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Daredevil updates, post BWE 3 (launch)

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Posted by: Tabootrinket.2631

Tabootrinket.2631

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.
The difference between staff and other weapons isn’t significant (except again for numbers).
Adding something like a dark field would truely give the staff a unique tool that isn’t existing on other weapons in another form. It’s in my opinion, the last bit missing to complete it as a tool to sustain damage while remaining visible.

(edited by Tabootrinket.2631)

lack of content for solo (pve) players

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Solo contents help pass the time when you don’t find a group for the specific multiplayer content you’re looking for, or simply when you have tight schedule and you can’t stay logged for too long (so making a party would be pointless because you’ll leave midway).

That said, they’ve talked about contents that will be specifically solo, with leaderboard to compare, at the end, your performance with others (it’s not the living story).
It’s called the Adventures.

Adventures

  • Repeatable, on-demand PvE challenges for max level players, closely tied to the new mastery system
  • Players can compete with each other through leaderboards for each adventure
  • Examples of an adventure could be killing enough vines with a flamethrower within a limited amount of time

On the paper, it doesn’t look that enticing (especially the third point) but maybe that’s just the tip of it.
Also, the Adventure Box was designed as a solo adventure. It would be great to have it back.

(edited by Tabootrinket.2631)

Daredevil updates, post BWE 3 (launch)

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Posted by: Tabootrinket.2631

Tabootrinket.2631

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.

Daredevil updates, post BWE 3 (launch)

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Among the propositions that would make it a unique weapon there’s :
the dark field on #4 -> It will provide blindness without the stealth bonus. Instead, it will synergize with the whirl as a combo to provide sustain while being visible.

what’s with people’s obsession with giving dust strike a dark field? it won’t make its primary function of blinding the opponents any better, and weakening charge is too short of a whirl to create enough bolts to make it a useful combo. seriously, has no one used whirl finishers before? their benefits are minimal, the bolts are inaccurate, and short whirls (hi death blossom) don’t produce nearly enough bolts to make up for the previous two shortcomings.

Because the auto-attack has a 1s whirl in it.
blind + small-heals seems like a decent way to increase the sustain. The dark field will be initiative based and not on cooldown.
The problem you’re mentioning comes with the fact that our only source of dark field is a skill with high cooldown.

(edited by Tabootrinket.2631)

Daredevil updates, post BWE 3 (launch)

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Tabootrinket.2631

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.

All the other weapons have a purpose ASIDE from the dps numbers that justify their use :
gap-closer, mobility, smoke field, CC, condi-cleanse, etc…

But the staff, as it is, gets outshined (mechanic-wise) by the other alternatives.

So what the staff needs, is something that will make it unique and/or a component that will make it at least on par with another weapon.

Among the propositions that would make it a unique weapon there’s :
the dark field on #4 -> It will provide blindness without the stealth bonus. Instead, it will synergize with the whirl as a combo to provide sustain while being visible.

Among the propositions that would make it on par with another weapon :
900 range on #5, so people could choose between this and the shortbow as utility-weapon.

What staff skin to use?

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Tabootrinket.2631

The Nevermore is screaming to be used as a melee weapon :p

So this happened..

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Tabootrinket.2631

If traps get direct damage that reveals us, at least give us an animation of our dumb thieves screaming " YUSSSSSS !!! " every time our traps are triggered please.

So this happened..

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Tabootrinket.2631

This thread is like potlitics xD :

((Cause of death perma immob))
" NERF ALL THE STEALTH !!!! "

((stealth nerfed))
((More violent deaths from same immob))
" STEALTH WASN’T NERFED ENOUGH !!! "

Daredevil staff suggestion: Dust strike

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Tabootrinket.2631

it just needs a dark field

BWE 3 Daredevil Specialization Changes

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Tabootrinket.2631

Dark field on skill#4 in itself would make the staff a genuine contender against the other weapons (by making it unique).
Adding a proper gap closer would make it on par with them (if Vault gets a 900 range, I’ll finally be able to say goodbye to the shortbow)

Staff Animation (3D animated example)

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Tabootrinket.2631

Regarding the remark about the running animation :

It’s just a VERY basic running cycle (a bit cringy even) to just prove it’s possible. Actually it was more tricky to improvise it as a stand still animation.

(ps: I did change a little the rythm of the contact of the feet before the butterfly kick. making the right and left feet contact alternatively the floor in one single frame each to prevent sliding effect. In the previous video, the two feet contact the floor at the same time for 2 frames. Even in that case the sliding effect would hardly be noticeable)

(edited by Tabootrinket.2631)

Staff Animation (3D animated example)

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Tabootrinket.2631

Did you take into account that these should be usable when moving? Especially the second link in the chain looks like you didn’t.

Actually I did. I’ve imagined it watching a sylvari ranger doing the sword auto-attack chain. It has the same kind of animation with jumps and spins. First and third attacks can be done with the feets having the running animation. The second attack can be used as is while moving (since most of the animation happens in the air). To begin with, this movement is supposed to make the character go forward (cf the video reference)

This would look amazing on an asura, great on a human or sylvari, but horrid on a Norn or Charr O_O

Norns and Charrs usually have different kind of animations. Nope I haven’t imagined a version for them yet xD
(Would be hilarious watching a male Norn doing that though)

(edited by Tabootrinket.2631)

Staff Animation (3D animated example)

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Tabootrinket.2631

Nice work!! But they don’t have time for thief- the red headed step child of GW2.. lol,

I know, I’ve just done that as a pastime this week-end.
As I said, I’ve realized that there’s actually little to change with the animations right now. It’s just they’ve provided the wrong kind of staff by default.

It’s just skill#2 and the third auto-attack that need a change. I expect those changes to be made though.

(edited by Tabootrinket.2631)

Staff Animation (3D animated example)

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Tabootrinket.2631

So first of all, I’ll start by saying :
I’ve realized by the end of the beta week-end that when you wield a decent sized staff (a long one, like The Crossing), staff animation auto-attack is actually quite decent (except the twirl on the third attack… it’s bad).
I’ve even come to like the stance. Really, the size of the staff makes a huge difference, I guess it wasn’t a good idea to provide only a small one by default for the beta. xD

That said, during the week-end, I’ve worked on an animation which illustrate how I personally envisionned the Daredevil staff auto-attack animation (Even though I DO know, that there’s no intention to change those animations. I just did it as a pastime).
Now I realize that the team may not want to lean too much toward a martial-arts kind of animation. I’m not expecting this animation of mine to actually become the auto-attack animation (but if it happens yeay xD). It’s basically just to give some idea on the direction we can go for the attacks.


So here it is, my 3D animation (it’s not polished but gives the idea) for the auto-attack :
https://www.youtube.com/watch?v=EtpN0dqO7c8
—————————————————————————————————————
Edit:
Including the running cycle :
https://www.youtube.com/watch?v=Exq7bCHS9tU
—————————————————————————————————————

Note :
- I used the Monkey King idle stance as starting point, but I think we can easily adjust it to the current stance.
- the idea of a bo staff, is to not go against its inertia in the movement. Let it go the full course in a continuous circular motion (imo). It leads to paying extra attention to the inertia force brought by the length in the animation (didn’t take the time to accentuate this aspect in the animation curves)
- Right now, there’s no real need to change the first two attacks of the auto. But the twirl on the third needs to change.
- The skill #2 can be changed to the second attack on Chain2 in my video.
- Oviously this study doesn’t include Norn nor Charr characters (I’m not sure what kind of rig would fit their build)

Here is the video I took as a reference (she’s a world champion Wushu expert so it’s reliable) :
https://youtu.be/vbefem-b8p8?list=FLd8o3AORo_jPkB_Wjfn2PYA&t=114

I’ve provided a link to the Maya files so you can directly check the model via the software if you have it (it’s a bit messy sry). It’s in the description of the video.

(edited by Tabootrinket.2631)

BWE3 live feedback chat room

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Tabootrinket.2631

About the weapons on physical skills :
Is it possible to put the weapons in the stowed position during those animations ?
Having them disappear during those sequences make them feel incomplete.

(edited by Tabootrinket.2631)

Let's see some thief pics

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Tabootrinket.2631

Wanted to share the face of my smexy Daredevil xD
(I think I’m actually even going to use a makeover to make my main thief look like this. It started as a joke, I like it now)

The bloodborne style really suits the Daredevil (The crossing <3 )
Too bad I didn’t try hard enough in pvp in the old times when there was a hat that looked exactly like the one in the cover of bloodborne (the one you could earn by reaching wolf rank I think).

Attachments:

(edited by Tabootrinket.2631)

BWE3 live feedback chat room

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Tabootrinket.2631

Another tiny personal note :

For imparing dagger :
The skill is great. It’s just that I feel it would look more dynamic if the trajectory of the daggers was straight like the pistols and they just disappear when they reached the range limit.
I personally think that it makes the daggers look weak when their trajectory is an arc.

(It’s not important I know, but I wanted to share my view on this point)

BWE3 live feedback chat room

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Tabootrinket.2631

Staff #4 would benefit from a dark field imo (not a smoke field).
I don’t feel like having access to stealth through the staff fits the theme of Daredevil. On the other hand, a dark field would make the weapon unique.
It would also provide more sustain with the whirl combo provided by the third auto-attack.

(edited by Tabootrinket.2631)

BWE3 live feedback chat room

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Tabootrinket.2631

Oh, just one thing about impact strike.

Finishing Blow
From a PvE point of view, it isn’t really interesting right now (not sure if the down state will be spread out more for mobs).
It doesn’t feel like a finishing blow at all, on the contrary, it looks like the weakest strike of the three.
Maybe adding some PvE exclusive effect on that finishing blow would be nice.
(Maybe adding confusion)


Edit:
Animation-wise ( I know right now it’s not the priority but just an idea for later) :

Staff auto-attack : it would be nice to take inspiration from the ranger sword auto-attack animation.

Making the second attack of the staff as a butterfly kick using the momentum of the first strike would make the character look less stiff.

Here a video to show what I mean : https://youtu.be/vbefem-b8p8?t=114
(also, you can notice that this attack is more natural from a Monkey King idle stance as a starting point)

Third attack should make the character twirl the staff from side to side instead of on the front.

(edited by Tabootrinket.2631)

BWE3 live feedback chat room

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Tabootrinket.2631

On a personal and vague note, I think that the staff kind of lacks gap closing features to stay in the face of the ennemies.
For a weapon destined to be “used recklessly”, it has more the feeling of a pistol/dagger, than a dagger/pistol, providing more way out than way in.

(Vault as it is, doesn’t feel like something you use to engage the fight)

Other than that, the physicals feel gratifying (I like the aesthetic of the visual effects on them).
Escapist’s Absolution is a great trait which gives me more leeway on my build, and which forces to have an active playstyle in order to cleanse yourself (which is a good point). It was much needed for the thieves and it’s good to finally have it.

(edited by Tabootrinket.2631)

BWE3 live feedback chat room

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Tabootrinket.2631

The dash and the lotus training dodge feel MUCH smoother than before (the clunkiness is gone completely, especially for the dash).

Dash actually feels really good, and I like the direction the animation is going with it too (even if it’s a stub right now). It feels more like a dash.

Lotus training dodge’s helicopter animation was really funny to watch xD. But mechanic wise, it’s there. Smooth and really practical.

Bounce feels a bit lackluster compared to the other two. I personally don’t feel like it weighs enough for me to choose it over the other two, even in a direct damage build.
There’s little control over the location of the impact at the landing.

It may make things easier if you actually shorten the range of this dodge compared to the default one (and maybe slightly increase the impact range).
Right now this dodge feels like a mid-range exclusive attack with a too tight miscalculation window.

staff #3 would benefit from a gap closer after the dodge (like ranger sword #2)

(edited by Tabootrinket.2631)

Why is our profession icon a boot?

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Tabootrinket.2631

other professions : “hey guys I heard you got boots”

(edited by Tabootrinket.2631)

How would a P/P rework work exactly?

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Tabootrinket.2631

I’d say :
- making 1050 range baseline
- replacing ankle shot with a piercing trait (and potentially +150 range).

Why is our profession icon a boot?

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Tabootrinket.2631

Reaper’s looks like a thief.
Herald’s looks like a dragonhunter.
Why is dragonhunter’s one a shield ?? (an arrow with a chain would be more explicit)

Daredevil’s one reminds me of the Goomba’s Shoe from Mario so I’m okay about that.
(just it doesn’t seem to fit well, since the Goomba’s Shoe is like the strongest thing ever in Mario so…. )

BWE 3 Daredevil Specialization Changes

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Tabootrinket.2631

We are looking forward to the new functionality, but there’s a few pains that we’re getting through. During the next beta weekend, you’ll find that the Leap combo finisher for Bounding Dodger only works if you land inside a field. This is not intended and we’re already working on the fix for it (it’s in testing now). For now, it’s going to be trickier to get your leap finisher from Black Powder. There’s also a bug in the skill facts that indicate that it delivers a blast finisher, but it in fact a leap and will remain as such.

-Karl

Karl,

Considering that none of the Daredevils’ enhanced Dodges work well with the traditional stealth gameplay of the thief (Dash is cool but it’s too fast for the stealthy in-fighter while the other two both do damage, breaking stealth) would you consider dumping Bound entirely for an option specifically tuned to work with stealth? Essentially an option that uses normal dodge distance and doesn’t do damage, but is still GM-trait levels of cool?

Just spit-balling earlier I’d suggested~

  • Flitting Shadows. You Dodge now places you in stealth for 2 seconds if you are not Revealed or removes Revealed if you are.

~Letting you burn a dodge to create the potential to stealth again when revealed.

But really ANYTHING that fits the normal range/not an attack/GM-level-cool profile would go a long, long way towards giving the Daredevil an option that meshes with many of the more aggressive tools at their disposal.

Thanks!

I’d personally be more inclined to a dodge that would knockback people we cross without damage, so the dodges could also be used as interrupts.
(we could call it something like : “tackle”).

Adding stealth mechanism into Daredevil doesn’t seem to fit the theme.

Also, maybe an f3 button to toggle on and off the dodge abilility would certainly help surviving confusion, or staying in stealth.

BWE 3 Daredevil Specialization Changes

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Tabootrinket.2631

Has it been discussed before, to make vault 900 range, so it can compete with shortbow ?
I mean, since it’s initiative based having one or two weapons providing this range won’t change a thing.

So the "Pistol" wasn't buffed...

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Tabootrinket.2631

FYI the damage increases weren’t part of a re-work of pistols or anything (something I’ve discussed in the past). We realize it still needs some work to get it to where we want, but we wanted to get it closer to being to that point with these changes. We’ll be looking at pistols more in-depth in the future.

-Karl

Well, I’m glad that the situation is aknowledged. It seems like right now it’s just that the schedule is tight with the Daredevil already.
But that kind of post is really appreciated. No returns lead to unrest. So thx for the news.

hahahaa pistol changes haaaa

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Piercing is horrible. Any height difference makes it worthless (shoot into the sky or ground instead of the next target). Ricochet was reliable and great for tagging.

Piercing is better than having 900 max range and a big almighty bag of nothing. at least this way u can shoot your target through pets or mobs just target the one at the back your hit everyone in front job done. also just a heads up if you angle your camera your Piercing rounds will follow. so if your shooting high angle your camera to look down on your char more and your be on target (or again just target the guy at the back)

Also I miss my porting from foe to foe with shadow shot + ricochet (good ol’ time)

porting to multiple foes in a straight line sounds like a refreshing fun experience.

hahahaa pistol changes haaaa

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sorry i should probs be constructive hear i go……………..

drop ankle shot as its more useless than telling my cat not to be an kitten

my new trait
Name: does stuff
pistols now pierce increase range by 250

no damage buff no fluff job done you can go home and have a cup of tea

im pretty shore american history would look a little different if arrows went further and pierced better than bullets just saying

This would actually make a great replacement for ankle shot. 100%

hahahaa pistol changes haaaa

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That title was my reaction while seeing the balance patch note.

Huge damage LOSS from taking Ankle Shots

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Is that Karl’s middle finger I’m seeing with my psychic power ?

Thieves get the short straw in HoT

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I find it pretty astounding that every class believes it’s the class that was given the worst new spec.

Astounding and kind of hilarious.

There are always people like this who comes in without knowing a single thing and spitting their bullkitten.
Dude, just look no further than 1 post above yours.

Thieves get the short straw in HoT

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Thief gets short straw ?

Dragon hunters would beg to disagree…

Dragon hunters actually received new animations and spell effects, so that already puts them on a step above thieves.

Yeah I think that’s one thing that non-thieves don’t quite get, and it always lead to misunderstanding.
Yeah, on the paper, Daredevil isn’t the worst specialization. It’s even interesting.
(Now people can argue that things can be improved).

But the thing is, while every spec gets polished animations and visual effects, Daredevil gets nothing but garbage animations.

It’s obvious that in the execution part, while every specs are worth weeks of work, the Daredevil looks like something a student would just pull out an all-nighter into so he can deliver it the next day as a homework.

That’s what a lot of us mean by : Thief gets short straw

( During the reveal a lot of us were even pleased by the spec. )

edit : What’s worse is that they just want to sell it to us by just fixing the dodges, and tweaking slightly some staff skills (as a knee-jerk reaction to the huge backlash. Kinda feel like they just hoped we would be blind). But they have no intention to give proper idle animation which would actually mean ‘work’… something that hasn’t been put in the execution of the Daredevil.

(edited by Tabootrinket.2631)

Trait Build Save Request Reminder

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I’d like to see gear templates associated with the trait template system too.
(incorporating utility skills to the templates would also be great)

Because for example if I want to switch from a power build to a condition build, I also have to change the gears I associate to each orientation.
It would be a great addition to incorporate that.

(Event) (UPDATED!) funeral for Thief class.

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Tabootrinket.2631

We could walk around LA while stacking stealth all the way XD
Kinda funny but symbolic as hell :P

Or we could also hire a mesmer to stack the stealth for us :p

Thieves get the short straw in HoT

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I think daredevil is superior to DH & Tempest.

Good. Now all they have to do is actually make that spec.
’cause you know, kittenty animations, kittenty fluidity, clunkiness everywhere, no mechanism, no visual effect, etc
(ps : on paper it looks fine, but it takes playing it to see how kittenty the execution is)

Pistols +20% damage

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Tabootrinket.2631

So our thoughts are:

Increase the auto bleed on 1?
Lower the initiative on 2-5?

What pistols would benefit from isn’t really a power buff, but something more like :

- 1050 range baseline
- some way to get back the aoe the ricochet once provided.

I personally used the pistol for the CC (#2 with ricochet was a nice way to breath when in a tight spot)

Balance Patch Notes confirmed

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Are you seriously complaining about map traveling speed ?
One Dash and 1 shortbow 5 and we out speed those 2.

It’s not like current engi / rangers don’t have plenty of swiftness access. It’s almost a given for medium armors classes to have it.

It’s our only advantage, and we still need the shortbow for that…
I’m just pointing out that devs said " mobility is something that should be specific for classes like thieves " (talking about the reaper), and then they pop classes which can do other things WHILE being able to travel as fast as a Daredevil… except if we still get vampirized by that said shortbow.

Have I pointed out that those druids and scrappers don’t need to rely on their core to get that traveling advantage ?

It always comes down to the shortbow. So basically what you’re saying too is that even in the field Daredevil should have provided, it gives no edge.

Also yeah, for that we ALSO need to trait to dash. So bound or lotus users becomes turtles in comparison. smh

The traveling speed was like the selling point of everything the devs are doing on Daredevil. It almost always comes down to that when Karl respond in the forum. But here was a reality check.

DD subpar everywhere (equalpar in their forte)

(edited by Tabootrinket.2631)

Balance Patch Notes confirmed

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Tabootrinket.2631

Btw can we talk about how apparently scrappers and druids (especially druids) traveling speed will be on par with a Daredevil who traits with dash ? (you know, that part where Daredevil is supposed to excel )
Except at the end of the run, the Daredevil will arrive with almost zero endurance left for battle.

I mean : perma swiftness trait for druid + that traveling skill on 10s cooldown on staff,
and that 3x rocket boost on scrapper’s hammer with 1200 range…
(like we have to burn all our 3 bars to get 1200 range while they just have to pop one skill on 10s cooldown to get that 1200, like what ? )

(edited by Tabootrinket.2631)

BWE 3 Daredevil Specialization Changes

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Tabootrinket.2631

People are for sure overreacting.
The sky isn´t falling.
The concept of daredevil is really nice.
Don´t bash on Karl constantly.

There are just a few things that need to be done to make the daredevil work perfectly fine.

  • Make the new dodges selectable stances. If they are swappable in combat than let them have a cost for swapping. 50 endurance or whatever. If the developers think thats to powerful just make them swapable out of combat only.
  • Smoothen the new dodges. I don´t need super shiny animations. They should just work right in the first place. Cool animations would be nice but not necessary.
  • Put a darkfield on staff 4 so we can use our whirl, blast and leap finishers. Will change a lot. Staff is missing a combo field.
  • Put new grandmaster traits into the daredevil spec.
  • Combine the condition removal on a successful dodge into one of the minor traits.

Tada …. all good again.

Thank you Karl for communicating with us that much.

Best regards!

Shino

I agree 100%. The whole problem is that we have very clear feedback across the board with evidence as to why it should happen but we’ve received no word from ANet.

You forgot to add that endurance regen should be % based on total endurance instead of a set number per tick so that that extra dodge becomes more than just 1 extra dodge per fight.

Yeah this part kittened me up. I thought it was common sense to make the regen percentage based but nope.

Balance Patch Notes confirmed

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Posted by: Tabootrinket.2631

Tabootrinket.2631

You guys think there will be a lot for us on Tuesday, or do you think this is it?

I think

Attachments:

Thief 2012-2015

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Posted by: Tabootrinket.2631

Tabootrinket.2631

We know it’s a joke. We’ll rest but not in peace >.>

You kidding me?

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Posted by: Tabootrinket.2631

Tabootrinket.2631

So you are telling me, Dare Devils 1 EXTRA DODGE BAR…is our class mechanic to the druids avatar form, (which has 5 skills left side like death shroud AND 5 flip skill utilities on the right) Like Are you kidding me right now??
I am honestly kittened off, EVERY other class got an incredible addition to their class FOR FREE, our mechanic has been pushed into the GM traits as a choice as repeated countless times. The Dare Devil is in drastic need of a buff at this point. God help us.

To be fair, if we compare Ranger and possibly necro class mechanic change to ANY profession, they pale in comparison. We have for example chrono, while it is VERY strong, the new class mechanic essentially allows mesmer to use their baseline skills- twice. Kinda boring compared to for example the Avatar State on ranger. Same goes for Scrapper, whose profession mechanics is essentially a ranged interact key. Keep in mind, i am disregarding how strong they are here. In terms of quantity, ranger necro and ele got the long end of the stick while mesmer thief and engi got the short end.

Saying “EVERY other class got X” will not help. Dragon hunter doesn’t get their profession mechanic for free, for example. They have to trade off their current virtues. Same with necro. Anet could probably replace steal with a toggle for the new dodges and make new grandmaster traits, but i would expect many many thieves would not be very happy about losing steal.

TL;DR
In quantity, thief, mesmer and engineer got the short end of the stick (thief got +1 dodge, mesmer got to use all skills twice, engi got a ranged interact key).

At the same time, necro and guardian has to trade-off their current profession mechanic to gain access to the new one. Only ranger, ele, and warrior gets new tools to use that don’t replace any of the current abilities.

In terms of the quantity of new abilities, stop acting like thief is in another tier of bad.

On the paper Daredevil doesn’t look that bad (just lackluster, since we got zero new mechanism).

Execution-wise it’s the wasteland. And don’t get me started on this. Other classes can complain about the new stuff being useless to their personal builds, they are still visually polished (more or less but it’s there). We have yet to see correct basic animations in our spec.

Just give us the Monkey King animation

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Have you seen what other dev teams have done to the other specializations ?
Have you seen the amount of work done in the visual department in comparison to the Daredevil ?

Just give us the monkey king idle animation. It’s not just about viability of the class. It’s OBVIOUS something went wrong in the conception of the Daredevil and somehow zero amount of work was done in the execution.

( 2 poor screens in the Daredevil spec reveal page that shows… nothing, just hammer stance >.> . Come on don’t tell me you’re not aware of the lack of effort)

Just get serious and don’t just “call it a day” after fixing the dodges.

(edited by Tabootrinket.2631)

Balance Patch Notes confirmed

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Karl : " I admit pistols are a bit lackluster "

buffs the damage and calls it a day

Okaaaaaaay…

So I've just played Caithe...

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Ahhhhh those were sweet times when I thought that was an actual preview of what should’ve awaited us in the HoT expansion.

Heck, I couldn’t care less about a fancy “new” weapon. Specialization doesn’t mean " hey I’m learning new stuff I’ve never used before ". Specialization means, “ok I’ve learnt a bunch of stuff I’ll focus on THAT part from now on”.

I thought we would have new versions of the current weapon skills (and that we would be able to choose between old and new version of each 1-5 keys).

Nah, we get a dodge bar. Forget about animations even.

(Event) (UPDATED!) funeral for Thief class.

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Posted by: Tabootrinket.2631

Tabootrinket.2631

In This Thread: People overreacting.

I love the new thief elite spec, and I think it’s great that it draws focus away from stealth and towards the other aspects of thief. Daredevil is the only elite spec I can confidently say I’m definitely going to pursue on any of my characters.

sigh, superiority complex much ?

Look, every class got somewhat polished new mechanisms and animation/visual effects.
We only got an additional dodge bar, and recycled/clunky/horrid animations. And they don’t even want to change the most concerning part of the animation (the idle stance), when basically, it’s their ONLY job in the visual department (since we’re denied stuff).

We get almost nothing, and the devs are like “well kitten it we won’t make it in time so we won’t bother, here’s some ductape”.

Meanwhile in the druid section : “there’s more, there’s more, there’s more”

Everyone get shiny new gadgets for presents, we get a cracked shovel to dig our grave, with ductape on it to make it look like it can remain in one piece.

Thief pistol buff

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Posted by: Tabootrinket.2631

Tabootrinket.2631

If you use IP with PP this will bring in more heals. If vital shot damage boosted 20 percent I think all it needs there is a further increase in speed as in 1/3 second rather than 1/2 second and it in a good place.

Number 2 still needs something.

Replace it with a :

“recharge bullet” skill : no initiative cost, 10 second cool-down, recharge 6 initiative.

(Event) (UPDATED!) funeral for Thief class.

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Posted by: Tabootrinket.2631

Tabootrinket.2631

I’ve just seen the Druid’s reveal page in the annoucement section… 4 screenshots with stance, then the brand new transformation, skill visual effect and new pet.

The same average as other profession… oh wait except the Daredevil.
Remember ?
2 pathetic screens with : An asura with hammer stance… and an uppercut-like staff attack (with the visual effect of a stick auto-attack). And that was it.

From that very moment I knew something was off with that spec to tell the truth.

OP Buff of the Day: Thief Copies

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Posted by: Tabootrinket.2631

Tabootrinket.2631

" I’m gonna push the button "
" No don’t do it Joe ! "
" I’m gonna do it… "
" No ! Noo ! NOOOOOO!!!!! "
pushes the button
server crashes forever