PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
I watched my friend do a JP khefka while at his house. It’s more than that, some just don’t seem to have fast reflexes with their fingers or have gotten that perfect timing down just yet (protip: if you jump right when you’re about to fall you get VERY good distance on the jump).
Wait…did you seriously just said Flame Trap is a waste of a utility slot? You’ve just invalidated all your posts with that one.
You’re incorrect. The main problem between SB and LB was that SB had the same range as LB, with the LB being so slow that the SB could easily bypass it in damage dealt just due to the arrow speed. They’re fixing that arrow speed.
A 15% increase in arrow speed helps quite a bit, as does the drop in the aftercast. We’re seeing a much needed DPS boost for the LB which may very well make it do more damage than the SB in terms of power over a period of time. This could be just the thing the LB needs to make it viable again.
Even as a condi necro, this new condition worries me a lot. I can’t say that I agree with this at all.
I also don’t agree that Mesmers and Thieves actually need something to keep people from running from them. I ffs, look at their mobility! The only class they can’t catch is an Ele and that’s only because of RTL; hell they can probably catch them too.
I’m not whining, I’m just very concerned that this is going to destroy what fragile state of pvp we have. It may be a bit much giving it to those two professions.
Looking at the leaked patch notes, I have good news. Necromancer gets it on Death Shroud #5, Thief can only use it through Skale Venom (it replaces weakness for it), and Mesmers can only use it with Scepter #2, which is their counter. ANet surprisingly thought this out well if those leaked patch notes are indeed correct.
You have to be closer, so the arrows will be hitting the enemy at a slightly miniscule faster rater. Like I said, they increased the DPS. I never said how much though.
You don’t make longbow more viable by making shortbow crappier.
Luckily they’re doing all of this:
Long Range Shot: Reduced the aftercast on this skill from .5 seconds to .25 seconds. Increased arrow speed by 15%
Rapid Fire: Reduced initial cast time by .4 seconds. Increased arrow speed by 15%
Point Blank Shot: Increased arrow speed by 15%
Barrage: Increased cripple duration by 50%.Increasing arrow speed does not meaningfully affect the DPS of the weapon. It just increases the reliability of it hitting.
The longbow is not used because it does garbage DPS, and it has no defense.
If the arrows go faster, people can no longer side-step away from them. Congratulations, you fixed one of the main problems with LB, the fact that people can side-step the arrows. If we’re lucky after this month they’ll actually buff the damage output.
Are these verified? Why decrease SB to 900? Call me suspicious but hey, “Trust but verify” you know.
People weren’t taking LB because SB had the same range for more DPS and conditions. Now that’s been replaced with less range for more DPS and conditions.
Anyone who thinks a 15-20% increase in damage on SB 2-5 is a dps boost has never used the thing before.
DPS = Damage per second
Conditions play into that, and #1 does all the DPSing, not the other 4.
You don’t make longbow more viable by making shortbow crappier.
Luckily they’re doing all of this:
Long Range Shot: Reduced the aftercast on this skill from .5 seconds to .25 seconds. Increased arrow speed by 15%
Rapid Fire: Reduced initial cast time by .4 seconds. Increased arrow speed by 15%
Point Blank Shot: Increased arrow speed by 15%
Barrage: Increased cripple duration by 50%.
I have to agree Blaine. On the bright side, this makes LB more viable. On the downside, SB just lost some range, which can and will hurt playstyles until people get used to the weapon again.
I still don’t rely on my pet too often, but that irks me too.
Are these verified? Why decrease SB to 900? Call me suspicious but hey, “Trust but verify” you know.
People weren’t taking LB because SB had the same range for more DPS and conditions. Now that’s been replaced with less range for more DPS and conditions.
Who the hell thought it was smart to give the two most OP classes in WvW (thieves are only OP due to how stealth is currently set up) a new way of being OP? Seriously, I would have given this to Engineers, Necros, Warriors, and Rangers, the 4 classes who could use a boost in WvW.
You forgot about Guardians too…
To be honest, Guardians are pretty fine right now. At least from what I can tell.
And I now have seen the leaked updates found here: http://pastebin.com/2rrFg9pS
I retract my statement, this won’t be so bad. Thieves can only do it with skale venom (it replaces weakness), Mesmers can only do it with Scepter #2, and Necros can only do it with DS#5. So I’m now fine with this.
(edited by RyuDragnier.9476)
Thank god, shouts are actually viable now, as are spirits possibly. And my LB grows stronger still.
But…no torment for us? That irritates me, as it means we’re getting the short end of the stick, as are the warriors (who could really use torment).
(edited by RyuDragnier.9476)
Who the hell thought it was smart to give the two most OP classes in WvW (thieves are only OP due to how stealth is currently set up) a new way of being OP? Seriously, I would have given this to Engineers, Necros, Warriors, and Rangers, the 4 classes who could use a boost in WvW.
Show exactly where I asked it to be removed from the game. I’m asking to change a specific function on how stealth works (something most MMO players can agree is rather OP),
How exactly do you think that what you described makes stealth “OP”? It’s not even on the top 10 list of things that make stealth effective. I’d wager you’re the only person in the entire game that has even thought of this particular thing, to be honest.
I can waste the entirety of my dodging, my evasion moves, and my block moves and the thief is very likely to never exit stealth during this, despite having at least 3-4 of his attacks negated. How in the name of hell do you find this fair, where the thief class is REWARDED for failing attacks by staying in stealth, where as the other classes are PUNISHED for preventing that attack from connecting by lack of reveal on the thief?
Like I said, just the usual whining from people that lose a fight in an MMO and want <whatever killed me> to be removed from the game. Eventually you guys would just have every ability in the game removed if you had your way, simply because you would rather have them removed than get better at playing with them.
Show exactly where I asked it to be removed from the game. I’m asking to change a specific function on how stealth works (something most MMO players can agree is rather OP), and it’s not like ANet didn’t already open the doors the second they changed how Quickness works.
They key issues here is stealth. Stealth is broken in this game.
No, people are just whiny about any mechanic that an opponent can use to defeat them. If designers listened to the people that rush to the boards to cry about the latest PvP fight they lost, every MMO would just become Pong.
No, stealth IS broken. Ignoring down state, a person in stealth can attempt to hit you with something, the attack misses or gets blocked, and then retry their attack because they’re still in stealth. This is what makes it too powerful.
In every other MMO missing an attack or getting it blocked throws you out of stealth. All they need to do to fix stealth in this game is to make ANY attack, regardless of whether or not it succeeds, throw you out of stealth. There, no more “Thieves are OP” threads or complaints, Thieves can still spam stealth, and everybody wins.
IMO you should not be able to stomp while in Mistform or while you’re tiny via Elixir S. Stealth…well, that and Stability can actually be countered while an ally is down, so…
Noone is forcing you to run around and burn those statues..
This hit the nail on the head.
Don’t worry, he’ll be back. They ALWAYS come back.
Hey, for all we know these are people who plan on taking over Lion’s Arch. Perfect time to attack the people in charge of Lion’s Arch, don’t you think?
Actually…now that I think about it, disabling PvP for 1 hour if you’re afk for too long in it sounds like a grand idea, both for this and all forms of PvP.
@KorbanDallas Best post in this thread, and you seem to be the only one here who gets it.
Here’s the thing about Bark Skin, it’s a 33% passive damage reduction that STACKS WITH PROTECTION. It’s how I’m able to survive so long in low health as a Trap Ranger.
You’re a fool if you don’t have 30 points in Wilderness Survival. Bark Skin is a godsend if you plan on just surviving attacks that have no conditions, and Empathetic Bond takes 3 conditions off you and puts them onto the pet every few seconds. And if you’re traiting for traps, the Skirmishing Grandmaster trait for traps is amazing. You must be crazy if you think any of that is crap.
They didn’t change the drop rate. Because if they did, then I wouldn’t be getting 1-2 coffers per kill on those holo mobs. And no, I’m not joking, I almost always get a coffer from them.
The first two days I did as well. However, that is no longer the case, and it is obvious to me anyway that the drop rate is lowered.
Also, I am well aware that developers and publishers pay people from the deep web to constantly contradict accurate complaints on forums. It is clear that is happening as well.
It’s sad to see what is happening to what was such a great hobby for me when this game was released.
Wait, I’m getting paid? Then where the hell is my money!?
They didn’t change the drop rate. Because if they did, then I wouldn’t be getting 1-2 coffers per kill on those holo mobs. And no, I’m not joking, I almost always get a coffer from them.
What’s sad is that whenever you fight a thief who rarely uses his stealth, you actually see more skill from them than ones that spam stealth. Every fight I’ve had with such thieves usually ends up with both of us on the ground, spamming 1 in hopes of surviving. And I always consider it impressive when a single player who has no adds or is not using stealth can take me down when I’m on my ranger (who happens to have full exotic armor and all the ascended gear).
Long range shot – make it’s refire rate match the tooltip, instead of being double the tooltip – make the damage static over range. That’s that skill fixed.
Rapid Fire – add a damage boost to the damage, instead of being “channeled auto attack for no good reason”.
Hunter’s Shot – fairly good as it is now – I would like 3-5 seconds cripple as well – the longbow’s biggest weakness is the inability to keep the opponents at range.
Point Blank Shot – don’t know how I would change this – maybe put the cripple here, instead of hunter’s shot. Would also like the knockback effect to be 1200 units instead of ~500
Barrage – other than the stupid 5 target AoE cap, this skill is fine.
To add to some of this, Long-Range Shot’s normal power should be the max power we get at furthest distance if it’s going to be static. Point Blank Shot needs to be a charge-up attack that does more damage the longer you hold it, just so we have a burst attack. Plus it always seemed like the kind of skill that charging up would make more powerful. Other than that, agree completely.
Time for my mandatory post I make in every one of these threads.
The only thing making the thief OP is how stealth itself works. If you block an attack from the one in stealth or dodge their attack, they are not instantly forced out of stealth and given reveal. Due to this, this can fall back and try again. Give them the reveal the second their attack is blocked or dodged however, and suddenly we’ll see less problems with the class in WvW.
This could be a fix but we’ll either need some mobility or survivability to compensate
I agree with that addition. Or at least up the toughness/vitality a bit more to make up for it.
I would complain about the RNG, but since I got my ticket out of my 13th common coffer…yeah. Plus I keep getting a ton more just hunting for holograms in the world.
Try Dredgehaunt Cliffs. Rarely anybody comes through here, and I see a LOT of hologram locations.
No, we need no reward for losses. It’s why we have the AFKers right now, because they can get 1 candy every 5-10 minutes.
Time for my mandatory post I make in every one of these threads.
The only thing making the thief OP is how stealth itself works. If you block an attack from the one in stealth or dodge their attack, they are not instantly forced out of stealth and given reveal. Due to this, this can fall back and try again. Give them the reveal the second their attack is blocked or dodged however, and suddenly we’ll see less problems with the class in WvW.
I see the fun in this thread still hasn’t stopped…but please, stop it so they don’t lock this thread.
Also once again ICD is a heavy handed and clumsy solution that in this situation creates more problems than it solves.
Such as?
An ICD solves AoE retal returning nuts amounts of damage, it solves fast-hitting attacks being turned into suicide attacks, it allows normalized Retal damage that would make it more effective against slow-hard-hitting attacks.
What kind of problems would it cause that it outweigths that?
Destroying Guardian’s ranged effectiveness – try catching a Thief spamming ranged at you, espec. Unload, without any good retal. On top of that if you get 2 thieves doing the same thing, you’re doubly screwed. If you haven’t noticed, we aren’t really fast and our ‘ranged’ weapons can’t hit for the world, the only one which can has just over greatsword range and does ~200dmg per hit maybe. Rapid-fire ranged attacks in general do need to have some counter from Guardians, else you can just completely destroy them with anything @ 900 range. Try to find a solution that doesn’t shaft guardians plz.
I love how everybody keeps ignoring the one suggestion I have given that is actually good.
Again, they need to fix it to a set percentage of damage, dependent on how much damage you do to the opponent. Meaning burst attacks are going to get retaliated hard, and those with weaker attacks (those who hit for under 300 damage to their foes) aren’t going to get wiped out by something that is doing more damage than they are.
Ugh, found another problem in this game, players who akitten purposefully to make their team lose. I’ve already reported 5 different people for this tonight alone.
Unfortunately Xavori, even good players cannot stand up against what I was seeing often…PvP style zerging, meaning an entire team focus firing on one person at a time.
Again, they need to fix it to a set percentage of damage, dependent on how much damage you do to the opponent. Meaning burst attacks are going to get retaliated hard, and those with weaker attacks (those who hit for under 300 damage to their foes) aren’t going to get wiped out by something that is doing more damage than they are.
I’m seeing some real BS in this minigame. I dunno if it’s by bad coding or by something else, but shots are hitting through walls, instantly teleporting somewhere when you weren’t there before, and players that are somehow tracking your every move when you grab the stealth thing is just part of the current BS I’m seeing. I’ve never gotten this kitten ed off at something in this game before.
1. Spike, Viper’s Nest, and Frost last for 1 hour before despawning, or until you leave that particular map/instance. Flame trap lasts for about 1-2 minutes before despawning.
2. You can set one and go around the entire map without worries, at least until you re-use the trap.
Skills I picture a ranger Staff to have.
#1A: Hits the enemy at the arm (causes weakness).
#1B: Hits their head (causes daze)
#1C: Sweep at the legs (causes knockdown and cripple).
#2: Blast outward from the ranger that knocks enemies back while damaging them. Blast Finisher, 8 second cooldown
#3: AoE healing field that heals allies inside and cures 2 conditions on its appearance and heals with each second. 20 second cooldown, field lasts for 4 seconds.
#4: AoE that gives allies vigor, protection, regeneration, and stability for 6 seconds. 35 second cooldown.
#5: AoE poison field that damages enemies in its zoneand gives them poison, weakness, and cripple for 6 seconds the second it appears, and damages with each pulse. 40 second cooldown, field lasts for 10 seconds, pulses every 2 seconds.
Way I’d think of staff working is AoE skills, all somewhat similar to Healing Spring in terms of how they use nature.
On behalf of our merciful King Z the Bored, of APS. We shall initiate mass golem rushes of the REKZ homeland. This is a declaration of open war against REKZ and any allies you may find aiding you in defense of your homeland. This decree will hereby become active once thy weak selves fall asleep. We shall ravage your homeland and make you regret your open mockery of our server.
Oh god, another Kalkz. I suddenly expect him to pop in here and say, “I shall call him…‘Mini Me’.”
Ebay crying about being night capped in that ‘other’ thread. What happened to your improved night guild? I dont’ wanna dig up the post but you guys mad a guild specifically for night coverage.
-K
You’ve never seen the nightcapping force for FA, have you? You know our primetime numbers? Imagine that while most of your server is asleep due to being NA times. In other words, their nighttime force number is HUGE. We stand no chance without more players on at that time. In fact, most servers would stand no chance against it.
In the lore, rangers are very much in tune with nature. They are quiet and leave no evidence they were ever present at a spot in the wilderness. Guns are loud and a sign of weakness to a ranger. Good rangers use the bow and arrow better than a warrior uses a rifle.
Personally, I could go for a staff or a whip. I don’t think the rangers would use the whip to crack because that’s loud and they wouldn’t use it to hurt animals. Instead, I imagine it would be a skill weapon used to evade or stun targets.
We’ll have to see what ANET has in store for us in the coming months.
You know, I hadnt thought of the staff as a ranger weapon before.. But.. I think that if its implemented right, that could be REALLY neat.
As for rifles… meh.. A true ranger has no need for such things.
I completely agree. A staff could bring so many possibilities it’s sick.
Agreed as well. It could give us AoE fields dealing with nature itself.
This shall live in infamy.
No, that’d be too broken.
You’d be surprised how often the “on critical” sigils activate when you’re using Rapid Fire.
Eh, say again?
Afaik, all “On-critical-hit” sigils have internal cooldowns, anywhere from 2 to 45 seconds.
Please clarify your statement.
I can do multiple #1 shots and never get the sigil to activate, yet with #2 it activates almost every time I use it.
That only works for one enemy katniss, the rest will still hit you with retaliation if you’re using an AoE skill.
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