Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
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If it undermines the downed skills, sure why not. Another thing they can do is improve the downed skills so they are actually useful. Or they can just remove the whole downed state since everyone tries to undermine it anyway.
Sadly that means this topic can be closed. You are saying that you find downed state is being ignored by a certain type of skill and it should not be.
Whether we agree or not doesn’t matter, since the design team working on this game just implemented exactly that as their new thing -> Function Gyro.
They can save themselves precious resources by just getting rid of downed state. If your health reaches zero, you’re dead — no more stompping.
What’s really the point of the downed skills if they are going to design skills or allow skills that undermines them?
There are few downed skills that can guarantee to counter a stomp (i.e. Vapor Form, Vengeance) but these are not available for every profession. Downed skills in general are useless skills even more so when they are being bypasssed.
Thieves have one one very niche role in pvpo that they excel at currently, and that is stomping. Shadowstep, steal, stealth, and our new elite actually make us very good at stomping, even in a crowded fight. Considering that our previous decap role is completely invalidated by the new (well, returning) super-bunker meta why would you suggest getting rid of the only thing thieves actually bring to a team these days?
What I’m talking about is, if a Thief downed someone, that someone is just sent to the respawn — no more stompping. Which means that it’s even better for the Thief since they don’t have to risk themselves trying to stomp someone since the Thief will undermine the counterplay anyway.
Because having to use specific skills to do so makes it a build decision, and require a certain modicum of skill. The primary problem with the current meta is that they spread around far too many passive buffs and effects. What you’re suggesting is even more passive effects. That’s just detrimental to the game as a whole.
But that’s already where it’s going. Just like how Revealed undermines the whole Shadow Arts trait line — might as well get rid of Shadow Arts if they are going to make skills or allow skills that undermine the trait lines anyway. Same with downed state, they can either stop allowing teleport stomp or get rid of the downed state altogether because really what’s the point.
The downed skill is made to delay a stomp and if I can’t even delay it then it’s pointless to go on that state.
I don’t have any issue with other “safe” stomps like blind, stealth, stab, and invul; but things like, what others have pointed out, mist form, tornado, gyro, etc types of stomps are simply not healthy — especially SS and portal stomps.
They have to draw a line somewhere. Buffs and debuff are good and healthy but not teleport, forms and remote control gyros.
The birthday finisher is the best IMO.
“You’re dead. Happy birthday to me.”
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If it undermines the downed skills, sure why not. Another thing they can do is improve the downed skills so they are actually useful. Or they can just remove the whole downed state since everyone tries to undermine it anyway.
Sadly that means this topic can be closed. You are saying that you find downed state is being ignored by a certain type of skill and it should not be.
Whether we agree or not doesn’t matter, since the design team working on this game just implemented exactly that as their new thing -> Function Gyro.
They can save themselves precious resources by just getting rid of downed state. If your health reaches zero, you’re dead — no more stompping.
What’s really the point of the downed skills if they are going to design skills or allow skills that undermines them?
There are few downed skills that can guarantee to counter a stomp (i.e. Vapor Form, Vengeance) but these are not available for every profession. Downed skills in general are useless skills even more so when they are being bypasssed.
Thieves have one one very niche role in pvpo that they excel at currently, and that is stomping. Shadowstep, steal, stealth, and our new elite actually make us very good at stomping, even in a crowded fight. Considering that our previous decap role is completely invalidated by the new (well, returning) super-bunker meta why would you suggest getting rid of the only thing thieves actually bring to a team these days?
What I’m talking about is, if a Thief downed someone, that someone is just sent to the respawn — no more stompping. Which means that it’s even better for the Thief since they don’t have to risk themselves trying to stomp someone since the Thief will undermine the counterplay anyway.
1.) Having a hard-hitting ranged attack would be broken on this profession!
First off ([True Shot] [Kill Shot] [Rapid Fire]) all of these are long range and deal more damage than a backstab. If anet is completely okay with these existing, then your fears are unwarranted.
And secondly, there are such things as costs which can be increased to provide more risk to using a high reward skill. You can give it a high initiative cost that would make it unspammable. You could make it telegraphed to the point it becomes punishable to only the most unaware and terrible players. hell, even the more decent Snipes suggested have high costs and obvious telegraphing WITH a root.
It’d be like every other long ranged death attack this game has, you deserve it if you die to it because it is just that easy to miss with them. Take your failure like any decent player and pay attention next time.
The only real reason why this argument would matter is if you are a baddie who falls to long range bursts because you are too busy with your face on the keyboard to notice a 7s chargeup pointing right at you.
The only way that these long range charging skills will be acceptable if it gives a better visual cues. Just like the sniper mobs in HoT, the target icon on your head is a good way of showing that you are being sniped. You can’t possible pay attention to every little details especially if it is coming from 1200-1500 range.
However, the main issue here is not really the damage, rather mobility. I can respond just fine against DH, War, and Ranger but a sniping Thief is different. If the Thief snipe me from 1200 range, there is no way to catch up on them because of their mobility — especially against shadowstep skills.
Also just as how annoying it is that Ranger has a stealth on their longbow, it will be more annoying if Thief has a sniping skill and sniping stealth skill.
Because of these, the Thief’s damage will have to be mediocre to balance all the Thief’s escape utilities since you cannot balance the weapon skills on cooldowns, which Thief doesn’t have, or initiative cost.
Increasing initiative cost on weapon skills is not a solution because a high damage skill would have to require a long cool down. Since we have a shared initiative, the cost of each weapon skill will have to cost 8-10 initiatives — compare to War’s Kill shot and Ranger’s Rapid Fire (DH Trueshot is out of whack and outright broken). With that kind of cost, the weapon set will be unusable. So the only solution is to lower the cost and at the same time lowering the damage — it’s really the only way.
So in the end, we’ll get a 1200-1500 range mediocre damage weapon. Keeping the damage high while the cost is low for the Thief will be indeed broken.
My graphics are pretty low and I can hit stationary targets, perfectly.
As soon as the move just one bit I’ll miss.
At this point I don’t know. We’ve ruled out a lot of things so maybe it’s ArenaNet’s turn to rule things out and find out what’s really going on.
Because then nobody would use channeled vigor.
I would actually. it’s a free 1.5 dodge return if you’re low on endurance, or a 7-8k heal if you’re not.
It’s no doubt it’s a great source of heal, but I can’t dodge out of immob unless I also spec Dash or lucky enough to trigger EA.
A couple of things you can still do.
1) Change your Setting Preset to Best Performance. Enable Standard Enemy Model. Set both Character Model Limit and Character Model Quality to lowest. We’ll try to rule out your graphics card. Now Try to CnD.
2) Stand in front of your Thief friend in melee range. Let him CnD you, then you try to CnD him. Try this with different elevation (i.e. you’re standing on a pebble). We already know that there’s an issue against moving target so let’s see if stationary targets or different elevation will give you the same misses.
Let us know the results.
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If it undermines the downed skills, sure why not. Another thing they can do is improve the downed skills so they are actually useful. Or they can just remove the whole downed state since everyone tries to undermine it anyway.
Sadly that means this topic can be closed. You are saying that you find downed state is being ignored by a certain type of skill and it should not be.
Whether we agree or not doesn’t matter, since the design team working on this game just implemented exactly that as their new thing -> Function Gyro.
They can save themselves precious resources by just getting rid of downed state. If your health reaches zero, you’re dead — no more stompping.
What’s really the point of the downed skills if they are going to design skills or allow skills that undermines them?
There are few downed skills that can guarantee to counter a stomp (i.e. Vapor Form, Vengeance) but these are not available for every profession. Downed skills in general are useless skills even more so when they are being bypasssed.
Having played almost exclusively S/D, I haven’t ran into any problems.
I do tend to stow weapons as soon as I think I might miss… Might be worth trying?That isn’t the problem, the problem is that my CnD should hit but misses without notification – there’s no way that I can estimate whether or not it will hit because it should hit.
This usually happens to me when the game client and the server is out of sync, though I never experience this using CnD.
This happened to me while gliding where the game client shows me that I made the landing on a tree branch but the server disagree and I ended up being killed because according to the server, I missed the branch and fell off the cliff.
This could also be what’s happening to you where the game client shows you that your target is within range or that you actually hit them, but the server disagrees that you actually missed them by a mile only because they are out of sync.
You can try to run a repair to your client and see if that fixes the problem.
Caed says that thief is only class that is Ok and others are just pow creep.
In a way he is right,but that doesnt change fact that you are more liability than ok.
I don’t believe that. The OKness to the Thief is relative to the current meta.
Seeing that the Thief cannot even compete in the current meta tells me that the Thief is far from being OK.
If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.
The problem with BD is the dilemma of when to use it.
Should you time the block correctly to get the intended KD?
Or should you save it as a stunbreak instead?
The only real time that I’ve used both stunbreak and block+counter effectively is when a Thief petrified me with BV, so I popped this to stun break, then blocked the backstab and knocked them down. Other than this very specific scenario, BD is just a low CD stunbreak. Waiting for a perfect timing to use it in a large fight will get you killed even if you manage to KD someone.
Also I doubt that they will give us stunbreak, block, evade, and KD, all in one skill with a 15 sec CD. It would probably end up with a 30s-40s cooldown which will lose its appeal of a low CD stunbreak.
To be honest, even if they removed the KD, BD will still be fine as is. A 12s-15s stun break is hard to come by.
Anything you buy that gives you an advantage and more than like to win over those who didn’t buy is the very definition of pay to win regardless of what game it is.
GW2 is no longer b2p because it is now f2p. So if you want to win over the f2p crowd, you need to buy HoT.
It is a rather valid perception. Anyone who doesn’t sees this is simply turning a blind eye.
Additional reminder:
- If you nerf the damage dealers of the game (warrior and thief), you get a bunker meta that is now ruining PvP.
I was just reading the PvP forum and laughing so hard as I watch it implodes and on how the Thief community had seen this happening way back from 2013.
Good job ArenaNet. Good job.
did you quit pro league?
I stepped off my team after disagreements about team composition and the best comp to run in our match this previous Monday. I wasn’t on the same page as the rest of my team and I felt like I didn’t belong. They had a sub prior to my leaving and I wish them luck in the upcoming matches.
That’s troublesome. :/
I personally don’t like the new heal skill outside of PvE. The instant evade and removal of Cripple, Chill and Immob is much more useful then 1.5 dodges. Unless you are running Dash as your dodge, Withdraw is too useful to pass.
I’m starting to feel the same way. The main reason I picked CV is because I use Bound for offensive but I have no anti-CCI (cripple, chill, immob) so I switched to Dash and doing so makes CV useless for the most part since with Dash, I don’t dodge often enough. Withdraw is a perfect fit for anti-CCI options but the healing bug (?) needs to be fixed, if not, at least roll back the CDT to 15 sec.
He really ran through my CnD it looked as if I missed because of his height (My thief is the tallest human male, his asura probably the smallest asura)- so he definitively was in range and most people I miss are as well.
Yeah, the height won’t be it since the hit boxes are on the ground.
2. Will never cost as much initiative to use than a Backstab setup in any situation – With Black Powder and Heartseeker combo costing nearly double at 9 initiative and Cloak and Dagger costing 6 initiative (as well as being a very risky skill anyways) it costs less initiative with more damage.
Two things to revive Backstab without increasing damage;
1) Bring back Infusion of Shadow (refunds 30% init costs instead of flat 2 init, i.e. init cost of 3 will only refund 1 init and 6 init cost will refund 2)
2) Reduce Revealed duration to 3 seconds
@Vincent
Impact strike can completely bypass the downed state.True. If the whole point with other skills is to bypass downed state anyway, might as well remove this state since it is pointless.
As for distortion etc., good grief make up your mind! Are you against safe stomps or just SS?They guarantee a stomp just like SS, only they have less counterplay than SS.
Here, let me make it simpler;
1) Does the stomper in melee range for the duration of the activation?
2) Does the stomp gets interrupted when the stomper moves out of melee range?
3) Does the downed players has the opportunity to counter?If all the answer to these questions is “yes”, then I have nothing against it.
What I’m responding to is, if you — your opinion — think that stab, evade, etc. should also be nerfed or whatever, then you have to make that argument yourself. I’ve already stated the difference between stab, etc and SS Stomp.
Based on that criteria, you aren’t ok with things like stab because they can’t be countered. You also are against SS (and function gyro) even if it can be countered since you can go out of melee range. I’m saying it’s fine since it can be countered and the melee range thing is just a thematic complaint. You’re entitled to dislike it thematically, but you at least have to recognize that it is no stronger than any other safe stomp. If they aren’t going to remove those safe stomps, why should they nerf thieves options?
Two things. Stealth and blind.
Lol using either of those to stomp will get you 100-0’d by cleave before you’re even halfway through the animation.
Like it should, thus the long casting time. Nothing’s wrong with that.
The only time I’m noticing that it fails on me is when I’m using Steal. Sometimes Steal won’t fire, so I’m CnD’ing air and there are times CnD won’t either which result only a Steal.
If there’s a latency issue, I’m sure it’s not on my end because I can Black Powder+Steal just fine.
@Vincent
Impact strike can completely bypass the downed state.True. If the whole point with other skills is to bypass downed state anyway, might as well remove this state since it is pointless.
As for distortion etc., good grief make up your mind! Are you against safe stomps or just SS?They guarantee a stomp just like SS, only they have less counterplay than SS.
Here, let me make it simpler;
1) Does the stomper in melee range for the duration of the activation?
2) Does the stomp gets interrupted when the stomper moves out of melee range?
3) Does the downed players has the opportunity to counter?If all the answer to these questions is “yes”, then I have nothing against it.
What I’m responding to is, if you — your opinion — think that stab, evade, etc. should also be nerfed or whatever, then you have to make that argument yourself. I’ve already stated the difference between stab, etc and SS Stomp.
Based on that criteria, you aren’t ok with things like stab because they can’t be countered. You also are against SS (and function gyro) even if it can be countered since you can go out of melee range. I’m saying it’s fine since it can be countered and the melee range thing is just a thematic complaint. You’re entitled to dislike it thematically, but you at least have to recognize that it is no stronger than any other safe stomp. If they aren’t going to remove those safe stomps, why should they nerf thieves options?
Two things. Stealth and blind.
@Vincent
Impact strike can completely bypass the downed state.
True. If the whole point with other skills is to bypass downed state anyway, might as well remove this state since it is pointless.
As for distortion etc., good grief make up your mind! Are you against safe stomps or just SS?They guarantee a stomp just like SS, only they have less counterplay than SS.
Here, let me make it simpler;
1) Does the stomper in melee range for the duration of the activation?
2) Does the stomp gets interrupted when the stomper moves out of melee range?
3) Does the downed players has the opportunity to counter?
If all the answer to these questions is “yes”, then I have nothing against it.
What I’m responding to is, if you — your opinion — think that stab, evade, etc. should also be nerfed or whatever, then you have to make that argument yourself. I’ve already stated the difference between stab, etc and SS Stomp.
First, as already stated, there is counterplay. You can still knock back, fear etc. if you time it right when they port back. Thief, Mes, and Ele can all move or stealth in downed state, which hard counters the SS stomp.
It counters stomp in general which is what it’s designed to do.
Also, you save a couple of seconds getting the safe stomp, but you just wasted two stun breaks and a condi cleanse. Even if there was no counterplay, that is a big trade off.
Thus it shows the value of the SS Stomp. If you are willing to trade those utilities, then there is something wrong with the whole thing.
If SS Stomp is susceptible to counterplay as you said, nobody in their right mind will trade two stun breaks for it.
Rather the reason why it is being traded is because it is 100% guarantee that it will complete a stomp.
Finally, if SS interrupts stomping, stability, distortion, mist form etc should all be removed when you start a stomp and disabled for the duration,
Not really because stab, evade, mist, etc. doesn’t displace the stomper when they are active, while SS does.
…and impact strike should be deleted.
Why?
Impact Strike follows the same rule of stompping and downed skills can be used to counter it.
That’s never going to happen. If they did do that though, stomping would become very predictable and uninteresting.
I agree because those are working as designed. The stomp is still interrupted in those if the stomper moves.
Stomp, get delayed two seconds, stomp again. Every time.
That’s how it is designed and I agree that it is uninteresting.
No risk/reward or other options.
Stompping is the risk and the stomp/finish is the reward, SS Stomp removes that risk, so I’m not sure what you mean here.
Everything you said about why SS stomp isn’t ok applies to every other safe stomp in the game, but you say only SS is a problem.
The SS is not the problem; the fact that a stomp isn’t interrupted when you SS is.
Yes downed skills are design to delay a stomp, but distortion, stab, invuln etc. completely negate most downed skills.
Something that negates the whole reason why there is a downed state in the first place shouldn’t be acceptable.
In fact SS allows more counterplay than other safe stomps since you can still be stunned, knocked back and so on, you just changed position.
You can’t knockback someone who is out of range, which is my whole point.
If you move while channeling, it interrupts the stomp. This should also apply when using SS while channeling a stomp.
Edit: Also blowing a cd to get a safe stomp is healthy counterplay. Just like stab can counter stun which can counter an important skill, counterplay for counterplay is not a bad thing.
If you are downed, SS Stomp denies you of any counterplay — that is the whole goal of this combo.
You guys are very welcome. I have no use of the mats so I’ll be emptying my bank soon.
Driven fortitude is a baseline trait in Daredevil that is supposed to heal for at least 456 when you evade, with a cooldown of one second. I have yet to see the heal in the combat log.
My thief is currently using conditions and dagger-dagger death blossom / evade spam. The evades are constant. The other on-evade traits are working fine. This heal would be extremely helpful for survivability if it was actually working.
To test this I was just in one of the HoT zones for an hour, constantly fighting while watching the combat log. Not once did the heal show up in the log.
I’m just wondering if anyone else has noticed the same thing.
You can test this in Shiverpeak by letting the Wurms hit you so you’re damaged, then dodge the rocks (I like using these mobs because the rocks are easy to dodge). If your health bar goes up, you’re getting healed eventhough it’s not showing in the log.
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Why? Makes no sense. It is a 50 sec CD and one of our only safe stomps. Even if you decide to use the SB 5 trick, it still requires at least a 20 sec CD (steal) to work. Balanced the way it was IMO.
What makes no sense is that something like this undermines the downed state, makes the whole downed skills useless, and takes away the risk of trying to stomp someone due to a long casting time.
All theses are in place to counter or delay a stomp, yet it’s being bypassed by shadowstep stompping.
The only acceptable “safe” stomp is faking it to bait the counter before actually stompping.
So, they should also nerf stomping in:
elementalist mist forms.
engineer elixir forms.
Any block/aegis should cancel stomping.
And any other option(s) that I surely missed.If they take away all those because they also interfere with the normal stomping rules, then yes, then and only then I could agree with you.
If it undermines the downed skills, sure why not. Another thing they can do is improve the downed skills so they are actually useful. Or they can just remove the whole downed state since everyone tries to undermine it anyway.
The point I’m making is how changing the range never interrupt the stomp, which, IMO, it should.
The form change is no different than applying a stability buff, which is completely different than changing the range.
Right, and I’m saying you’re picking on range changes for no reason other than you decided you didn’t like it. Give me an actual reason why you should have to stay in melee range, other than personal opinion. I’d say it would be a silly precendent to set.
This is quite obvious. If you look at all the downed skills, they are meant to counter a stomp to buy them time for a rez or a rally.
If there would be skills that will undermine these downed skills, then they might as well remove the downed state because it became silly to have them from this point on.
The part of a stomp that kills a downed played is when you land at the end and “stomp” them, the rest is a “prep” animation (winding up for the stomp).
And it’s also a window of opportunity to prevent a stomp, thus all of downed skills are designed to do just that.
The part of Cloak and Dagger that deals damage and stealths you is the dagger strike at the end. There is also a wind up here.
In general, casting time is designed to allow counterplay. SS Stomp simply bypass that and if that is acceptable, then might as well make stompping instant or remove downed state because honestly, what’s the point?
Saying you need to be right next to someone as you wind up before the stomp is the same as saying you need to be right next to your target to use CnD. They should both allow you to be anywhere you like until the part that actually hits the target, at which point you need to be in range.
Not the same at all. Stompping is different because the downed state skills are designed specifically to counter it.
Not allowing to counter because the stomper is out of range should be the same to the stomper not allowing to stomp because they are out range.
If you blind me before a stomp or you applied stability, I can still attempt to counter. Even if it does nothing, I’m not denied on an attempt. Unlike SS Stomping, there is no trying or an attempt to counter — I’m completely denied, instead just lay there waiting for the stomp.
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Why? Makes no sense. It is a 50 sec CD and one of our only safe stomps. Even if you decide to use the SB 5 trick, it still requires at least a 20 sec CD (steal) to work. Balanced the way it was IMO.
What makes no sense is that something like this undermines the downed state, makes the whole downed skills useless, and takes away the risk of trying to stomp someone due to a long casting time.
All theses are in place to counter or delay a stomp, yet it’s being bypassed by shadowstep stompping.
The only acceptable “safe” stomp is faking it to bait the counter before actually stompping.
Better get rid of stab, blind, distortion, stealth, invuln, and impact strike then.
That won’t make sense nor reasonable because they are working as intended.
Shadowstep stompping is obviously not their intention, which they have expressed in the past when they nerfed Sword #2.
I think 3 years is a nice period to classify something as ‘working as intended.’
Thief has many issues that are 3yrs old and I doubt that is their intention.
As long as Portal stomp exists, you are insane to question the intentions of Shadowstep stomp lol.
What makes you think I agree with that. That should go too.
IMO, and you’re free to disagree, any stomper needs to be in melee range the whole duration of the casting time. And changes in range should interrupt the stomp. It doesn’t really matter if you use blind, stab, evade, etc. as long as you’re in melee range the whole time, then that method should be fine.
Cooldowns or what other “balance” there is should not allow an out of range stompping.
I understand what you’re saying, but it’s just an arbitrary opinion about how it “should” behave. Teleporting away and back while still performing the whole animation makes much more sense than a ball of mist stomping someone. Or a tornado. Or a flying gyro.
The point I’m making is how changing the range never interrupt the stomp, which, IMO, it should.
The form change is no different than applying a stability buff, which is completely different than changing the range.
I have noticed just recently that if you inflict an enemy with Pulmonary Impact via the utility or trait, and you stealth right after it will cause you to be revealed when PI inflicts it’s damage.
Its annoying that it works this way, and it should not reveal us, considering (for example but not limited to) mesmer can drop a berserker clone then stealth, and the zerker does damage the mesmer does not get revealed.
Im mainly bringing this to people’s attention. As much as I don’t think it should reveal, and I consider it a bug, it may very well be working as intended.
If there is the slightest chance we could get a comfirmation if this is a bug or intended that would be awesome.
I’m not a big fan of damages that cause Revealed even though the damage was not inflicted while in stealth. For instance, bouncing projectile will reveal a Thief even though that projectile was not fired from stealth.
So I totally support the idea that PI should be treated like Caltrops.
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Why? Makes no sense. It is a 50 sec CD and one of our only safe stomps. Even if you decide to use the SB 5 trick, it still requires at least a 20 sec CD (steal) to work. Balanced the way it was IMO.
What makes no sense is that something like this undermines the downed state, makes the whole downed skills useless, and takes away the risk of trying to stomp someone due to a long casting time.
All theses are in place to counter or delay a stomp, yet it’s being bypassed by shadowstep stompping.
The only acceptable “safe” stomp is faking it to bait the counter before actually stompping.
Better get rid of stab, blind, distortion, stealth, invuln, and impact strike then.
That won’t make sense nor reasonable because they are working as intended.
Shadowstep stompping is obviously not their intention, which they have expressed in the past when they nerfed Sword #2.
I think 3 years is a nice period to classify something as ‘working as intended.’
Thief has many issues that are 3yrs old and I doubt that is their intention.
As long as Portal stomp exists, you are insane to question the intentions of Shadowstep stomp lol.
What makes you think I agree with that. That should go too.
IMO, and you’re free to disagree, any stomper needs to be in melee range the whole duration of the casting time. And changes in range should interrupt the stomp. It doesn’t really matter if you use blind, stab, evade, etc. as long as you’re in melee range the whole time, then that method should be fine.
Cooldowns or what other “balance” there is should not allow an out of range stompping.
That’s a lot of things that will cause more harm than good.
100% chance finisher is just broken. Push back is also broken since it can be used as an interrupt and being interrupted 8 times in a row per Unload is just…broken.
I completely disagree with your Body Shot proposition. The immobilize is great, why remove it? It seems like you want to make this weapon set useless. The vulnerability it the one that’s not necessary, but it is welcome to stay.
What P/P needs is for the after-cast delay to be removed from Vital Shot.
They’ve recently increased the damage output already and I feel that everything else is fine as it is. The extra dodge and Dash from Daredevil gave the build more survivability.
The build you’ve posted is not faster than the build that Straegen.2938 have posted even after switching your rune/sigil, etc.
EDIT: You can test out Straegen.2938’s build and see for yourself which build is faster.
(edited by Sir Vincent III.1286)
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Why? Makes no sense. It is a 50 sec CD and one of our only safe stomps. Even if you decide to use the SB 5 trick, it still requires at least a 20 sec CD (steal) to work. Balanced the way it was IMO.
What makes no sense is that something like this undermines the downed state, makes the whole downed skills useless, and takes away the risk of trying to stomp someone due to a long casting time.
All theses are in place to counter or delay a stomp, yet it’s being bypassed by shadowstep stompping.
The only acceptable “safe” stomp is faking it to bait the counter before actually stompping.
Better get rid of stab, blind, distortion, stealth, invuln, and impact strike then.
That won’t make sense nor reasonable because they are working as intended.
Shadowstep stompping is obviously not their intention, which they have expressed in the past when they nerfed Sword #2.
I think 3 years is a nice period to classify something as ‘working as intended.’
Thief has many issues that are 3yrs old and I doubt that is their intention.
The bound animation is a dead giveaway and you’re relying on dropping them to 50% too much, which means if it didn’t drop their health below 50%, your initiation failed; which also mean that the window of opportunity just slammed shut to your face.
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Why? Makes no sense. It is a 50 sec CD and one of our only safe stomps. Even if you decide to use the SB 5 trick, it still requires at least a 20 sec CD (steal) to work. Balanced the way it was IMO.
What makes no sense is that something like this undermines the downed state, makes the whole downed skills useless, and takes away the risk of trying to stomp someone due to a long casting time.
All theses are in place to counter or delay a stomp, yet it’s being bypassed by shadowstep stompping.
The only acceptable “safe” stomp is faking it to bait the counter before actually stompping.
Better get rid of stab, blind, distortion, stealth, invuln, and impact strike then.
That won’t make sense nor reasonable because they are working as intended.
Shadowstep stompping is obviously not their intention, which they have expressed in the past when they nerfed Sword #2.
No but I will get them to at least 50% causing panic strike, followed by them using something to respond giving me another interrupt from pistol whip. Then they die =).
That’s is a complete opposite of your thread topic since that is prolonging the inevitable.
You violated both “speed up” and “instakill”.
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Well…if you’re arguing against safe-stomps in general, then that’s fine, but if you’re targeting specifically Shadowstep, then I can’t say I agree.
I got nothing against shadowstep.
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
Why? Makes no sense. It is a 50 sec CD and one of our only safe stomps. Even if you decide to use the SB 5 trick, it still requires at least a 20 sec CD (steal) to work. Balanced the way it was IMO.
What makes no sense is that something like this undermines the downed state, makes the whole downed skills useless, and takes away the risk of trying to stomp someone due to a long casting time.
All theses are in place to counter or delay a stomp, yet it’s being bypassed by shadowstep stompping.
The only acceptable “safe” stomp is faking it to bait the counter before actually stompping.
Bound+ steal always hits. people don’t expect it for some reason.
Yeah, but you won’t instakill anyone with it.
If you rely on Bound to add into the damage, you can never expect to one shot anyone unless you intended to kill them with bounding damage — which is highly unlikely.
If you want more burst on D/P, dump Dare Devil. This build is pure burst and most classes without a lot of sustain and fast on the counters won’t know what hit them:
Not group friendly and is a complete one trick pony.
Now this one might actually one shot someone with PW if everything proc’ed.
EDIT: BV → activate sig → pre-cast PW → Steal → Haste → PW (+procs) = dead
(edited by Sir Vincent III.1286)
If they finally nerfed shadowstep stomping then good. I support it 100%. Keep it that way.
We should let them wait 3yrs for a thank you.
It always annoyed me how Ambush Thieves didn’t attack the target who triggered it and relied on you initiating an attack before they did or you getting hit. It ruins the fun of actually setting up an Ambush when it triggers at a distance and then runs to you immediately instead of attacking.
Makes sense as is.
Everytime someone sets up a trap, they ended up making a short speech like,
“hur dur, you walked into my trap”
followed by issuing a command,
“kill ’em”
which your minions gladly obey.
Is there any pro-players ever complain about the “bug” on Withdraw where its CD increased by 3s but the healing didn’t get the buff they said they will do?
This change happened way back in June of this year.
I think if the pro-players complains about this, it might get the fix it deserves.
IMO, it’s too soon for “thank you”. I rather not see them pull stupid stuff like this in the first place.
They went into a new league season without fixing Withdraw and no Pro-players are complaining about it. Figures.
Does the pistol applies bleeding when used with Pistol Whip?
THEY MADE STEAL TARGET ONLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NINJA NERF!
/seppuku
Yup. Introduce a faulty unfinished feature and nerf the skills to accommodate this feature to hide its flaws. Because it’s the skills fault why such a faulty feature doesn’t work correctly — logic understood.
Hey hey, wasn’t there some kind of p/p fix or overhaul supposed to come “soon”?
Since the next balance patch won’t come in another six (?) months, does that mean
that overall more than 8-9 months is “soon”? Or am I mistaken somewher?
“Soon” is between the time they posted that comment and 3yrs from now.
Sees title, imagines how beatifull that parallel world has to be
Quite bizarre tho. On a serious note: what does that even mean?
Is it just saying -10% ? Although to be honest I completly forgot about that thing.At least we didn’t get the visual noise nerf.
What are you talking about, dude we need these to make the game playable!<
By extension, we kinda did get the visual noise nerf. Leaping on an Ethereal will result in a less noisy Chaos Armor.
It’s not a nerf, it’s a bug fix. I don’t believe that we are intended to use Steal without a target. The frustrating part is that, why fix it now after 3yrs just to screw every Thief up?
As for compensation or “balance” — I highly doubt any will ever happen. Still waiting on Withdraw’s 10% healing increase after they nerfed the CD.
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