What if Vital Shot removed boons? Legit question. Might make the autos worth, and it’d solve the retaliation problems…
I wanted buffs to both and they said melee. I don’t think Anet would be weird enough to buff our strong sets (dag/staff) and ignore the weak (pistol/shortbow/sword). But I could be wrong.
All I wanted for christmas was a buff to my s/p and p/p playstyles (yay for doing both
). Its a little late, and I’m only getting one. Permission to be disappointed?
How would the new build look? I’m still learning fields+finishers, but I did find out that F1+Hammer3= around 6k hp. Was nice
Killed my protection, but it was nice.
im just glad you dont work on the balancing team jesus your hate towards some profession is noticeable
Interesting bit (not backing anyone, just providing some info)- multiple tier list threads have been made and on every single one of them there were two groups that stayed the same.
“God Tier” or “Tier 0”- Mesmer, Druid (no tempest or rev, as those were “tier 1”)
“Garbage Tier” or “Tier 4”- Warrior, Thief
:) So that would incline you to believe buffing Warrior/Thief but nerfing Mesmer Druid, yes? Ideal balance area for this game is Tier 3.
I was trying to get help with power builds though :C. Oh and is there a better line than firearms? I’m using it for the swiftness and the extra damage and the fury (the traits I picked).
Why is it assumed I will have trouble on condi? I just 1v1’d (though build isn’t designed as such) several condis…
Edit: Lightfield+whirl=condi clear. You get 2 from Hammer 2. 3 on your F1 is heal, plus gyro clear.
And no fight lasts too long. Again, my problem is power.
(edited by Serious Thought.5394)
I wanted the 12% damage and quick vuln boost from range. Is there a traitable stunbreak?
Surprisingly no problem on condis… I was shocked. They’re easier than power.
And before someone says Healing Turret, Supply Crate, or Elixir S- I will online frown at you. I didn’t pick those because I wanted to have FUN. So with the idea of pure ~FUN~ here-
http://gw2skills.net/editor/?vdAQFASncoCdpitbBmYB0ehl3iCcDDx067BnwAgO3/9jH-TJBFABCcBAcf/BAeAAiXGAA
I feel like I missed something there. I love my double Gyro team backup for when I need to engage a teamfight, I love my Elixir Guns power (try it power, you’ll be heartbroken when you realize its better that way), Grenades are a fun ledge shooter, and Mortar is just my field spam. I can’t think of anything to fix here, but I feel like I’m missing something? The idea is just deceptive damage- before someone knows whats happening, you spike em or disable em. I don’t really care for flashy effects… Any help is appreciated.
All amulets should have 4 OR, as Cam Ron said, there should be a template setup where you can allocate your points. Celestial needs a minor nerf as a minimum, but as a maximum the ability scaling needs to have a base and scaling value that makes traiting into power worth it. Condition damage is worth it (its a single stat, how could it not be).
How do you deal with Protection/Regeneration/Retaliation?
Are you fire/air/tempest, air/arcane/tempest, or air/water/tempest?
Do you do triple arcane?
Good for now.
If I run into anything else I’ll say.
If it makes you feel better, mmr decides that my 30% winrate (or even less) somehow equates to 50%. So I’m stuck in Sap5 =( So its not just bad matchmaking I guess?
Or…that……. ??? I mean, yours is cool too. But mine is just 5 seconds of stun as a minimum…
Faith is earned, not given. Silence destroys trust, faith requires trust, silence destroys faith. Welcome to simple emotional psychology, did anyone in your marketing take the kitten ed thing?
I was typing and answering, should have been more coherent. You said you had trouble Traversing cuz mesmers. Did not know the bugs, but I play power. Power rev is easy. Chain, Hammer, Auto. Gg, I killed you again.
Go bunker more plebs.
Oh then we agree
. I just hate that dumb hammer.
Malchior, Jalis hammers are AMAZING damage because vuln=lifesteal trait. The 2 second cc is brutal. The road is great for stomp security if needed. The heal is garbage and the elite is garbage. Ventari is garbage, but I hate support.
Hammer 5 is beautiful. No kiting, but if anyone ignores me or I see a root that hammer comes down and its gg for the receptee. I agree sword 2 sucks, and I don’t use offhand because Axe synergizes better.
Did not know shiro heal, that is why you have stability on dodge, Mallyx is great for dueling and support not sure why you think its bad. Terrain is an issue.
Rev is new, and l2p is a thing. That isn’t to say the whole thing is powerful, but also it isn’t garbage. A new profession means new methods. You can’t tell me you spent long looking for a build your own way before picking “meta” which changed frequently because the glass isn’t even a year old…. not even half I think?
I’m more than willing to give you builds that are deceptively potent
Because Scrapper has EVERYTHING. Read my post. I’m fine with the traits if the Hammer isn’t over the top.
I do not deny that. Jeez. I asked for formula info, but ofc no dev response. I ask for detail correction, no dev response. Safe to assume they want us to know the answers FOR THEM, while they neglect letting us assist? Is this like copyright infringement rules where providing an item means it cannot be used without explicit and expressed permissions to all necessary parties? I’m so lost and upset tbh.
Zodi, you knows its op. If you don’t may I ask why? The only legend I can’t use is Ventari, and thats because I didn’t even try. The only trait line I don’t touch is Salvation (well minus that daze on elite…mallyx power sword rev is HILARIOUS with that and Dwarf). The only weapon is…..none? I’ve played this class, and it feels like someone gives me training wheels and secret service along with customer support and BACON when I play this thing. Its so autopilot, its embarassing when I hear someone say “Ye I main rev”.
It is if they are okay with Hammer losing 50% of its damage, or cooldowns increasing by 50% because good lord Hammer is so broken. I’d take it over Thief staff- cooldowns and ALL!
This is true for most abilities and classes- minus Thief. Yay for uniqueness. No crits=no damage=tankiness matters not because we are not tanky nor have decent damage= why in the heck did I take celestial?
I tested it :c It was the dumbest thing I’ve ever done. Though I agree everything has garbage scaling because you lose 1-2% damage from berserker to Marauder… but gain dps if you take Crit while wielding Marauder anyway… SIIIGH.
I do want a tiny nerf to Celestial, its 700 points total higher than the 4 stat amulets. So 100 per stat (7 stats) would equalize, but based on video/calculations even just 35 damage per stat would be effective (525 per stat instead of 560) in reducing its global usage.
On an offnote, I’ve played cele only once- when celementalist was god. I always played Carrion (now wanderers) or Berserker (now marauder).
Thoughts overall:
Quickness/slowness res change: Yes!!! Great move. Much needed.
General thoughts: Core specs need adjustment. Elite specs are mandatory right now and that isn’t good.Ele: The class has too much self sustain. It needs to be toned down
Engineer: Damage level is fine. Survivability is probably ok once the bunker meta goes away.
Guardian: I’d like to see a buff to the old bunker guardian. I’d also like to see a change in trap timers. Timers should start on activation, not on when the trap is set. I’d also like to see some counterplay to the dragon’s maw trap.
Mesmer: Where to start? This class needs a huge nerf bat. The sustain is way too strong. The alacrity change is good.
Necro: This class does NOT need reaper shroud buffs. I am glad to see that you are buffing regular death shroud.
Ranger: Way too much self sustain. I’d like to see an even greater tie between healing power and various healing skills. Pets also need to be fixed so that they don’t insta kill someone.
Rev: Almost as bad as the mesmer. Shino quickness needs a nerf, and unrelenting assault needs a range limit. Right now there is no counterplay to it.
Thief: I like the auto attack buff as long as it is only on dagger and staff. Do not buff sword auto attacks. In addition, I’d remove the evade from staff 5. Essentially make thieves a killing machine that cannot stay in a fight for long.
Warrior: Beserker needs a complete overhaul. It is bad in all game modes. Warriors definitely needs some buffs, but no more passive invulnerabilities please!
So Engineer’s Hammer is fine? Should I poll the numbers, cooldowns, target cap, versatility, and combo capabilities or do you wanna just backdown now?
For Guardian I’d like that daze to die in kitten. I’d take immobilize, blinds, a quarter bloody second daze… ANYTHING LESS THAN A FULL SECOND MINUS MESMER RUNES!
Mesmer is broke because “we see everyone took Illusionary Persona and that we had two Illusionary Fighter traits (+15% damage) so we get them base IP and illusions +15% damage”. Logic.
Necro- Agree.
Much. Minus chill. 25% less damage or EXECUTE condition again, I loved that aspect so much.
Ranger- Again.
We think alike. Sometimes.
Rev- Neither would fix the issue. UA can die if you multiple targets or stealth, or retal…or confusion…or weakness….or protection? The problem is Eye for an Eye and stablity on dodge and PERMA TOTC. Thats….smart? Fix it naow anet, naow naow naow.
Thief- So buff the two weapons with the best auto attacks, but ignore the two weapons with the worst? May I ask what you are having, and may I have some? Also, Vault’s issue isn’t the evade- its the stupid high damage. I’m a Thief main, and I just hate the spike- killing them back is easy peezy <3. Just a Pistol Whip the second they achieve lift off spells an instakill. Minus on Valks or Soldier, but then they hit like a noodle so its k.
Warrior- Berserker is a fine spec. The other lines need more versatility and singularity. By that I mean a line with defense needs multiple avenues of defense, same on damage. I found that Stance Dancing Stun Berker was just dandy. Oh and the Gunflame.
Its really hard when “HE USED INVULN, OTHER GUY USED INVULN, THAT ONE BLINKED, THAT ONE FOLLOWED WITH A BLINK” is happening 24/7. :c
Thief players so no to auto attack buffs- SHUSH. Take your buffs, and be happy. If you say no, we won’t receive buffs. GAAAH.
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
Just ensure that “faster paced” doesn’t result in spammy aoe/1-shot meta at the same time. Shave some of the active defenses from those who have too many (Chrono) and give them to some who need it more (Necromancer) and keep damage kind of similar and you will see less of those bunkers and more people dying.
Just be careful of over-correcting by “making bunkers less sustainable” and “making damage dealers do more damage” resulting in a hard swing in the other direction. Other than that, it sounds good. :}
Good feedback. Something to keep in mind as we talk through proposals/suggestions, etc, is that while the meta does indeed have a heavy bunker aspect to it, there’s actually a considerable amount of damage going around that is only offset by how prevalent rezzing is. Think about the impact of the normalization of downstate and quickness/slow and how that will affect snowballing.
Do you have base+scaling formulas or just scaling formulas for damage? I know condi is the former, idk if power is. Also, when is Thief getting bugfixed? Impairing Daggers still don’t trigger “Combo Finisher:Projectile” :c
ALSO: When will you show us details from runes/sigils? I rarely see Sigil of Paralyzation or Mesmer Runes for instance, Berserker doesn’t change power value (or condi I think)… I could make a list, But I’d love some attention on someone going through and checking text files to gameplay files
Making sure they match.
I wonder what all they looked at. Maybe Unload/Pistol Whip buffs too someday?
Oh I can’t wait for Scepter buffs. Return of the Burn Ele confirmed?
Did you get a chance to check out the Thief forums? Most of us believe in something different than damage boosts (unless you let us gain access to all boons and conditions…rip burning/retaliation/protection). I thought knocking hp to the 15k base (medium, not low) would raise the Barrier to Entry for new players, while Preparedness baseline (even if the trait in place says “currently being created”) would help Build Diversity.
Not that I don’t want Thief buffs, I’m just hoping…you know :c
No talk of preparedness baseline or hp pool base increase…. I’m still worried. Simple damage numbers won’t help if we can’t survive.
Edit: It copied the whole page o.O
Thief
In the recent history of thieves, their damage roles have been largely burst-based due to initiative, while their autoattacks do little to sustain their DPS. In addition, initiative often needs to be used defensively, which can take a toll on overall damage output. Our design for this profession tends to lean toward damage, mobility, and evasiveness. In the first quarter of this year, we’ll be looking to drastically improve thief melee autoattacks until their overall sustained damage when coupled with initiative use is extremely dangerous. In addition to the damage improvements, we’ve done a bit of reworking and improvements to the Acrobatics specialization line.
Time to quote this til kingdom come…
(edited by Serious Thought.5394)
Engineers have weapon swap, its called Kits. Oh and you (shocker) have more abilities than us in just your F1-F5 keys
.
Hammer 2 is a reflect with a 1 second cast, massive damage, a reflect, and a combo finisher.
Hammer 3 is a leap, an evade, massive damage, and has 1.75 cast time.
Hammer 4 is a block, does massive damage, lasts 1.75 seconds, and inflicts vulnerability.
Hammer 5 is a ranged ability, combo field, massive aoe damage, a stun, some vulnerability, lasts 6 seconds, and has a .75 cast time.
:D So hammer alone sounds beautiful and potent, yes? Then you look at Scrapper traits…… and cry. Ranged stomp/rez, doing such is aoe 5 might and superspeed, and you become the god of stuns/dazes. So just taking the line and the hammer, not selecting traits or anything else- you already are comparable to a 3 trait line thief using Dagger/Pistol. I want to point this out. A 50% damage reduction for a start would do wonders. Now to wait for people defending this because someone its not broken op just like Revenant (not even Herald, just Rev).
Will buy your Signets, trade them for Thief ones.
Mesmer: Gravity Well, Chaos Storm, Mirror of Anguish, Daze Mantra, Shield 5, F3… jesums save us NOW.
Mesmer: YES YES YES YES YES!
Everyone else: NO NO NO NO NO NO!
Your answer.
Ooooor…hp to up 1 tier as baseline and prep baseline…then I can go DA/CS/DD and just blast that kitten .
I just…yolo…
I love burn guards, same combo as when I met em (though I hate em to death) Steal+ Pistol whip or the fun one was Unload/Unload/Unload.
I miss my 70/14 point 5 traitline choices. :C Who here remembers 25/30/0/0/15 or better yet who here remembers 30/30/0/10/0? I’m sure a lotta people remember 10/30/0/0/30, or the 10/0/0/30/30. :c rip…
Pistol Whips problem is that the stun is coded to be affected by quickness/slow. Use Haste then use PW, you’ll see. Its rather agitating since it should be a permalock kill, but the stun goes down to like…nothing. RoI needs something else, not a “ignore terrain” since that’d break it worse than Wire. I’d prefer a stick over an evade. Like PistolWhip pulled an Unrelenting Assault.
Edit: I’m more than willing to discuss Thief’s problems. Its been getting more outta hand since the 3 trait line thing happened.
S/d has a two part evade- part one evade, part two highly telegraphed jab non evade. This is FAR from perma evade, they have to constantly dodge…so when they do this wait for them to overextend (this set is literally a l2p set, sorry for anyone disagreeing. never had a problem with it).
Shortbow 3 has a ridiculous aftercast. They added it because of “evade spam”.
And meta builds will still take trickery because again, less confident thieves want ToTC/BT/SoH. They won’t drop this line ever. Confident ones will ditch it instantly.
If you’re worried about DD, remember those are endurance evades. Not ability. If its staff problems, staff 3 has a HARD aftercast on anything other than Staff 4 (blind) and Staff 5 has 3/4 cast time so time an ability at 1/2 to go off. It has a 1/8 aftercast as well.
I’m willing to teach, but again Prep and HP boost will literally fix Thief.
So we fix Chronomancer a few times and Druid, nerf some Rev/Chrono stuff. When does Thief Impairing Dagger and Scorpion Wire get bug fixed?
January 25th
Balance Patch
~miscellaneous changes~
Thief: Reduced Shadow’s Rejuvenation healing coefficients by 50%. Increased Shadow’s Embrace cooldown by 2 seconds. Increased Vault cast time to 1 second. Reduced Thief hp value by 50%.
I fail to see the evade spam. Do you mean Staff? Because thats insanely easy to combat. Death Blossom? They want to take Trickery for that Bewildering Ambush. And that too is insanely easy to fight.
Evade spam would be from endurance, and if thats a problem research Weakness. Also, I was right. Someone would argue the very obvious minor moves Anet could make that would not even buff us- just shift power of the more confident players.
Thief has evade spam, but for it they do no damage and are murdered by weakness. This is a condi heavy meta, if you don’t have weakness you should not be playing with condis.
I wanted Power Ferocity Condition Damage. That or Power/Condi major with Tough/Vit Minor.
Either or.
This begs the question- would you balance by pro or by player? Because, the way you make it sound (and thanks for ignoring my post which literally said what you said…) you want the barrier to entry to stay so high that players freshly picking Thief will throw it away instantly. No one will pick Thief and go “jeez, this is fun, balanced, and enjoyable” it’ll be “why the kitten can they do that? better try me one of them other classes”.
To reiterate what I said earlier (and hopefully get someone to read it…doubtful. when you’re right, people look away or try to make you sound wrong)- the barrier to entry can be removed by increasing the hp from 11k base to the 15k base. This gives more leeway for mistakes. The barrier to viability can be REDUCED by making Preparedness baseline, as all costs to Thief weapons are based around ALL THIEVES having 15 initiative, thanks to that one trait. Don’t believe me? Play anything minus Staff (…), and watch how hard it is to be even remotely useful. The answer isn’t adjust init, because they gotta balance the 12 and the 15- the answer is just make it 15.
For reference- Rev has 15k hp, and can play marauder easily. Reason? Lots of self healing and a fairly durable class setup. Also, Mesmer’s got Illusionary Persona and a +15% phantasm damage boost because…reasons- but no prep for thief.
Anywho, betting money I get argued with for being right because someone wants to argue OR no one reads this.
tldr- you won’t read it, but the fixes are 15k hp (medium value, not the low value) and preparedness (+3 init) baseline. won’t happen, but it’d be the least amount of work for the devs and it’d bring players who thief back.
PS- I agree with Krysard to a point. Its not undertuned, but outdated and unloved. Weapons are just fine, the traits need help though. And a lot of our utilities (Signet of Shadows and Scorpion Wire are a fantastic start).
Building on Nova, this meta kills Thief- highly tanky player, tons of area abilities (for a 1v1 class), too many passives, too many damage mitigators…its just way too exhausting and time consuming when you could take any other class and actually fight. Especially the current bunker mesmer with portal.
Thief at most needs Preparedness and a vitality base boost (get us to 15k with the other medium hp classes?) because that opens up a lot of choices, which is far more helpful and balancable when you take a real look at it. Marauder amulet would still be good, but we’d be able to touch Berserker again. Instead of taking Trickery for a few boons and a stun, we’d be able to go SA/Acro for more defense OR crit for damage. Our initiative is balanced on Preparedness, more than many recognize.
Anywho, thats a side track. Thief is ~almost~ fine. Its just impossible for newer or less experienced Thief players to pick up because Thief is balanced on the remaining players. Friend of mine tried to pick it up last week and spent more time dead than contributing. Meanwhile on his Scrapper, he tanks 1v3’s and wins 1v2s. Just an idea
Hope I helped. Warrior has the same weaknesses, but different strengths. They are equally weak, just in different ways.
I know this build is gonna get trashed by people, but for the idea of map snowballing it seems to work. Still in sapphire, been playing three games a day because pvp is exhausting and soloQ features the 4 man gank home while Thief tries to find an open point (who have two people on each with the bunker ele on our home. classic…).
Anywho, for anyone that wants to instashrek. Just…. don’t haste until you get stun reflected. Too many people haste before engage, get taunted by a rev, drop build because “not enough stun breaks, died to Rev taunt”
Gotta say, I love staff Thieves. You press Vault, I press Pistol Whip.
Free impact+stun because equal cast times and you have an aftercast meaning one land ftw :P Though to be honest, if shortbow didn’t have that number 5 I’d be a staff offhand thief.