Warrior and thief will be fused into one profession known as Thwarrf, elite spec being a Darerker. Stealth evicerate, WE ARE THE CRYSTAL GEMS.
Is that really what the homeworld thinks of fusion ?
Just a precision.
Break bars deplete considerably from hard CC like :
launch, daze, stun, knockdown, etc…
It depletes slower with soft CC like:
immob, cripple, chill, etc… (basically conditions that affect your movements)
Hard CC is like direct damage to the break bar.
Soft CC is like condition damage to the break bar (the “damage” doesn’t apply directly but continuously until the condi ends).
As for elite, Basilisk Venom is a great CC if you combine it with venomous aura to share it with people around you.
But by itself, it’s less efficient than impact strike especially if you’re going for a power build.
Basilisk Venom has two 1s stone CC on it.
Impact strike has a 2s daze + a launch (which then deplete the break bar more). In addition its cooldown is slightly smaller than Basilisk venom if you trait for it in the minor DD tree.
The duration of the CC (be it hard or soft) impacts the amount of bar depleted. For hard CC the duration seems to affect the amount of direct damage to the bar.
PS : blind by itself does nothing to the break bar (it’s the stealth attacks with CC that do)
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Well, I do agree that the self inflict reveal should remain. “Perma stealth” has never been a good thing balance-wise.
But I think that denying most of the defensive tool of certain builds isn’t good balance either. Only thieves have traits and skills dependant on the stealth statue. It’s not fair to add that aspect to them and not other classes (reveal isn’t supposed to be themed oriented. From the beginning it has been conceived as a balancing tool). Reveal inflicted by others should be a “soft reveal” with the transparent effect. Reveal inflicted by yourself should be a “hard reveal” with the current mechanism.
If people want a tool to annihilate the stealth statue, it should be through a mechanism that would also be able to prevent “death shroud”, “celestial form”, “berserker form”, and other special kind of forms too.
I think it’s an important enough matter for the devs to put time into this.
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What will be the benefits from this?
Well, with the reveal we have now we cant go invisible, with this reveal we would be invisible but visible to the enemy, so we can still use are stealth attacks.
That is the point of reveal, to prevent you from doing your stealth attacks. It is not just to make you easier to hit, hence why you get revealed when you attack a foe from stealth.
Having a transparent effect for the duration of revealed would be ok, as an aethetic change only, but I would not want it to change the actual mechanics of reveal. As a thief main myself I can see why we have such a mechanic, and would not want it to be removed. I still remember all the QQ about stealth in the early days. We do not need to go there again.
No the point of reveal is just to force people to be visible. Hence it applies to all the classes and is NOT aimed specifically at thieves.
This mechanism of just making people visible while in stealth state to replace the current iteration of stealth is perfect. It’s the best of both worlds.
Since everyone has their own cards back and can react to the other party, all the QQ will just be a L2P issue.
Finishing Blow is still useless though and it’s the flashiest of the chain. It’s a shame that the best way to use the skill is to ditch that finisher.
It needs to have some use in PvE. I’m not saying that the skill in itself is bad, on the contrary. Impact strike hasn’t quit my skill bar since I’ve adopted it. The skill in its globality is not what I’m talking about. But it’s just I find it weird that the finisher shines the most in the only game mode where it’s unlocked from the start.
If it’s not possible to dissociate completely the effect between PvP and PvE, at least give it more damage so it’s not lackluster compared to Uppercut (in PvE).
Right now the conception for PvE is a bit off.
Uppercut : 3/4 second casting time, 1331 damage AND launch.
Finishing Blow : 1 second and a half casting time, 1183 damage.
They’ve already done that kind of dissociation for other skills. But I’d still prefer they add a pulmonary impact to the finisher. It would fit more.
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Yeah in WvW and PvP, this skill is really in a good place I don’t want any change in those modes.
It’s just about PvE.
also punishing strike stacks vulnerability. You had 16 stacks of vulnerability on you before he vaulted.
Impact Strike is our best skill to damage break bars. Yes, the last part of the chain isn’t very useful in PvE compared to PvP, but there’s nothing stopping us from just doing the first two hits.
In a lot of the new PvE content, where other players around you might not understand how break bars work, being able to punch above your weight using Impact Strike, Palm Strike and various Steals can be a big help when dealing with a lot of the new foes.
Yeah that’s exactly the point I’m trying to highlight with that skill.
It’s a great skill to break bar, but it’s a shame that we have to discard the last key of the chain since it’s the last, and thus hardest, skill to unlock in the Daredevil mastery tree.
I think that adding pulmonary impact to the third key in PvE would fix that problem while remaining in the theme of the Daredevil.
And since it would be a PvE exclusive attribute, I think no one would object against it.
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I want my legendary pull-over
So I guess no one even bothers using impact strike in PvE then :/
Impact strike is just bad in PvE imo…
Impact strike is actually useful when you need to deplete break bars (with stun, and launch).
Adding pulmonary impact for the third strike would also help depleting the break bar more. It’s a good alternative to basilisk venom if you don’t want to lean toward venomshare but still want a CC build while focusing more on power.
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There’s also the :
Decorative Molten Jetpack
Is it possible to add a pulmonary impact to the finishing blow of impact strike in PvE (exclusively)?
Right now, finishing blow is amazing in PvP. But in PvE it’s totally useless since almost no mob has a downstate (I haven’t seen one yet in my progression in HoT).
The only thing it provides is raw damage, and even in that domain it’s weaker than the uppercut that comes before. The long cast time makes it so we just better stop the combo with the uppercut and let the skill go under cooldown (which is a shame, since the finisher blow is the one with the coolest visual effect in the combo).
I know that this skill is supposed to be aimed for PvP, but in PvP we have all the skills unlocked directly. It’s in PvE that we have to work into getting this skill that comes last in the mastery tree (In WvW it’s ok as it is obviously)
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Not sure what you mean by nightmare, but there are a couple of option settings that were introduced at the same time as action camera.
Lock Ground Target at Maximum Skill Range — The ground target marker will reposition itself to be at maximum skill range when placed out of range.
Snap Ground Target to Current Target — The ground target marker will reposition itself to your current target’s position so long as it is within range.
https://wiki.guildwars2.com/wiki/Options
Nah I know of those options. And I’m not asking for assisted aiming. Just an option to switch to default camera for the duration of my aiming with a ground targetting skill.
What I mean is having the camera and the mouse behave independently whenever we use ground target (Like switching to default camera just for ground target skills, and reverting back to action camera when it’s done… but instead of doing it manually, it’s automatic).
What I hyperbolicaly called nightmare was that the camera moves so fast the eyes can’t rest when ground targeting with action camera. Also, sometimes you have to look up the sky to aim further and don’t have a clear view on where the marker is on the ground.
I’m using a Daredevil with dash, so that’s why it becomes kind of hectic whenever I execute the Vault ground targeting.
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So I’ve decided to adopt the action camera in my playstyle.
The feeling is awesome but the moment I have to use my ground targeting skills, it becomes a total nightmare.
So is it possible to add an option which would revert the camera to normal whenever we are aiming with a ground targeting skill for the action camera ?
So I’ve decided to adopt the action camera in my playstyle.
The feeling is awesome but the moment I have to use my ground targeting skills, it becomes a total nightmare.
So is it possible to add an option which would revert the camera to normal whenever we are aiming with a ground targeting skill for the action camera ?
I wish they’d at least adress the bugs :
- excruciating response delay before and after cast of weakening charge.
- travel distance falling short compared to target for Vault.
- No daggers in the impaling lotus animation in lotus training dodge.
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The OP changed the title. But the previous version of the title was totally a spoiler. So as the other persons said, kittening thanks for the spoiler.
What has been seen can’t be unseen.
Some kids really don’t know how to hold it really.
Physicals are pretty good, until you see what a chronomancer can do.
Impairing dagger, is literally Chronomancer’s shield #5, but against one mob and with poison (and most importantly, without interrupt. Impairing dagger needs an interrupt ).
Like seriously, the visual effect on its immob is exactly what is used in chronomancer.
I mean, I may be kinda late to notice that, but it kind of disappointed me to see that the visual that I liked the most on my Daredevil is actually a leftover of the visually most beautifully executed specialization.
It really startled me when I saw this while testing my chrono. I was checking all around me to see if there was a Daredevil around me but I was all alone.
It’s true that Daredevil feels weaker than other specs. But on the other hand, it feels like you can have a more reactive gameplay with it than other specializations.
If we were to compare GW2 to Megaman, I’d say :
Daredevil is base form megaman, and all the other specializations are the bosses. They got all the power-creep, but limited maneuverability compared to Daredevil.
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My guildmate got a drop during fractal at launch.
It was called golden fractal sword. I don’t think there’s much intel on that sword yet but I’m telling you.
THAT skin pwn both bolt, incinerator and infinite light together… with a fart.
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Does a pistol shoot as far as a rifle?
Does a SHORTbow shoot as far as a LONGbow?
No, thief should stay as 900 range. Its simply not realistic.
Does a greatsword shoot laser ?
Do you throw a hammer and magically get it back on your hand ?
If you seek realism that’s not the game for you.
I haven’t bought any commander tag, and don’t really intend to.
But I also think that the mentor tags should have way more limitation than thay have now.
Also calling people special snowflake because they spent 300g on they stuff while others can use similar functionality for free is kinda douchie.Mentorship is supposed to help mentoring people. Which means, it’s supposed to help people that aren’t familiar with the game. There’s ZERO reason to keep those in high level area. By the time people get to lvl60+, they know how to get around in this game.
(In a single player game, you won’t have tutorials last until the final stage of the final boss fight)You come to my words man. Also there should atleast be a AP limit. Only experienced people to be able to use Mentor Tags. not every 500 ap newbie.
Maybe there should be an AP limit on Commander tags too then? 300 gold price tag doesn’t mean the Commander knows what they are doing (as you suggested) it could just as easily mean they got out their credit card and bought one.
A commander tag is a commander tag.
A mentorship tag is a mentorship tag.
The first tag isn’t expected to mentor anyone.
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I haven’t bought any commander tag, and don’t really intend to.
But I also think that the mentor tags should have way more limitation than thay have now.
Also calling people special snowflake because they spent 300g on they stuff while others can use similar functionality for free is kinda douchie.Mentorship is supposed to help mentoring people. Which means, it’s supposed to help people that aren’t familiar with the game. There’s ZERO reason to keep those in high level area. By the time people get to lvl60+, they know how to get around in this game.
Really? Ever been to Verdant Brink? People were eager to learn the event mechanics, to find out the tricks and tips to get around to Hero Challenges and all that. Mentors are useful in every zone, when used right. Force people to use them right instead of giving illogical restrictions.
As I said, when you get to lvl80, you know how to find out things for yourself. You don’t get the tutorials hold your hand until the final boss in single player games.
Finding the mechanisms in fights is part of the gameplay in guild wars 2. Do you also expect Anet to distribute a full detailed guide on how to succeed in raids while they release them ?
You need help in Verdant Brink, you just ask. You know how to get your information by the point you attack the expansion.
New players don’t necessarly know how to get their information. And THAT is what the mentor tags are for. Not to hold people’s hand for new content.
Also mentors are supposed to have way more experience than the people they help (that’s what a mentorship is about). I find it illogical to be able to “mentor” people that are just slightly more clueless than you. Masteries are accessible only after lvl80, so having a mentor tag guarantees that you have better understanding of the content than a main lvl10. But you can’t say the same about those who are qualified to enter Verdant Brink.
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I haven’t bought any commander tag, and don’t really intend to.
But I also think that the mentor tags should have way more limitation than thay have now.
Also calling people special snowflake because they spent 300g on they stuff while others can use similar functionality for free is kinda douchie.
Mentorship is supposed to help mentoring people. Which means, it’s supposed to help people that aren’t familiar with the game. There’s ZERO reason to keep those in high level area. By the time people get to lvl60+, they know how to get around in this game.
(In a single player game, you won’t have tutorials last until the final stage of the final boss fight)
The finishing blow of the impact strike chain right now is useless in PvE.
It has a relatively long cast time, but deals less damage than the uppercut that comes before it, while providing no additional effect.
Right now, the most efficient way to use impact strike chain is to use the first two attacks, then discarding the finisher which is a real shame.
Finishing blow should have an effect for PvE only. A CC or a condition.
I think making this kind of thread as an answer to a troll thread isn’t really smart. It doesn’t provide anything, and let’s face it, devs won’t react to a post just saying :
“buff please” without further explanation.
The OP is trolling, this thread should be deleted.
Since I’ve recently mastered the Daredevil line, I’ve updated my feedback and added my view on the elite skill
Yeah, I think the current animations deserve recognition. Auto-attacks and Dash animations are really great !
So this thread’s purpose is to report bugs and give realistic suggestions to improve the current iteration of the Daredevil.
So I’ll start by saying that I personally love the Daredevil right now and its concept. Almost all the animations are now on point and the spec feels very fluid and dynamic (special mention to the dash animation surprise). I’m really enjoying my Daredevil so far, the fun is real. Now I think that with little tweaks, the Daredevil can be in a really good spot.
BUGS
dodges :
Apparently, whenever we go outside HoT area, the dodges seem to randomly revert back to the normal dodge animations. Only the boons at the end of the dodges remain.
-this has been fixed-
Vault (#5 staff skill):
The traveling distance of this skill still falls a little bit short compared to the targetted area.
Lotus training dodge (Impaling dagger) :
While the animation of this dodge is really good, it’s still missing some daggers (or any visual effect for that matter).
weakening charge (#2 staff skill) :
The delay before and after the skill makes it impracticable. Whenever I use this particular skill it feels like I’m lagging (while I’m actually not). This skill is very clunky and it’s impossible to time it correctly as it is right now. I always end up doing an extra unwanted attack screwing my positioning.
Improvisation (GM trait core-thief) :
Currently, physical skills aren’t selected in the dice-roll.
It’s supposed to randomly recharge one skill type once activated. physical should be selectable once you turn Daredevil. Otherwise for some builds it’s one important GrandMaster lost while turning elite spec.
This has been fixed
IMPROVEMENT SUGGESTIONS
staff skills:
debilitating arc (#3) :
Considering the kind of content we are facing in the world, I think it
desperately needs some kind of hard CC (also, the name itself suggests a CC ), something like daze (or short knockback, launch, or knockdown).
weakening charge (#2)
Mechanic-wise, it’s actually good, but the delays need to be adressed.
dust strike (#4) :
A dark field for support will complement both the third chain-key of the auto-attack and weakening charge (since it goes forward, a column field would synergize well with it). The idea is to profit from the combo whirl + dark field, which provides leeching bolt.
traits:
Escapist absolution (this change may not be mandatory though):
Personally I’ve got a little problem with its placement in the trait lane. With the current state of every other specializations (and even some core), I think it won’t be over-powered at all to place it as a minor trait alongside the health gain in driven fortitude. There’s already some hard-counters against this trait (it involves letting the Daredevil wither to death while baiting for counters).
I think the Major trait section should be attack oriented exclusively (you just choose the type).
utility skills :
distracting daggers :
I don’t see why there’s a cooldown between each of the three daggers we throw. The idea about those daggers is to quickly use them during one fight (since the duration is short). But adding cooldown between each throw is counter-productive with that idea.
We should at least have the possibility to wait for the perfect opportunity to throw them. The cooldowns and the short duration of the skill just hurry us to throw them almost right away without having any possibility to wait for an opportunity.
I suggest to either increase the duration of the carried daggers, or decrease the cooldown between the throws.
Elite skill !
Finishing Blow (third key-chain of impact strike):
In pvp it’s amazing. But what about PvE ? It’s way more than underwhelming (considering the excruciating effort it requires to unlock it in that said PvE). It just deals raw damage compared to the other two blows that does that (but better) AND CC.
The animation is slow, and the attack actually deals less damage than the uppercut that precedes it, making it effectively useless in 99% of the PvE world. I tend to perform the two first attacks then switch back to my other tools without even bothering with that finishing blow (Why would I ? It’s weak, and that way, the skill goes on cooldown faster)
I think it should have a PvE only additional effect, like adding confusion.
(Or maybe an AoE knockback… some kind of CC would be welcome)
I mean this particular attack, is the most difficult to land out of the three, and it’s the weakest, why bothering using it as it is right now ? (still talking about PvE)
(edited by Tabootrinket.2631)
I love this animation as it is right now. And I had no problem navigating with it no matter the landscape.
Imo that’s like the most well-done part of this spec.
feedback on Daredevil staff:
————
-what is good-
The animation for the auto-attack is perfect. Vault has also a nice rythm to it (a little bug concerning its traveling distance though, it doesn’t always fully reach the ground target).
-what can be improved-
debilitating arc (#3) :
Considering the kind of content we are facing in the world, I think it
desperately needs some kind of CC (also, the name itself suggests a CC ), something like daze (or knockback or launch).
weakening charge (#2) (currently pretty bad, both in mechanism and animation):
It still has this annoying delay before and after casting, making it look like the game is lagging. It’s really hard to time it correctly with other skills, I always end up performing an extra unwanted weakening charge attack (which screws up both my positioning and my timings).
Mechanic-wise, it’s actually good, but the delays need to be adressed.
dust strike (#4) :
A dark field for support will complement both the third chain-key of the auto-attack and weakening charge (since it goes forward, a column field would synergize well with it). The idea is to profit from the combo whirl + dark field, which provides leeching bolt.
(edited by Tabootrinket.2631)
Daredevil bugs :
Improvisation : This trait doesn’t include the physical skills.
unhindered combatant : Once we change map, the dodge tend to revert back to normal dodge animation with the reduced length. Also, on Tyria, it sometimes happens without map changing (the boon from the trait still appears after the dodge though).
lotus training (impaling dagger) : The dodge animation is missing the daggers.
Yup I can confirm that.
The trait should include physicals once we turn Daredevil. But right now it doesn’t.
So when I equip the Grandmaster trait unhindered combatant and I change maps, my dodges revert from the dash to the normal dodge animation with the regular length (but the boon associated to the trait still appears after the dodge).
I always have to reaffect the grandmaster trait for the dodge to become a dash again.
Also, when I was in sparkfly fen, during battery phase of Tequatl event, and without changing map, the dash reverted back to a normal dodge.
It also happened after the Tequatl event and when the map got emptied, while fighting some regular mobs individualy.
On another note, for lotus training, the animation of the impaling dagger dodge is missing daggers.
edit :
Completely unrelated.
Improvisation doesn’t take into account physical skills.
(edited by Tabootrinket.2631)
So I’m new to the game and literally just rolled a Thief like 2 days ago so I’m woefully ignorant but …
what happened exactly? So far I’m loving the Thief but … now you guys are making me worried lol
The Daredevil is really fun to play actually. And contrary to what’s written, I often ended up in situations where, a whole groupe got wiped out and I was the only survivor reviving the downed ones, while still remaining more than relevant on the offensive.
The elite spec will require you to remain on your toe and be active. No auto-pilote. On the other hand, it rewards you by giving you the tools to always react.
It’s a class that doesn’t rely on passive skils/trait at all.
The entire concept behind these new maps is ridiciuosly stupid. Instead of making decent content that is slightly difficult and fun to play they have decided to make it take longer to do by just making it diffcult to find. I put off buying this expansion because I knew anet was going to something like this, now I am full on regretting buying it. I really don’t mind grinding stuff out to get my gear and other things I want in game. But I shouldn’t have to spend hours looking for 1 hero point. Who ever designed these map should Never design another map because they clearly have no clue what they are doing. It the same type of content they made for Eotm and we see how much people use it.
Maps need to flow. There should be some direction that generally pushes people to where they need to go. Some maze type terrain is fine, but every map that anet has come out with since original launch has been this type multiple level BS.
This. make the maps like they made the charr lands maps. Those are legit =)
Charr maps are boring imo.
Also it’s a jungle. It’s supposed to be unpracticable.
I personally love the first new map we get to explore. It reminds me of games like zelda, dark souls, or metroid, where you need to unlock some new abilities to get to areas inaccessible before.
I more than enjoy having the ability to discover hidden areas, and wanted that kind of stuff to appear on the maps of the core game.
So far, I think that this map is by far the most enjoyable map ever created. Everything feels alive compared to other maps.
Also, verticality is a good thing.
So to answer the OP, that’s a fair point.
But having a sense of progress toward the final form of the spec is also important. It also permits to slowly get used to all the aspects of the spec and their interaction to the core mechanisms.
I agree this progression shouldn’t carry on all the way to the end of the last map of the expac.
As for my personal experience so far, I started with the full 215 accumulated hero points. It permitted me to unlock almost half the specialization. I’ve “discovered” like 60% of the first map (I haven’t actually explored all the level in the regions, just erased the smokes on the map) and activated a handful of hero point areas.
I only have my three grand masters and three skills (I think) to unlock to fully enjoy my specialization, which I think will be done before I complete the first map.
I will still have at least 2 other maps to discover after mastering the spec.
So I think it’s a pretty decent compromise they pulled out.
(then again I had accumulated the maximum amount of hero point available for 80s beforehand)
(edited by Tabootrinket.2631)
So I’ve got a question. Does the improvisation trait affect the physical skills ?
I used that combo for a while, and it seemed like physical skills never got selected by the improvisation on steal.
Too lazy to quote who’ve disagreed…
And someone actually argues Vault should remain unchainable with Steal and that’s what Bound is for… I would seriously like to see you hit anyone with basic understanding of PvP without chaining Vault to a teleport/teleport+daze combo. Well, maybe afk, lagging or upleveled players then. Good enough, right?
anyone “with basic understanding” of the game would understand why a ground targeted leap can’t be chained with a teleport. it has nothing to do with them not wanting it. try using cluster bomb on your feet then using shadowstep before you fire the projectile.
and with a 3/4 cast time, vault is pretty reliable to hit now. just count the dodges. i’d still rather have it be a mobility skill, because vertical movement is only really critical in specific situations.
It would actually be a fun glitch to have yourself snap back in mid-air to the targetting area after stealing someone xD
(kinda OP too : target your feet, steal at 1200 range… and come right back lol)
The funny part about all that is, I’ve ran the numbers a few times, and the staff is the highest damaging weapon thieves will have. It has the highest base auto attack, the highest DPS attack, the highest per-initiative damage, the highest AoE damage, and the highest modifiers attached to traits. All at the same time.
So when players say that the staff is low damaging or underpowered and it clearly isn’t… then I have to throw out their feedback as not being objective.
Numbers are bound to change for balance, and they will. Mechanism is another story.
So what will happen when those numbers get toned down ? The weapon gets forgotten.I don’t buy it. The idea that staff is inadequate because in the future the staff may be nerfed just doesn’t make sense. You’re have to remember, the staff isn’t just max deeps. It is max deeps in every category: per initiative, on auto, at base, overall, and against multiple targets. For the staff to fall out of use, it would have to see every single category hit.
Here’s the thing, a single weapon isn’t supposed to supplant every other weapons (as you suggest the staff does). And each weapon is supposed to add a different “playstyle” compared to the others.
The staff as it is, doesn’t really provide what the others don’t. And that’s the main problem.
So as it is, the numbers in the staff weapon will either make it superior or inferior to other weapons which shouldn’t be the case. You should choose the staff (as you choose other weapons) because it provides another kind of tools, not because it makes the others obsolete.The staff provides large AoE damage, a feature that isn’t present on any other thief weapon. Also massive weapon stacking and the ability to innately cure immobility.
AoE damage exists on shortbow. Sword permits to cure conditions. With shortbows we can also port away… we don’t really lack tools to cure immobility.
Not nearly to the degree that staff has it. Heck, the shortbow does less AoE damage than the sword.
The point is, AoE already exists and won’t by itself give the staff a unique identity.
And that point is completely wrong. AoE as the staff gives it does not exist.
((sigh)) Well, let’s just agree that this argument has gone completely circle.
I’ll summarize my point of view and be done with it, since there are other interesting things being discussed right now, and this particular point is being dragged out.
The problem with weapons having approximatively the same specs as other weapons, is that it makes them compete with each other. It’s particularly true with the thieves’ initiative system since weapons don’t have individual cooldown.
What happens in that case is people will lean toward the one weapon that does the same thing but better.
What I’m suggesting, is giving each weapon a distinctive mechanism that will complement rather than compete with the others.
In the staff case, this weapon is leaned toward the support (which should be then its particularity). But as it is, other weapon associations can overshadow it in that area with the smoke field while providing other perks (because they have in addition, their own singularity).
Adding a dark field to the staff would give it a unique way to provide it a sustain on par with the others while complementing an “always visible” kind of playstyle (which is the drift of the daredevil). Simply adding better number would shift the balance the other way and just make the staff directly better than the other weapons.
As for AoE. Clusterbomb at point blank range, provides the same kind of attack, but weaker. In the staff’s case, the only tool that’s really unseen in any other kind of form in other weapons right now, is the reflect on the third auto-attack link. The dark field would capitalize on this singularity.
I told you multiple times, that what you consider different, is actually a comparison of numbers. And that’s exactly what I’m trying to say the problem is.
The difference between the weapons should be mechanic-wise, and not purely power-wise. Of course there would be shared area between weapons. But each of them should have that one little thing that would put them aside from the others (mobility, gap-closer, CC, range -stares at pistol-, etc)
(edited by Tabootrinket.2631)
Honestly I think adding a condition transfer to Ice Drake venom would be brilliant, and a good way to add the condition removal a lot of thieves have been wanting. I’d definitely use it. XD
It would also make thieves highly wanted in raids or stuff like that. Condition transfer ability shared with an entire group ? Everyone will welcome that
“Bounding Dodger” should softlock on your target and try to jump right on top of it, instead of jumping over it when standing right in front of the target
sooo… what about when you NEED to dodge AWAY from you target?!
What about if you target an ennemy, pushing the dodge button without any direction make the bounde reach the ennemy, and if you push a direction it dodges to that said direction ?
The funny part about all that is, I’ve ran the numbers a few times, and the staff is the highest damaging weapon thieves will have. It has the highest base auto attack, the highest DPS attack, the highest per-initiative damage, the highest AoE damage, and the highest modifiers attached to traits. All at the same time.
So when players say that the staff is low damaging or underpowered and it clearly isn’t… then I have to throw out their feedback as not being objective.
Numbers are bound to change for balance, and they will. Mechanism is another story.
So what will happen when those numbers get toned down ? The weapon gets forgotten.I don’t buy it. The idea that staff is inadequate because in the future the staff may be nerfed just doesn’t make sense. You’re have to remember, the staff isn’t just max deeps. It is max deeps in every category: per initiative, on auto, at base, overall, and against multiple targets. For the staff to fall out of use, it would have to see every single category hit.
Here’s the thing, a single weapon isn’t supposed to supplant every other weapons (as you suggest the staff does). And each weapon is supposed to add a different “playstyle” compared to the others.
The staff as it is, doesn’t really provide what the others don’t. And that’s the main problem.
So as it is, the numbers in the staff weapon will either make it superior or inferior to other weapons which shouldn’t be the case. You should choose the staff (as you choose other weapons) because it provides another kind of tools, not because it makes the others obsolete.The staff provides large AoE damage, a feature that isn’t present on any other thief weapon. Also massive weapon stacking and the ability to innately cure immobility.
AoE damage exists on shortbow. Sword permits to cure conditions. With shortbows we can also port away… we don’t really lack tools to cure immobility.
Not nearly to the degree that staff has it. Heck, the shortbow does less AoE damage than the sword.
The point is, AoE already exists and won’t by itself give the staff a unique identity.
I would like a thief form for when the thief is revealed
This would be a great idea for the next spec.
New legendary weapons look underwhelming.
in Guild Wars 2: Heart of Thorns
Posted by: Tabootrinket.2631
I hope they don’t change a thing about Nevermore
Yeah, the asymetrical version is better, since you’re only actually holding the staff with one arm.
Only with one, you say?
Yeah, I say only with one
Aaaaaand now the Daredevil is finally set !