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poison which is one of the most if not the most underpowered condition atm.
Poison is pretty awesome once you understand that its main role is really to prevent leaving combat (via long-term stacking it with duration) and nerfing enemy heals. The damage is a nice little bonus, but poison is an effect you apply for an attrition battle, not something you’re trying to kill someone with. I’d rather apply a poison than 3 stacks of bleeding to a group of enemies any day.
Im going to disagree because most of our poison is short duration and even fully runes+traited for max duration its still not lasting all that long to “prevent leaving combat”. I would consider cripple a condition for “preventing leaving combat”. The healing debuff is also not all that great either, You only really see the effect on bunker builds, thats about it, and even then easily cleansed.
The complaints against suggestions to add more condition damage and debuffs onto weapon abilities have been quite moot so far.
Burst thief is not the only build and shouldn’t be the only viable set.
DB is the thiefs best option for group vs group AOE for condition thieves, and for applying stacks to multiple mobs as well. The rest of the attacks on dagger except the lackluster poison on chain #1 are pretty much 100% designed for burst builds.. I say they should at least add more high duration conditions to d/d weapon abilities like the following:
Every hit in the #1 chain does a condition, direct damage unchanged.
The only ability I would change the direct damage on in D/D is Death Blossom. I say remove it or make it do very minimal damage, at the same time either lower the init cost by 2, or increase the bleed stacks it applies on each target hit by 2. I never see burst thieves using it anyway, and the only reason theyd ever need it is MAYBE the evade which would still remain
Condition thieves don’t have any other viable AOE/gvg condition weapon set. Cluster bombs bleeds are still lackluster and short duration, other then that is poison which is one of the most if not the most underpowered condition atm.
If you want to try and make the argument “Well d/d is meant to be the burst damage set”, anyone can make a counter argument of equal weight that “If it was meant to be burst set then why is our only viable Bleed AOE there” Plus, what also makes the first argument moot is they don’t have to touch the burst damage of it to add things like bleeding and poison to more attacks because your build will always be sacrificing one or the other.
I also don’t see any reason why we can’t do burning condition on some attacks. Doesn’t have to be d/d but still, you can’t compare to real life situations because it is a game in a fantasy setting. There is magic, spells, magical stealth, teleporting. If you really needed some kind of loreish staple to make it work in your head you can just say Thief taps into the Shadow arts and can create shadow flames. whatever
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Make Mug a knockdown for 2 sec instead of damage. Take away vulnerability from CnD, make it so it doesnt work with steal and instead of the vulnerability stacks, have it do like 3s of chill .
Take away direct damage from backstab front hit, have it cause something like 10 stacks of bleeding at high duration, and poison at high duration. This adds synergy to condition builds,
more dependable condition damage options like burning on a weapon ability,
1200 range on SB or Pistol talent,1) Agree, would love access to burning… off the top of my head, I don’t think we have access to burning. Some might say that it’s not very ‘thiefy’ to set things on fire… but personally, I think arson is exatly that… sneaking up and lighting things on fire!
2) We have 1200 range on SB with Cluster Bomb…. but I would love to see 1200 range on Choking Gas! (speaking of 1200 range… I would love to see Thief get a rifle ala Sniper… but I think that would be a far more massive update.)
how about backstab front no longer does direct damage, it does a 10 stacks of bleeding at long duration, and poison at long duration. Mug no longer does damage but knocks the target down for 2 seconds
more dependable condition damage options like burning on a weapon ability,
Reduced init cost of DB or more stacks/hit,
Ricochet talent to be 100% to cause pistol shots to bounce 2-3 times,
Flanking strike pathing,
1200 range on SB or Pistol talent,
Making venoms and traps worth the utility slot or at least merging the venoms into a weapon ability of each set and removing them from Utility slot,
Init cost on Infiltrators arrow reduced greatly even if it means getting rid of the blind
This statement was released by Knyx,
of the official Thieves Guild.
“This is for all my Thief brothers and sisters! ArenaNet has clearly shown time and time again they cater to the whiners, the inept, the unwilling to adapt. Today we got news of even more nerfs in the pipeline.
I call to you, my fellow Thieves, with a request to boycott gem purchasing and trading (for gems) until ArenaNet stops the senseless nerfing, that with their track record will never stop. Until ArenaNet uses creative thinking and increases the viability of our non burst builds, and increases the viability of our other weapon sets. Until ArenaNet fixes bugs before resorting to nerfing.
I call this the Honor Among Thieves Initiative, yes pun intended.
Stand firm!
Lets hit them where it hurts, their wallets!
We are Thieves after all”
End Broadcast
Okay Knyx invited everyone. Yes the server is Ehmry Bay.
what if they cut the orb bonuses in half but just had them buff everything I stated in the OP included with current buffs. You have to admit the current stats they buff are pigeon holeing people even more into the extreme spectrums (Burst vs Bunker) I consider condition to be the middle ground there because no matter what it kills you really slow compared to burst but yes can be frustrating if your cond remover is on cooldown or you didnt slot one (your own fault) but same can be said if your certain invul was on cooldown when you were backstabbed etc etc etc. Healing wouldnt get to rampant it would just make the healing debuff on poison (and timed interupts) that much more a viable and widespread option
Just wanted you guys to know we’re looking at this specifically right now. We will probably bring down the raw spike DPS for some builds, but we’ll be careful to increase other areas to compensate.
I hope this means you are gonna be buffing condition builds….. maybe more conditions like burning? or less init cost? orb effectiveness for them in wvwvw?
anyone have any comment on this
So I am sure the idea of the same Orb benefits being given to the outmanned buff has been posted over and over. I would just like to add the following::
I think all orb buffs need to be changed to instead of benefiting Pow/Prec/Tough/Vit, to benefiting only Condition Damage, and Healing, Condition duration and Boon Duration. Now I know some people will flame that this will only benefit a few classes or builds, but that is because they are not thinking clearly.
Healing? I am willing to put you got at least 1 healing ability on your bar…. There are also talents in most/all classes that give some sort of healing or regeneration.
Condition Damage? Who cares if your build doesn’t excel in condition damage. Every class does have a build for such stat however. Either way, not every orb stat has to benefit you directly. Condition damage is a slow killer, where as pow/prec are fast killers.
Cond duration? See Cond Damage explanation, and also add that every class has ATLEAST 1 condition remover ability that wipes multiple…
Boon Duration? No matter your build, Id bet there is atleast 1 ability in either one of your weapon sets or on your utility/elite bar that adds a boon, so this benefits everyone. There are also many group boon granting abilities in the game. Also remember Boons can be stolen AND stripped.
I think these ideas make for a more balanced experience no matter which side of the field you are on. Having the orbs buffs the main stats like they do now, not ONLY create extremes (like super benefiting burst damage and super benefiting bunkers) but add more negative skill to an already hindered skill environment (zerg to win). If they were changed to buff more of the secondary stats and functions like I mentioned above it is more balanced and does not create any extremes which means fights can be enjoyed with our without the orbs and actually relying on player skill instead of orbs+numbers.
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Everybody should have been invited. Knyx wants to remind anyone that joins to register for the website: theassassinclan.enjin.com
Also that some people are joining but not representing. You cannot see guild messages or chat if you are not representing.
This is just a little imaginary constructive ramble, no need for flames.
I would have made the thief start off at 0 initiative. Every weapon attack would do moderate damage OR a bunch of conditions (with evasion in mind for some of the attacks). Every attack would have a cooldown and build initiative. Damage difference and cooldown would depend on weapon set. All of the stealth attacks would have equal worth and there would be no positionals. Stealth attacks would build a single initiative as well. Steal would remain the same but F2-F4 would have initiative spenders= a very high damage hitting finisher, a multi hit burst attack, and a stealth (costing initiative)
The biggest burst damage a thief would do would be from the initiative spenders. THe multi hit of the initiative spenders would infact be more designed to give condition builds a burst damage attack based on condition stacks or amount, with the finisher being just like heartseeker but heavier hitting and as it is more for power/crit builds. The initiative spenders would use most of your initiative in a single use but the damage/duration would be buffed to make up for it
However no matter the weapon set the F2-4 would only change barely (mainly for Pistol mainhand and shortbow), and the animations for given weapon type.
Initiative spenders would have no cooldown.
The healing abilities and utility slots would remain the same, the traits would relatively remain the same. Initiative would degrade out of combat similar to A warriors adrenaline but a little slower. There would be no stealth granting weapon abilities.
Venoms would be removed from utility slots and each would be integrated into a weapon ability of each set. For venom sharing it would just give all nearby allies the ability to apply any condition the thief has just applied on their next attack.
What do you think would be a cool design?
5pm-12am EST
/15 char
Knyx said he will get you invites today as long as the hurricane doesn’t knock the power out. He says we need more willing to transfer openly to the guilds home server so goal wise we can field one to two 5 man groups in each borderland.
Knyx says he invited you today Croatoan
He also says he needs at least 5 more willing to join the guild and be on Maguuma server, he wants to have 20 active on Maguuma before voting on a secondary home server. This way it can be expected the guild will have enough presence in wvwvw during primetime (after work+weekends) for EST and PST. If there were any Australians/Oceanics that were interested to be a night presence for the Thief Guild, that would be amazing. Currently the guild has 38 members but quite a few are spread out on other servers, and a few are even Euro.
According to Knyx, he figured out why it wouldn’t let him invite people. If you are still trying to get an invite please post again, but also make sure to delete some of the pending invites you have in game from other guilds.
He said there was a trial run yesterday in wvwvw and without build synergy and only like 6 thieves, it still went very well,
According to knyx it will not let him invite anyone now because it is telling him the guild is full but yet it is only at 24 members and does not show any pending invites. It does not let him apply for a bigger license either saying he does not have enough members
Any ideas?
Friend is having a guild problem
"
No pending invites showing. only 24 members. Does not let me invite people because it says we are full. Doesn’t let me get a bigger license because it says we dont have enough members
………….. come on"
So my friend has a guild,, it has 24 members and doesn’t show any pending invites.
However whenever he tries to invite people it says he cannot invite anymore.
When he tries to apply for a bigger license, it says he doesn’t have enough members.
Any ideas?
Server vote is finished according to knyx. Thats why he created it on Maguuma. With Sanctum of Rall being second highest vote, once the machine is fine tuned on Maguuma, he def wants a cross server one on SoR for those who refused to transfer to Maguuma.
He says he plans on doing some wvwvw today once enough people get on.
Thanks for the suggestions. Did a couple trial runs in the Mists to find a build after reading a few build threads…
I tried a condition build with shaman amulet. D/D, lot of burning and some bleeding. Seemed decent enough, my health didnt move much but I am not sure if I am too big on 13k hp in wvwvw with all the AOE, Siege and burst flying around.
Which brings me to the next build which even had less effective hp….Glass cannon, Berserker amulet with a lot of % to dmg traits, and scholar runes. Still D/D. I liked the rotation and it did pretty sick burst quickly, but the hp+ toughness is still leaved a LOT to be desired.
I am worried if I try any hyrbid of the 2 it will be extremely lackluster. I also think D/D might not be the best option for wvwvw except for like roaming which offers the least contribution to the war effort, (wouldn’t even be able to hit pple on walls or below them).
If you have any more suggestions it would be great.
Please note:
The guild was created the other day with the name The Assassin’s Clan on the server Maguuma. Maguuma won the vote, and so did the guild name “The Assassin’s Guild”, however according to Knyx. “The Assassin’s Guild”, “The Assassin’s”, “Assassin’s Guild” were all taken, so was the second most voted choice… So he decided to just improvise and will be holding a vote in guild chat one of these days to vote for a new name if need be. He also says the guild has 20 members as of last night, could be more now.
Make sure you get in to cast your vote for a guild name (server looks set in stone atm). He is suspended from the forums remember. Make sure you message him in game, not me.
Yea Knyx said he doesn’t mind doing voting again once everyone gets an invite. He also doesn’t mind us being cross-server (like 2 total), he just refuses to move to a que time one like SoR.
He told me like 20 min ago he will be in game in a few hrs
Anyone have any suggestions on a wvwvw build.
Was either considering trying straight up condition build with heavy burning and a side of bleeding, or maybe straight berserker mobility build, or even a bunker.
If anyone has any suggestions with specifics please do tell. Damage numbers/ ability of their build as well.
Thanks
Okay so Knyx made the guild. Had to use “The Assassin’s Clan [TAC]” because Guild was taken, so was just The Assassins, and so was Assassins Guild.
Maguuma is the server so be sure to check in with him
Ok my post with the tally thing is updated. I suggested to Knyx the guild name should be The Assassin’s Creed, since he is a huge fan of that series…. you can tell just by looking at his thief pic in this section…However he said he is not sure if A-net would even allow it because the game name is technically trademarked.
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I updated it again for you guys and gals, I have to go to bed now. I will check again tomorrow.
Updated for you. Thanks guys
If you guys decide to roll on S.O.R I’d be glad to hlp out when I can. Sounds like alot of fun !! ^ ^
Ill add your vote, Knyx said something about talking to people in game and a few said SoR has long ques and so does every server in that bracket and up.
awesome, for some reason whenever i clicked on this thread it would just show the reply box and none of the posts nor pages
Ok it worked now. I updated my post
Shadow trap sounds like it works very well for spvp.
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So Knyx told me that he was temp suspended from the forums. What im getting from him is that he was
" keeping active in a couple nerf thief they do 20k damage in 1 second threads in the spvp section and kept
asking for evidence to back it up, because they were spewing misinformation, and yet they were not
suspended but he was"
also even though I don’t play much, I know him. He has asked me to keep this thread updated while he is
away from the forums, and he would ask that you all add him in game. Thank You.
The Voting tally
(A)Maguuma = 7 votes
(B)Sanctum of Rall = 5 votes
(C )Dragonbrand = 2 vote
(D) Ehmry Bay= 1 vote
(E ) Blackgate = 1 vote
(F) Ferguson’s Crossing= 2 votes
(g) Crystal Desert =1 votes
+
Poison [SIN] = 1 vote
Obsidian Flame [???] = 2 votes
Assassin[SIN]= 2 votes
Swindler’s Luck [LUK]= 1 vote
Obsidian Protectorate [OP]= 1 vote
The Assassin’s Guild [TAG] = 2 votes
Looks like Maguuma is winning so far. He said since this is the second time he was suspended
from this forums, and the first time “was a week long for the same thing”
I won’t use his exact words because it would probably get me in trouble but he definitely used words
pertaining to a certain German regime and comparing them to certain powers that may be. With that said, it
looks like he wants to wait just a day or 2 more since people work and whatnot to end the voting
and start this guild thing up.
Thank you everybody hope I explained it well.
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Malchor’s Leap- south of wren waypoint the bow Skill Challenge is bugged still. invisable and can’t be interact with nor seen.