8v8 is bad because maps become too full of players. It inherently biases the game towards those with ranged AoEs, and those who rely on distracted opponents.
Increasing player counts inherently makes the game more spammy, and as such, you need to strike a proper balance for team play.
The game was balanced towards 5v5, and as such, the game can only get less balanced as it deviates from that.
The thing with portal is… Can you name a skill that effects PvP more?
Not even tPvP, it’s the most influential skill in WvW to, allowing siege golems to quickly move from place to place.
You could give it a 1200 max range, and it still would be very useful in PvP. Maybe make the range unaffected by height so it can still be used in jumping puzzles just the same.
Probably so they wouldn’t need as many servers, and they figured people in hotjoin wouldn’t care anyways.
And now all thieves are going to be lumped in with this…
Sigh…
Well, as a trap ranger, I place a spike trap at my feet, or use signit of renewal after the steal, and dodge roll backwards. As a final backup, I’ve got a trait that gives me protection for 5 seconds if I take 20% of my health or more in one hit.
You don’t really need high defenses at all to survive these thieves. An ounce of prevention is worth a pound of toughness.
Any armour can have any rune on it, though it you’re buying off the trading post, you’ll probably have to get them separately. Most runes are fairly cheap though.
Sigils are placed on weapons.
Oh, be sure to use filters in the trading post as well. Listing by a specific armour type, and only level 80 exotics can narrow the options down to only a few pages without having anything in the search box.
There’s a variety of ways. Crafting, some Karma Vendors in Orr, and dungeon rewards to name a few.
If you’re looking towards a specific statistical build though, and don’t want to have to deal with crafting, I recommend the trading post. You’ll be able to look through all the different stat combinations you can get there, albeit it’ll probably take you some time to acquire the gold to pay for them.
Be sure to place orders on your exotics rather than buying instantly, as it can save you a fair amount of cash on each piece.
By the looks of the screenshot, your gear isn’t exotic yet. That would likely be why your stats seem low compared to other level 80s.
Keep in mind that you’d need exotics of accessories in addition to weapons and armour.
You get 165 precision. So yes, they stack.
I would say if you’re going for more DPS, and less control, you’re probably better off with a torch in your offhand. It combined with flame-trap can keep flames on your target up 100% of the time, even with the occasional miss or cure.
Spiders can also make a great pet as they can apply the poison you’re missing out from in AoE, and at range, and their abilities can easily make up for the lost control with both immobilization, and on-demand stuns.
Why?
All an Asura only guild would do is unnecessarily limit possible guild members.
Maybe effectively as a guild it would. For players, it can add flavour to a guild having members that have something in common.
Mostly due to a lack of condition healing otherwise. Most thieves use hide in shadows for mostly that reason.
I’d like to know what kind of assassin jumps around their opponents heads, cutting them and waiting for them to bleed out.
Seems counter-intuitive to the whole “kill without people knowing” to let your enemy run around for a long time shouting, and screaming that he’s going to die.
But, it’s also very easy to kill thieves doing this, if your group knows what it is doing.
Sure, if you could ever see the thief, it’s all fine. What you’re not seeing in that video is his opponents perspective. The thief would have been invisible on everybody else’s screen for the vast majority of the video because the engine’s not updating the thief’s location in time before he goes invis again. All you see is maybe a poof of smoke here or there.
[/quote]
So?
1) Players realize there’s a thief because it’s the only explanation bar a glitch preventing capturing
2) Spam AoEs and ranged attacks, or ball-up
3) Thief either dies, or is forced to retreat. His cloak will be gone in 3-4 seconds
It’s not exactly asking a lot of the enemy to counter this.
Yes, people cheat less in MMOs, because they’re upstanding people. Not at all because MMOs are much less reliant on player ability than an FPS. Aimbots aren’t exactly effective in MMOs, and if you’re cheating via improving your stats, you’ll be called out on it in an instant when people look at the logs, and see impossible numbers.
why is it that steal skull is more powerful than any necro fear?
in Thief
Posted by: Rottaran Owain.6789
It’s actually mimicking axe 5 Jjinx. But really, axe 5 is mostly used for gaining adrenaline, and getting crits in for “on-crit: x” effects. I recall it being worse than the axe’s auto-attack in terms of damage output.
I use it for the active eff-ehehehe…
Sorry, I can’t say it with a straight face.
If you want something “balanced for 1v1” you’d best stick to FPS games as that’s really the only place it makes any sense.
Heck, even with many modern FPS games, there’s different classes that have mechanics that rely on each other to varying degrees.
Agreed with a fair number of things, but…
“If 1v1 isn’t balanced then how could 8v8 be, and how the hell do you know if 8v8 is balanced if you haven’t tested it in 1v1 then 2v2 then 3v3 etc.”
This just flat out isn’t true. Having a group makes a huge difference on the usefulness of many skills and abilities.
A shortbow thief, for instance, can work with a healing spring ranger to greatly increase the healing output of anyone in the area. Neither the ranger, or the thief can do that alone, yet you can’t ignore how powerful the combination can be.
How useful is an AoE skill in 5v5 combat compared to 1v1? Certain skills get better the more people there are around, wheras other skills (usually single target) get worse.
In group combat, someone who is downed is far from doomed. Allies can bring him back up in a variety of ways. If alone, down state is just a slight extension on the inevitable.
These are just a few ways in which the meta-game is effected by more players. Don’t even get me started on how it effects ranged weapondry, or skills/traits with positional requirements.
The warrior knockback one can be great when defending in WvW. Jump off the wall, knock everyone down, run inside, rinse and repeat.
Other than that, yeah the fall traits should get looked at.
It depends how. Mug, for instance, is rather powerful for a 10 point trait.
If they did something like "increased cool-downs for all traps by 15 seconds though, I’d be annoyed.
“I can shatter all my illusions! Woo!”
One thing to note. Ranger in terms of Guild Wars 2, is not so much the archer arch-type, as much as it does a naturalist, or protector of the natural world (hence pets, traps, muddy terrain, forest spirits, etc.). He has many ranged options, but so do most other classes.
Signit of Renewal is a stun-breaker.
Myself, and my friend Mattiator in the Mad King’s Realm
http://steamcommunity.com/sharedfiles/filedetails/?id=105380848&insideModal=1
Actually…no, you can still attack them. You just can’t see them. And even then, stealth won’t do a thing against a guardian or ranger’s AoE interrupts.
Stability. Do I really need to say anything more?
no, but you’ll sure as heck get a lot of damage out on a fleeing target. Especially with those stuns from behind, and cripples preventing escape that thieves/engineers pistols won’t give you.
Torch brings the longest lasting fire combo field I can think of (8 seconds), that is pretty big when traited for off-hand skills, and a skill that does the equivalent of 7 stacks of bleed for 6 seconds on a 15 second cooldown. From 900 range untraited.
Quite hefty damage output there if you ask me.
I honestly, can’t see why a condition ranger would ever pick the warhorn over the torch.
Those weapons you just mentioned fire at about half the rate of the short-bow’s crossfire.
Heck, explosive bullets do less damage, and have a shorter bleed time to.
Same issues here. I’ve had it happen in Orr once, when there was a massive group of people doing an event, so I believe it’s related to having too many sounds playing at the same time as well.
And yes for all the naysayers, it is GW2. I’m almost always speaking with someone on teamspeak, and I can continue to talk to them after it happens.
You can’t do the steal + cloak and dagger combo from stealth. You’ll have a revealed debuff on you. 3-4 seconds is also not nearly long enough to get at someone from a starting point that’s both accessible, and outside the view of the enemy.
I’d love for a more “natural” style of stealth.. Using blind corners for ambushes, and such. Like Pyro in TF2, or Dark Souls PvP.
Unfortunately, I don’t see it working with the mechanics of the game. You can do it, but it doesn’t feel very useful in most situations. Worthless in PvE, sPvP has wide-open control points, and in WvW, lone wolfing is suicidal.
Healers don’t pidgeonhole players. They pidgeonhole entire groups. Healing is a finnicky concept in gaming because having dedicated healers means one of two things.
A) At least one healer is absolutely necessary for every group
B) Healers serve no purpose other than to slow the game down
Remember people standing outside story missions spamming “LF monk”? You don’t see that anymore. In fact, you rarely see anyone looking for any specific classes. That’s because people are more free to pick their play-style, and roll with it when dedicated healers do not exist.
Made my asuran as short as possible for role-playing purposes, and because it makes my character feel like he’s moving faster, even if he really isn’t.
Warrior’s auto-attack doesn’t cover a massive area like shotgun clusterbomb.
It also doesn’t come with the most usable blast finisher in the game. AoE 18 stacks of might from a fire combo field, and extremely long weakness with a poison field is pretty dang useful.
Axe/Torch, and Sword/dagger works great in combination with a trapper build, and healing spring. The monarch’s leap can be used twice per healing spring, and with its combo finisher, you can use it to make up for the lack of healing power.
why is it that steal skull is more powerful than any necro fear?
in Thief
Posted by: Rottaran Owain.6789
Most steal abilities are stronger versions of a class skill.
There’s an armour vendor from each order that you can only buy from if you joined theirs.
If that’s not important to you, then pick your favorite. Nothing else really matters.
kill stealing the bosses in sPvP is lame and should be changed.
in PvP
Posted by: Rottaran Owain.6789
It’s great how it is now. It allows for a well thought out team to make big, clutch plays.
Good for keeping the game dynamic, and entertaining to watch.
Stealth Cooldown Needed > min 2-5 seconds after last Stealth
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Posted by: Rottaran Owain.6789
Tuccos, that already exists. When a player attacks out of stealth, he becomes “revealed” for 3 seconds.
A 2 second duration decrease is 25% of the ability. That’s the difference between 8000 damage, and 6000. Pretty frigging big if you ask me.
Prediction is a key part of the learning curve of many games Redscope. Being able to tell what others are going after you’ve lost sight of them by looking at the situation is extremely important.
A stealthed thief has very few productive options to them, and just about always moves in the same, predictable, patterns. This is mainly because they’re rarely stealthed for more than a few seconds. You can’t go one way, realize it’s a bad idea, then go the other, because it’ll already be too late.
Either the thief is trying to escape, or counter attack. Both are predictable. One will go for your backside, and the other will be making a bee-line for the nearest place where they can break line-of-sight. It shouldn’t be hard to tell based on the situation what he’s going to do either.
Stealth Cooldown Needed > min 2-5 seconds after last Stealth
in Thief
Posted by: Rottaran Owain.6789
Uh, no. They just have to put the AoEs under their feet, and stand still.
Done, thief can’t approach, to recloak himself.
Dyes are already sorted into different hues. Why not let players dye their gear, but must use dyes of the same hue as their team? (Blue can use dyes that are considered “blue”, and red can use “red”
Minimal coding difficulty, as the sorting is already done for them, keep it easy for spectators, and lets people make themselves have a little bit of control over how they look.
If they’re using Cloak and dagger, they have to go within melee range. Smash them with a CC after being hit, or stand in AoEs. Both will force the thief to either back off, or eat a lot of damage.
Since it only effects the weapon you’re currently holding when you kill your target, and the majority of sPvP/tPvP kills will give you long enough to wait for weapon cooldowns, there’s not much point on having it on both weapons.
Auran Thief
No boosts