannot hit anyone at 1000+ range. If you go for 6/6, you only have 2 points left, and there’s not many useful traits for ranger with 2 points investment only. Protection on dodge is 3 points in survival, and the only 2 condition removal traits need 6 points to work. If you do this supposedly “perfect” 6/6 build, you basically has 0 method to deal with condition. If you take healing spring to counter condition, you’d have very little sustain because the healing is just not enough, CD too long, and you’re stuck inside that small circle. If you take signet of restoration, you sacrifice one precious utility like lightning reflex, signet of hunt and so on. If you take survival the fittest as cleanse, you basically sacrifices the whole utility bars for the cleanse. If you trait for any sort of cleanse like empathetic bond or survival the fittest, you not only sacrifices numerous dps, but also sacrifices the quickdraw or read the wind. (Pick one to sacrifice). Wolves are also one of the most fragile pets out there, that Aoe field classes like Meta celestial shoutbow, D/D ele, staff ele, engi can easily kill them with the AOE spam.One additional note, entangle is one of the most telegraphic elites too, that almost no veterans will be hit by it in dueling. Immobolize usually would be cleanse in first second if you don’t have another 4 condition covering it, which a power ranger cannot easily do. That skill is not as good as you think, and people pick that mostly to synergize with Survival the Fittest because there’re not much other options of cleansing. Honestly, condition rangers are much stronger than power rangers in conquest.
you’re the one who doesnt get it im not saying it is a flawless build i just pointed out the insane gains it gets with such stupid ease entangle is not all that telegraphed either and is easy to land if you’re a competent player and again 60 second cooldown.
read the wind isnt necesary so 4/6 is still viable
engi will be fine if they dont mess mortar kit by making it not crit
while they can be easy to kill with the right builds it has to be admitted that rangers are getting a bit too much damage with their longbows as well as too much range
rangers max actual range is 1900-2000 this alone is unfair
too much cc access that makes even engies pitiful
wolf fear wolf knockdown and cripple ontop of that wolves have 1/4 attack rate , 2 spider immobilizes then theres the best elite ingame an aoe reaplying bleed and immobilize up to 9s without condi dure traits or runes or sigils as well as the long range knockdown longbow skillthen theres the trait that grants opening strike with 5s cooldown after interrupting foe
rangers get 50% damage just by being 1000 range away opening strike gives them 150% more then 25% more plus stability and movement speed with signet of the wild
then if you add sigil of air and fire you cant argue with there being any imbalance when you can get sniped from 2000 range away while a pet cc spams you .
yes you can counter rangers but you’re as good as dead if you blew your cd while ranger will still take pot shots at you from far away they got a stealth skill just in case you get close enough .
then theres the ridiculously short cooldowns
8s on what basically equates to a long range mobile hundred blades
10 seconds on stealth
12 seconds long range knockbackYou talk as if we’re using a magic build of 6/6/6/6/6 with 4 pets on our disposal.
Also entangle has little damage on power ranger, you kind of mix up the stronger version of ranger: condition ranger, to power ranger.
CC-wise it’s miles away from engineer and necro. Wolf fear is terribly telegraphic and long CD, spider can be a pain but has low ai too, and sacrifices hard CC if you pick spiders. Also aside from Foefire, there’s not much chance you can just safely pew pew from 1000+ range, and many times you need to help defend nodes too. Stealth requires you to hit the target to trigger, so any blind, block, reflect or LoS abuse can counter that. RF can easily be canceled if fight at melee range and wasted their CD. Condition removal is terrible if run full glass, and sacrifices alot of utilities and damage just to pick up Survival the fittest.Again you’re making it sound like we’re using a 6/6/6/6/6 perfect build.
thats the beauty of what i say its all accomplished by simply traiting 4/6/x/x/x
the wolf fear maybe telegraphed but its a garanteed hit if the wolf doesnt fear the target it ll knock it and if it doesnt the ranger will or the ranger will knock the target then have the wolf unleash its fear and knock and how exactly do you apply blind to a target 2000 range away while his pets cc you and all skills in game except a select few have a max of 1200 range , entangle damage isnt what makes it insanely strong is that its a 10s immobilize elite with 60s cooldown most elites ingame have 2 minute cooldowns and dont do anything nearly kitten effective maybe mesmer moa morph and thats about it .
the so perfect build you think i described is nothing more than longbow and 1 signet and the elite so theres clearly lots of room for variation
drones worry me as i feel they will act as signets and seeing how we ll get hammer seems engi will be wanna be warriors with medium armor and non of the insane defensive capabilities nor regen
i use my warrior for dungeons
my engi for looks
my thief for ganking people and bragging bout my skills
same as thief with my ranger
and necro is work in progress
while they can be easy to kill with the right builds it has to be admitted that rangers are getting a bit too much damage with their longbows as well as too much range
rangers max actual range is 1900-2000 this alone is unfair
too much cc access that makes even engies pitiful
wolf fear wolf knockdown and cripple ontop of that wolves have 1/4 attack rate , 2 spider immobilizes then theres the best elite ingame an aoe reaplying bleed and immobilize up to 9s without condi dure traits or runes wiht only 60s cooldown or sigils as well as the long range knockdown longbow skill
then theres the trait that grants opening strike with 5s cooldown after interrupting foe
rangers get 50% damage just by being 1000 range away opening strike gives them 150% more then 25% more plus stability and movement speed with signet of the wild
then if you add sigil of air and fire you cant argue with there being any imbalance when you can get sniped from 2000 range away while a pet cc spams you .
yes you can counter rangers but you’re as good as dead if you blew your cd while ranger will still take pot shots at you from far away they got a stealth skill just in case you get close enough .
then theres the ridiculously short cooldowns
8s on what basically equates to a long range mobile hundred blades
10 seconds on stealth
12 seconds long range knockback
(edited by Rezzet.3614)
leveling in this game is extremely quick the only thing that kills it for me in this game is
the new player experience and how useless gathering and harvesting is and how unrewarding most of the game is.
however it is not leveling that is boring but the game areas like seriously what i do for fun is go to maps with water and stare at its beauty (anet pls gib us a pretty sandy crystal clear water beach or a hot spring in HoT )
that meta build is terrible
This is by far the best engi build for dungeons, used by guilds such as DnT and Snow Crows. Maybe l2p.
fanboy much?
if anyone needs to L2p is the OP as he’s trying a coordinated group build for random dungeon grouping (not trying to be hurtful to the OP)
the build has way too many unnecesary steps to be effective we are discussing simplier yet just as effective builds (if not more as i still think its trash)
however im willing to give the build a chance find me a video showing this build’s effectiveness
(edited by Rezzet.3614)
well that make it worse if its a flamethrower build as it is focused on grenades
a raw FT dps build would have fireforged trigger juggernaut modified ammo and deadly mixture.
a dps alternative could be static discharge
Berserk gear, runes of the citadel, sigil of air and fire .
0/6/4/0/4
hair trigger,rifle mod, modified ammunition
energized armor,power shoes
static discharge, scope
you should have about 50-60% crit chance
thanks to traits while at 600+ range you get 10% more
when enemy drops to 50% hp and under you get 10% more so thats an easy 80% crit chance wich becomes 90-100% when you get fury
i prefer this over grenades and ft because of the high dps output and high mobility wich adds to my survivability
if you want more base damage and are confident in your skills replace a sigil for Bloodlust for more absurd damage
i recommend Battering ram and tool kit with optional utility
battering ram has massive damage output and dazes tool kit has massive damage as well and hits twice if you time it right as well as cripples.
could replace runes with scholar
(edited by Rezzet.3614)
that meta build is terrible
simple fix to get tons of survive remove 2 points from tools and arms and put in inventions this will give you Power shoes so y ou wont need kits for swiftness and the Major minor trait wich basically resets your turret cd if you drop to 25% hp as for adept if you want more sustain get stabilized armor if you want extra 70-80 power get energized armor
replace fireforged trigger for sitting duck and FT for googles or elixir S or elixir U
could replace elixir gun for whatever stun break skill or cleanse like elixir C
the game needs to penalize quitters today i had many batlers where someone quit in one or two cases when i looked i ended up with 2 allies vs 5
i say we penalize quitters that do not return to the match before it ends with a 50 minute match block . wich should be the equivalent of 5 games as they have max times of about 12 minutes
all profesions should use initiative
if anything not being able to farm is what drove gem prices to hell
supply vs demand the more people need somehting and less available it is the more it costs
hence why people have been able to exchange so much gold for gems inflating even gem price
wich makes buying gold not worth it because the gem exchange went to hell
Engineers received very little buffs in the past 12 months. But suddenly went from “garbage tier” where it was a very unpopular profession because of how poorly it performed, to “amagad please destroy! its so op!”
Engineers didnt actually change, the meta did. And when it changes again it could very likely kick them out again like the first 2 years.
The suggested changes are completely over the top. It’s entirely aimed at completely destroying the profession as a whole. Making them weak in the moment where they fit best in the meta, and when the Pendulum of Meta swings again?
This games pvp community is unimaginitive. To small and they cannot imagine their way into a new meta without anet stepping in and buff/nerfing everything for them.
Instead of taking the literally tens of thousands of builds and finding a new way to beat the meta, people cry to anet to change the meta for them. Preferably something that fits them best.
^ this person just hit the nail in the head
oh yeah the net turret nerf can you revert that already
the only reason it was OP was cuz players all ran serk gear and no condition nor stun breakers back then . (heck back then all warriors ran were 5 signets and back then they dint have the active effects they do now lol).
its hypocritical that net turret was considered OP because you could do a simultaneous short stun+ immob (they are simultaneous so they wear off at same time)and then the net turret’s extra
but hambow warriors , wolf+spider+root that self reapply immob each second for 10-20s on a 60s cd werent considered even anoying
not saying those are OP as i handle myself just fine just using them as examples to show carelessly things were thought out
probably was the earth line multi attack the first attack isnt telegraphed
It is difficult to diagnose exactly what is OP about the Engineer in current meta because many factors contribute to this in small ways that when added together, create a class is just a bit too good at everything.
Here is what contributes to Engineers being a bit too good all around:
~ Celestial “It’s so good on Engi that there is no reason to use anything else”
~ Convenient and easily traited condi splash to go with that Cele “Incendiary Powder”
~ INT sigils in conjunction with Jump Shot/Blunder/Pry Bar
~ Too many blast finishers for a class that drops water fields
~ Questionably low recharge times for some of the best skills in the game
~ Multiple attack methods/Ability to switch up rhythm “this is powerful in pvp”
~ Multiple attack types: WoR can’t stop Jump Shot “that’s just one example”
~ Best block in the game
~ Best ranged pull in the game
~ Best consistent, practical and easy to land DPS in the game
~ Best CC rotations in the game “immobs, knockdowns, knockbacks, pulls, everything”
~ Arguably best peeler in the game, 2nd only to D/D Cele Ele
~ 100% swiftness/vigor uptime, not even a single skill needs to be clicked to do this
~ Ect… list go on in to smaller details. The above are what’s importantSo you see it’s not so easy to “patch the engi”
The class actually needs to be overhauled entirely to fit back in correctly
But if I had to say 2x things that were the main culprits
It would definitely be INT sigils and Cele Amulet
If you weren’t for those two things, the build wouldn’t even be viable
man i’d love to play that 6/6/6/6/6 4 turrets 2 kits, mainhand rifle with offhand pistol and shield engineer where do i unlock it?
(edited by Rezzet.3614)
i ve been using turrets quite successfully
so upon said further testing
Rifle turret – Vulnerability on overcharge needs to be replaced for weakness or shots should pierce targets as not only the damage is minimal but it is blocked by even the most minute thing.
Rocket, Flame and Thumper Turrets: For their purposes they get the job done no complaints here
Net Turret:this one is on a tricky spot immobilize every 10s is very powerful
and there is the problem Landing the immobilize net is near imposisble on moving targets specially moving to any side as the net shot is extremely slow
possible suggestions to improve turrets would be :
Increase Base damage by 25-30%
make fortified turrets trait proc a bubble shield every 30 seconds
get rid of rifled turet barrels and increase their base range then fortified turrets trait would be justified for being so bad
increase net turret’s net shot speed by 15-25%
make rifle turret pierce
most importantly :
Cooldowns they are dreadful make cooldowns static as too much turret play involves turrets dieing instead of sustaining them to begin with it makes no sense to be penalized for it. maybe drop rocket and thumper turrets to 35s cd rifle and healing stay at 20s and flame at 25s (sadly cant ask much changing for flame turret as its overcharge is a lengthy blinding smoke field reducing cd would make it nearly perma aoe blind )
maybe make flameturret burns last kitten so it actually punishes players that stay immobile in its range
something to point out outside of condition damage on flame turrets they do Not scale at all with engi stats , turrets cannot crit as well hence why the base damage increase is needed
and there everyone is happy turrets are squishy and useful encouraging active gameplay
(edited by Rezzet.3614)
I know it’s been a really long time since the legendary visual update but I wanted to see what others thought and possibly see some Dev feedback. Since legendary weapons are only cosmetic appearance is everything. For example, I made Eternity for the blade animations on mesmer, all of the swooping animations with the blur I thought looked very nice; furthermore I liked that you still threw the purple greatsword on mirror blade. I personally thing throwing the crossed or X blades on Eternity mirror blade looks awful and I wonder if it’s possible to implement a weapons effect toggle. And if so would it be difficult to implement. It’s a minor thing and that’s pretty much why I haven’t posted until now but it is something I’d like to see, I really enjoyed the old Eternity.
Why in the world would they implement a weapons effect toggle?
cuz not everyone likes all legendaries some people like the special effects but not the weapon for example i’d love having predator effects on phoenix rifle or on my engi’s kits future example: grenade satchel has a bunch of fiery glowing orbs or if engi has Quip bombs and grenades look colorful and explode confetti .
while turret nerf was needed for PvP Only
its gotta be admitted some compensations should ve been implemented so turrets dint become useless and relied more on skill and timing
some simple changes could be:
Lower Cooldowns and while add it give static cooldowns its ridiculously punishing getting even lenghtier cooldowns when turrets are killed in their current state they are immobile and extremely fragile
Making rifle turret overcharge apply weakness instead of vulnerability this makes rifle turret so much useful not just as a means to make it survive longer but as a support unit.
supply crage why not replace flame turret with rifle turret and add a thumper turret instead with the Elite supply trait
or why not make an elite turret like a healing turret but instead of healing it pops up a bubble shield every certain ammount of time and have an overcharge that does an aoe boon for turrets in range like giving them some sort of like protection or a 10-20% heal
or why not fix fortified turrets it doesnt work in combat most of the time
plus its very lackluster for a grandmaster trait i’d rather have turrets giv 2 shields on 20s cooldowns as it stands its useless as after 4s they simply become normal turrets wich is as good as having no trait
everyones gonna tell me specializations are around the corner and while that is true turrets had no mention other than 1 or 2 trait merges no actual improvements or anything
(edited by Rezzet.3614)
well all i can say is go for intel processor and nvidia graphics card
get minimum 8 gb of ram
if possible get a 7k rpm hard drive and dont forget to short stroke it
too sleepy to talk tech stuff so PM me if you want and i ll contact you when i wake up wich is about 7 hours from now lol
btw if you have indeed 1000$ flat out reject any cheaper options and simply get that 1000$ machine instead of a 600$ one that will need upgrading hence why i stated go for intel as amd is good for budget builds but not worth upgrading
My unbiased opinion:
I main a guard, and stealth always irritated me. Whenever a thief would stealth and run, I’d call cheese. How irritating, right?
Two days ago I made a thief, and I’ve already realized how essential stealth is. Thieves are trading a lot to have the ability to stealth: they are a melee class with low health, low armor, and abysmal condi clear. Whereas rangers and guardians can go invincible for a few seconds to take the pressure off, thieves have stealth (but can die quite easily in stealth). Most of their weapon sets are useless in the current meta, so evades cant make up for it (I’m looking at sw/d).
If they are running from you and are about to die, either: (1) you outnumber them, in which case, who wouldn’t run?; and (2) they can’t kill you in a 1v1, but then why should you be able to kill a thief 100%? Shouldn’t it be 50% in a balanced game? They are a zerker class, after all. Running=draw=balanced.
Add to that: no thieves use speed/traveler runes, which means if they want to keep up their famous mobility in or out of stealth, they need to be spending initiative, dodges, or utility cooldowns. Those all need to be balanced to maintain mobility but also be ready for a fight.
So coming from an entirely different class and just playing thief for 2 days, I have to say: stop complaining about stealth. It’s not cheese.
well why not give ranger ele and engineer initiative system and stealth skills too
the reason thieves are squishy is the same reason everyone else have Berserker gear even engineer end up at 10-11k hp in serker gear
L2P
-Signed all GW2 Thieves.
Too bad there is nothing to learn. There is no counter-play to stealth other than wildly flailing your weapon into thin air (which you do either way).
Not that Anet is ever going to fix anything, this kitten has been broken since release and Anet has always made it very clear that they love the Thief. So no need to worry about it.
Wat. You can counter every stealth a thief can do without reveal other than with blinding powder.
C&D-> Dodge
BP->HS dodge cc or reflect cc (eng sheild 4 does both these things)
SR-> ccHmmm seems like thieves are weak vs cc and they lack stability… it’s almost as if it was designed that way >.>
Ok say you mess up and they stealth… don’t just stand there like a grazing cow. There are ways of moving to make backstabs harder to land. At worst you can use about face and you’ll have a reasonable chance at them just doing a weak frontstab.
You can also punish them for when they come in for a backstab (aoe such as bombs or necro marks work well).
If it’s a pistol thief you can reflect it (it won’t destealth them and they’ll often hit themselves 5-10 times).
So there are things you can do to prevent them from stealthing and ways to punish them even after you’ve messed up and they’ve stealthed. There was no need to even add in the no tell 2,000 range reveal skill stuff, but there is that too. This sort of stuff is what people are talking about when they say L2P.
thieves love saying l2p to everything instead of putting themselves in other profession’s spots
thief is currently uncounterable unless the thief is a complete moron
sword pistol = blind daze shadowstep spam
use shield against dagger thief and you still get backstabbed as block doesnt make BS go on cooldown
d/p= perma blind and stealth thief basically a one sided battle
why exactly should everyone else run purely defensive builds just to fight thieves instead of thieves being balanced to everyone else’s level
if thieves are so skilled they shouldnt have nothing to worry about on equal playing field
they should indeed mail a box containing a full set of gear with selectable stats
including celestial i noticed none of the selectable stat gear has cele as option
better yet tie gear stats to unlocked craft gear stats
engineer is perfectly fine as it is
healing turret already has 20-25 s cooldown if detonated wich is the usual cooldown all other heals have no need for nerf here
gear shield has 20s cooldown takes main weapon skills away and an utility slot so it has its downsides
rifl cc Net shot is incredibly slow and easy to see its a slow huge net use your evade if you dont want a 2s immob , also 2 seconds immobilize really thats op to you? why not nerf ranger’s elite instead ?
overcharge shot while it is a form of cc it is a sustain skill not just a cc skill
IP will become a grandmaster with specialization changes
Kit visuals they will be changed as well if you watched ready up ep 32 you ll see grenades will be a handful of onions bomb kits will have the engineer hold a huge bomb med kit will have an arm syringe thing .
you used a bunch of words to say nothing apparently
the only valid argument would be slick shoes but then again necromancer has unblockable fears Guardians have unbreakable bubble domes wich are much stronger, in slick shoe’s case it wont do anything to you if you stand still .
i wouldnt call getting rid of turrets Buffing .
cant even use turrets for cc nor as an escape tool thanks to conditions all it takes is a random blind and bam accelerant packed turrets is useless, turrets are useless in every aspect sometimes i cant even use healing turret+ detonate cuz the kitten thing dies before spawning
Anet does a poor job at balancing
Remember when net turret as nerfed because it was too powerful to have two 2s immobilizes and 4s stun on supply crate and net turret combo? wich players could simply cleansed with a stunbreak skill on a 2 minute cooldown ? yep totally broken
meanwhile hammer warriors with longbow are perfectly fine
Rangers with spider and wolf pets spamming several immobilizes 2 knocks and a fear and a 60s cooldown 20s immobilize is ok (playing the no cleanse game anet balances things around )
even without nerf net turret was and is useless as the net is almost as slow as the harpoon’s kitten torpedo wich is evaded simply by swimming with swiftness.
Which other professions have a 25% movement speed trait assigned an adept trait?
Warriors – warrior’s sprint
ele – zephyr’s speed and a 25% speed signet
thief- has signet and adept trait Fleet shadows
necromancer-has a signet ,quickening thirst and speed of shadows
ranger- has a signet
mesmer – compounding celerity (cant argue with this one as it only works in combat)
(edited by Rezzet.3614)