Is anyone else annoyed by the kneejerk nerf our "Descent of shadows" trait got?
in Thief
Posted by: Softspoken.2410
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
in Thief
Posted by: Softspoken.2410
Honestly, I can think of a few times that sliding down a moderate cliff for a bit of damage and a stealth entrance could have been useful in WvW. Making a small squad who all have the one ‘reduced falling damage’ trait for their class (No elementalists alowed!) could allow for some ambushes that otherwise wouldn’t be feasible.
For example, a lot of the cliffs around WvW roads won’t kill you, but some will knock you down on arrival. (Anything around 3/4ths health I think) But with this trait, you’d be taking less than half your life and arriving stealthed. Really 8 seconds is about long enough, in my opinion.
(edited by Softspoken.2410)
Absolutely naff.
Not only do you have zero skills that can hit multiple targets, but you don’t have any useful status effects aside from bleed.
Breaking news: Daze and Blind are useless status effects!
EDIT: Heck, even Vulnerability is useful from a support standpoint, especially because of how heavily the pistol can stack it safely, or consistently it can keep 5 / 10 stacks up.
(edited by Softspoken.2410)
A lot of your skill choice and build seems to be biased towards damage. (In my opinion, D/D is geared towards killing stuff quickly, with a bonus cripple and a really high cost stealth) So you might consider making one more of your utility skills more defensive. How much mileage are you getting out of Spider Venom? And are you remembering to use Assassin’s Signet? Whichever one feels less impactful, consider switching it out for Blinding Powder (A great “Oh crap” button), or Roll for Initiative (An escape, plus reloading a lot of your initiative for a Cloak & Dagger or Retreating Shot or what have you.)
As far as weapon set tips go: For D/D, don’t go below 4 initiative unless you’re winning / about to end it. You want Cloak & Dagger available, since it can buy you 3 seconds to wait for your heal to come off cooldown, and generally just drop the focus of your enemies.
For P/P: If you’re kiting, most of the time you shouldn’t be taking too much damage. If they ever get up in your face, fire blinding shot and hold your ground. (Possibly switch to D/D while you’re at it?) As long as they’re within the cloud, they can’t do damage to you with regular attacks. (AoEs can still work though, so be aware.)
Things to try and consider, in case you haven’t already.
Taking your post into consideration I was able to repeat MISS on heart seeker while indicator is incorrectly showing within ‘range’. When used WITHIN range but significantly under 450 the skill will miss. I was able to repeat the miss bug.
So :
- Heartseeker range indicator needs reduction to correctly show if it is within actual rangeHere is a youtube of 7/8 consecutive misses on the same Rabbit with UI on and within ‘range’ (UI scaled up):
Video Snip
Clearly, the issue is the range is not correctly indicated. After taking a few steps closer – heartseeker doesn’t miss. If they fix range in the tooltip to match the actual skill range and this bug will be fixed (?)
Thank you for making that video. Even if the actual range is working as intended, the fact that the range indicator is inaccurate really should be addressed. I hadn’t run into that problem on my own thief, so seeing it so clearly demonstrated is very enlightening.
Has anyone been having visual problems with Basilisk Venom? When I’m using it, there’s no visual effect on my enemies besides for them pausing in their animation for what I hope is a full second. They don’t seem to have the typical stun head-swirl or actually turn grey/to stone. I have serious loading issues though, (Invisible mobs and NPCs) so this may just be my machine not loading the effect before it expires.
(edited by Softspoken.2410)
GIF of Heartseeker missing on Bunnies and Eagle:
http://i846.photobucket.com/albums/ab23/SirHypnotoad/seekerrorrate.gif
Probably misses 50% of the time.
Something worth noting about this .gif is that the UI of the thief is not visible. So we can’t see the range indicators, meaning he could be just outside of the attack range for Heartseeker Strike in every example shown there.
It turns out that using Dagger 2 when just outside of range (There’s a red bar underneath the skill when out of range) will leap you directly to the target, putting you within range for Dagger 1, but since the user was beyond the 450 range of Heartseeker Strike, the skill misses. The animation just makes it look like it should hit because 30 in-game distance units is a negligible distance. (Dagger 1 has a range of 130.)
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