Showing Posts For Saital.4819:

New map question- is orb a bundle or a buff?

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Posted by: Saital.4819

Saital.4819

A lot of complaints in this thread seem to be that some classes will be better flag carriers than others. But so what? That isn’t the only role that is going to be needed, like Guardians Line of Warding I expect will be extremely useful to slow a pursuing group down (just one example).

Not sure if this was answered but will Mesmer veil cause the orb to be dropped? I presume so but it could potentially lead to some kind of griefing.

If it behaves like other stealth, you simply won’t be stealthier when passing through the veil. As for the RtL complaints, I’m pretty sure it’ll be affected by the 40% movespeed debuff, just like HS, for example. If, somehow, it isn’t, then this universe really doesn’t make sense anymore.

What can i do to increase my thief overall??

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Posted by: Saital.4819

Saital.4819

Your accessories don’t look exotic, though without any names, I can’t tell. And how about your gear?

And what do you mean by results? Are you dying too fast? Not killing fast enough? You’re not gonna get any help without providing specifics.

But long story short, until you’re fully decked out in exotics/ascendeds, there will always be areas you can improve.

How are you all criting for 10K+??

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Posted by: Saital.4819

Saital.4819

If you’re still using Rare armor and Major runes, you’re not fully geared out yet. You’ll be able to achieve those numbers with Exotic/Ascended gear with Superior runes or equivalents.

New map question- is orb a bundle or a buff?

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Posted by: Saital.4819

Saital.4819

Ride the Lightning does not drop the orb. Attempting to stealth or being combo’d into stealth does not drop the orb. The stealth just fails, with IMMUNE text.

So you are telling me, I can perma stealth and carry the orb around while noone can see me? Interesting.
Will I be marked on the mini map or will I truly be invisible?

Ride the Lightning does not drop the orb. Attempting to stealth or being combo’d into stealth does not drop the orb. The stealth just fails, with IMMUNE text.

The stealth just fails, with IMMUNE text.

stealth just fails

fails

Thin leather armor for asura?

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Posted by: Saital.4819

Saital.4819

I personally like the Honor of the Waves set—at least the chestpiece. Like you want, it is relatively form-fitting so weapon-clipping is minimal.

Why cant you report leavers in tournaments?

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Posted by: Saital.4819

Saital.4819

I agree that the report options are sorely lacking for PvP abuse. It is ludicrous that there is no option to report for someone afking, leaving, or hell, even hacking the kitten game to get an advantage in PvP.

sPvP scoring that would eliminate ZERGING?

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Posted by: Saital.4819

Saital.4819

Less glory for capping and uncapping. More for accomplishing map goals (chief/Svanir, 3-cap buff, etc.). Bigger bonus for winning.

And the big one:

Do not award glory until the match has ended. Leavers need to be punished.

The last line. Totally. Just like in league of legends. I’m afriad of the AFK fest it will turn out to be though…
On the other hand, “feeding” and “fed” states don’t apply to this game so only really pity players should go AFK.

What about team changes? That can be tricky…

Afking is another abuse of the system. This is why you should be able to report griefers in PvP. It’s absolutely absurd that there is no report option for someone who has left the game early or who is idling in base taking up a player slot. Both situations ruin the game for the 9-15 other people in it.

I get that PvP is sectioned off from PvE—including player support and arbitration, I’m assuming. So if someone is causing trouble in PvP, then I’d be fine with their punishment being restricted to PvP. A leaver or afker can be suspended from participating in PvP and still be allowed to enjoy the rest of the game. This scum just needs to be eliminated from PvP so those who would like to enjoy PvP can actually do so.

sPvP scoring that would eliminate ZERGING?

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Posted by: Saital.4819

Saital.4819

Less glory for capping and uncapping. More for accomplishing map goals (chief/Svanir, 3-cap buff, etc.). Bigger bonus for winning.

And the big one:

Do not award glory until the match has ended. Leavers need to be punished.

Haste in sPvP

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Posted by: Saital.4819

Saital.4819

I feel like non-thieves (and some actual thieves) forget that you sacrifice all of your endurance (And ability to dodge) for haste. It isn’t like the other trade offs, take additional damage/can’t be healed for the duration of haste, it has a longer lasting impact. Assuming you counter this by picking up Signet of Agility, thieves are the only class that need to counteract their quickness utility with another utility to maintain survivability.

Well, technically speaking, some warriors run Endure Pain to offset their Frenzy. But I agree with you in that the effects of endurance drain don’t end when the quickness ends. The endurance must then regenerate entirely, and for much of that time the thief is a sitting duck.

Haste in sPvP

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Posted by: Saital.4819

Saital.4819

I was never a huge fan of Haste actually. But then again I run a 15 Acrobatics Vigor uptime build, so it is pretty counterproductive to drain my endurance bar for 4 seconds.

Plus, Quickness or not, the revealed debuff is still 3 seconds after I Backstab somebody. It throws off my rhythm when my autoattack chain executes twice as fast between Backstabs.

Thief Rifle Idea: Yes another one.

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Posted by: Saital.4819

Saital.4819

I think your idea could use some tweaks here and there, being wary not to overlap too much with warrior rifle, but your sniper skill intrigues me.

Specifically the fact that it uses an unspecified amount of initiative, up to your maximum, and deals more damage based on how much you used. As far as I know, such an idea hasn’t been proposed before, and I think it puts a unique and fun twist to the initiative mechanic. I like this idea because it gives the player more choice, and creates another way to differentiate between better or worse thieves based on how well they know their own damage output, and how well they manage their initiative.

[February] Issues with character art, weapons, or armor?

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Posted by: Saital.4819

Saital.4819

I am an asura male theif.

While wearing:

- Vigil Mask,
- Heritage Shoulderpads,
- Swindler Coat,
- Medium Rubicon Gloves,
- Commando’s Pants,
- Auxilliary Powered Boots,
[except for the gloves, all transmuted up to level 80]
- Quiver of Swift Flight,

my weapons will be held in my wrists instead of my hands. I have narrowed the issue down to the Vigil Mask. Regardless of clothing combination, if I wear the Vigil Mask, my weapons will be improperly held. If I hide the Vigil Mask, the weapons will be fine.

Attached are two screenshots illustrating the bug. On the left, the Vigil Mask is hidden and the weapons are held correctly. On the right, the Vigil Mask is showing, and the weapons are improperly held.

Thanks

Attachments:

Completing PvP: Making this game insane

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Posted by: Saital.4819

Saital.4819

deckard cain voice pack FTW, he actually did a GPS voice pack for Garmin, it was awesome lol

The one thing keeping me from tournaments is required premade teams, you can PUG ranked games in LOL, why not here? especially for free tournies.

but yeah the unreal tournament voice-packs i would also buy

You can solo queue if you want for free tournaments

Rate the trait - Deadly Arts

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Posted by: Saital.4819

Saital.4819

My opinion in this post is solely based on sPvP and WvW, but Back Fighting is a really underrated trait. I used to share the same view as OP in that you shouldn’t be spending much time downed anyway.

But here’s the thing, in PvP, thieves on each team will primarily be targeting each other in fights. And, due to both of their extremely high damage and low survivability, it is extremely likely that, even if both thieves play optimally, they’ll both end up on the ground throwing knives at each other. Taking Back Fighting ensures that in the event that both thieves down each other, you’ll win the downed fight.

People should not necessarily think of the downed state as something to avoid, but rather as an extension of your health and another aspect of your combat ability. You’re not dead till you’re stomped.

Plus the thief downed stealth skill, Venomous Knife, is awesome. 3-4k damage with Back Fighting plus poison and bleeds anyone?

Bunker Thief (?)

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Posted by: Saital.4819

Saital.4819

One thing you must keep in mind with all of the suggested builds above is that they all make heavy use of stealth. While you will be a very “survivable” thief, you won’t exactly be a “bunker.” Whether in WvW or PvP, bunkering generally entails being able to stall and hold onto a point/camp/tower/etc. without dying and without losing control of the point. The problem is, you cannot hold a point while stealthed. So while you may not die, you will still inevitably lose the point from under your nose if you stealth too much. While the above builds are not ineffective at what they do, in the end they are not “bunker” thieves per se.

State of the Game EP3 - Show Discussion

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Posted by: Saital.4819

Saital.4819

A) What is ANet’s opinions on the current quality of Skill and Trait tooltips? I personally find that many have unclear information, incorrect spelling/grammar, or simply incorrect information. Are there plans to possibly standardize tooltips later on?

In how it applies to PvP, does ANet explicitly not want quantifiable information to be given? For example, many traits say regenerate a “small” amount of health, or just “deals damage.” Should we expect these tooltips to be revised in the future? Such information should be readily available in the tooltip, rather than needing to consult the wiki, where some numbers have already been empirically tabulated.

B) How does ANet plan on monetizing PvP in the future? I believe that the current plan (tournament tickets) is not the right way to go about doing things. Most dedicated players will acquire tickets through normal gameplay, and the idea in principle (charging people just to play) is wrong. I’m sure that many share my view in that there are better microtransaction ideas out there that haven’t fully been explored yet. (Gem Store PvP skins? Finishers?) At the current moment, it seems that PvP is generating a disproportionately small amount of profit for Guild Wars 2 as a whole. Perhaps with these new ideas in place, ANet may inject new life into their competitive scene.

What are some ways P/P can be made favorable?

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Posted by: Saital.4819

Saital.4819

Thieves are supposed to be the mobile class, right? I feel a big problem right now is that you have zero mobility running P/P. (Daggers have HS, Swords have 2, SB is SB.)

While Unload is okay damage at best (and it’s ranged so that’s fine), it basically forces you to backpedal while using it. I propose a simple solution to fix P/P:

Allow you to dodge while Unloading without interrupting the channel.

I don’t think this is entirely gamebreaking since there are a number of burst abilities with built in evades (Thief Pistol Whip, Mesmer Blurred Frenzy, etc.). Dodging while Unloading is okay because

1. It still uses Endurance like a regular dodge, unlike PW/BF evades
2. Unload damage is still no better than either of the above

As an added bonus, you can do cool Matrix style flips while emptying your clips on your foe. And who doesn’t love that?

Say NO the RNG in PvP. Some changes needed.

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Posted by: Saital.4819

Saital.4819

Non-RNG is always great.

/Singed.

That’s so meta.

But in all seriousness, LoL went the right direction with this. I believe mechanics like crits and timed skills are completely fine. But if ANet wants GW2 to be an E-sport (which they seem to have made very clear), then they need to comb out any mechanics that turn fights into coin tosses.

Instead of things like 5% chance, 10% chance, or 25% chance, why not change them all to every 20 attacks, 10 attacks, or 4 attacks? Statistically, the effects will proc with the same frequency over the course of a match. But now, more skilled or attentive players can time their attacks to coincide with their procs.

Cloak&Dagger Nerfed,What do you want from me?

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Posted by: Saital.4819

Saital.4819

Speaking as a backstab thief, the build is still just as viable. The nerf to CnD was a slap on the wrist, really. But I won’t stop you from moving onto another class. That just means fewer whiners like yourself who give thieves a bad name.

Issues with getting in dungeon instances

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Posted by: Saital.4819

Saital.4819

Dungeon: Sorrow’s Embrace – Story Mode
Server: Crystal Desert

We tried numerous permutations of members entering. When we could enter, it would always create a new instance and that party member would enter in by themself. If the Join Party window popped up, clicking Enter would not do anything. Only by walking in for the first time and getting the Enter Dungeon window would it even be possible to enter the instance.

Asura feet-boots...

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Posted by: Saital.4819

Saital.4819

I wish more armor showed all three toes instead of just two. I can only think of two medium armor boots that show all three, and I’ve been holding on to them for transmutation.

The big ears.. really?

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Posted by: Saital.4819

Saital.4819

The way the ears move is actually one of the main aesthetic reasons I picked the asura.

Thief PVE Ranged VS Melee

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Posted by: Saital.4819

Saital.4819

I used to run D+D/SB but I really loved the flavor of double pistol but I didn’t want to sacrifice the AoE of shortbow. I ended up going for a sustained initiative build with D+D/P+P. With 3 extra initiative, 2 initiative/10 sec, initiative on steal, and initiative on crit procs, I find that I can alternate unload+auto attack on bosses for a very long time without the danger of attacking champions with D+D. If I need AoE, Dancing Dagger and/or Leaping Death Blossom to stack on conditions and avoid damage. I’d link a build but I’m on my phone right now. Sorry of block of text may be hard to read.