You’ll just go back to rolling swamp anyways. I think the Abaddon fractal had too much hype, the forums would have just been rife with “I’m disappointed” threads shortly after it was released.
I still think they’ll make it in the future anyways, despite what the statements they made previously might say.
Now it will be rife with (evon) players saying “I told you you should have voted Evon” when the Reactor comes out. I’m looking forward to it, but way too much hype has gone into what will only be a fractal (ie not very long).
Where did you guys get this miscommunication come from? I didn’t see any other time but that of the deadline posted anywhere. On top of that you had plenty of time to vote, no one else to blame for leaving it til the last possible moment…
OMG, it’s not 48% of the player base, its 48% of the votes. If you cast 2 votes you aren’t considered 2 people are you?
Lets just get 1 thing straight…
You have no way of knowing what % of the player base voted for what. 48% of ballots cast were for Evon, not 48% of the players base. For all we know everyone who voted for Kiel only put in 1 ballot each, while a few die hard Evon fans put in over 1k ballots each (I know this didn’t happen, but just making a point that we have no idea where the “player base” actually is on this matter).
While I agree that this game needs more end game content, I very much doubt Anet will read any post with a title similar to this thread (as their are simply way too many right now).
-snip-
It was about adding the Abaddon fractal and that is an absolute incontestable fact.
-snip-
Sources please?
I think the topic needs more threads….
For Serious
Well I got annoyed with thieves and glass cannons in general so instead of complaining I decided to go in the complete other path and stack toughness like a monkey.
ended up with just over 4000, SS shows base without food buffs and no thief can kill me ever, never ever. I drew a picture for visual help.
This picture is 100% pure awesome. I thank you for cheering up my morning
Also I don’t s/t-pvp, but from what I’ve read they don’t exist in the higher tiers.
Nah they exist and are in a good spot I’d say. The recent EU qualifiers had plenty of them.
yeah, people will believe anything that is convinient to them. To all those who think there arent thieves in high tiers, bother to watch some of those games, play yourself sPvP and you will see how much they actually are in there. Stop tinking they suck, there is a reason they are so strong in PvP, an d thats because they are too effective at killing even in 2v2 and 3v3 scenarios.
And what build were this thieves running? I can guarantee you it wasn’t D/D (which is what this QQ thread is all about)…
Let me put this in a Realistic example..
A. Thief with HeavyBody Armor/Perma-Stealth— equipped with Machine Gun
B. Any Class without any Body Armor— equipped with a Handgun
HUH? How is this in any way realistic?
Thieves can’t use Machine Guns…
(edited by Topher.1684)
I would give it a day. Their might be a bug which is making the game think you already opened this chest (as in one of the borderlands is acting as two zones). If after a day (after 1 reset) you still can’t open the chest, I would advise opening a ticket, you will probably get faster results.
People are so stupid, that makes their own brain think ever in the wrong (And worst) way.
The new reward system affects only the very end-chest of dungeons (that one with 60 tokens and 26s). ALL other coin drops from any sort of monster (Even the bosses, yes) continue without changing.
“all other drops off of bosses have not been changed” < From release page.
Since the very start of game, gold find never affected end-chest, so.. this thread is worthless.
/endcase.
Bonus Rewards for Dungeons
Each day when you finish a unique path for any explorable or story dungeon, you’ll receive a bonus reward for completion—1 to 3 gold for explorable dungeons depending on their length and difficulty, 50 silver for story dungeons. Guaranteed coin rewards that previously dropped from bosses in dungeons have been removed in lieu of these new rewards for dungeon completion; all other drops off of bosses have not been changed. Now you have even more incentive for braving the hazards of the dungeons of Tyria!
Nothing about the gold find infusion will change it will just be harder to exploit it.
I see where you are coming from now, and there is no reasoning with people like you. If you see using the gilded infusion to run dungeons as an exploit then this whole conversation is a moot point.
I’ve been reading your remarks, and I believe you have this statement reversed. You feel entitled to something, and so far you have rejected EVERY counterpoint brought up (normally not very well).
The infusion hasn’t changed. You can’t argue this point. The bosses will no longer be dropping money, true, but what if the reverse where to happen. What if they doubled the coin drop from bosses. Would all the other players then be entitled to a refund on their non cash-cow infusion? They are increasing the rewards from champions. This might influence their coin drop too. Can I get a refund on my MF infusions?
What if they nerf your current spec (say you are condition and have full carrion gear). You spent time and money building your gear (lets just say you have ascended items since they tie in with laurels). Should you get a refund? I have a back piece (one of the arrow sheath skins) sitting in my inventory because their destroyed the spec that used those stats. Am I entitled to a refund?
This is probably a pointless argument, as you will no doubt just ignore it or maybe worse, agree that with EVERY change in the game, EVERYTHING gets refunded so you can alter your gear without effort. They only cost 20 laurels, it’s not the end of the world if you need to spend the next 20 days to change it (and this is coming from an altaholic that will be changing at least 2 necks when the patch hits).
IMO, those poisons should have just been f2-f4 for all they do for us atm. All the traits could still work that way too (cds may need a rework).
- snip -
I love this idea, but your numbers would need fixing. A 15 sec cd on some of these is too low imo (4.5sec chill, on a 15sec (12sec with 20% reduc) is too strong imo. But overall a VAST improvement on the current venom state. Who ever though front loading all these charges on a 45sec cd, with potentially no affect (with a thieves attack speed all charges could be spend in 1-2 secs) was smoking something powerful. Now maybe if we could activate these charges like mantras…
Also I think you would need an internal cd on the passive, or lower its chance. As I mentioned, D/D thieves attack at an incredibly fast rate, so 20% might be a bit too much (but then s/? attacks slower, hence my suggested internal cd) like once every few seconds (greater then 2sec less then 5sec)?
Mesmer is 10x better
Theif is a wasted charslot in pve and is replaceable with every class
it is really not replaceable, i always bring a thief to FOTM (50+) and he is excellent, area stability, weakness, stealth runs and great dps, i would never go to FOTM without one.
Guard
Mes
Thief
Engineer
Ranger/Necro/Ele/Warthats normally the class combo i take and it works wonders.
Am I missing something? Area stability? When? How? Where?
eh, now that I know about this bug, I still don’t think necro is the best class to get sword kills on :P Now if you could tell us what gives us shield (or even focus/torch/warhorn) credits I think many will be appreciative!
These are not soulbound, account bound.
So, you’re trying to put accbound items into the guild bank ?
I think he meant they are not soul bound or account bound, but if they are account bound you 100% can’t put them in the guild bank.
I would enjoy it a little more if when you died to were placed in an area that made you invulnerable so people didn’t camp the few “rez spots” at the beginning. Nothing like getting nailed at the start only to die 3-4 more times before you load in. That and put a cap of like 2-3 on supplies to prevent people from stacking them and waiting it out in the water…
my thief is getting hit with projectiles whilst doing HS, it’s the same as usual, dont know what your whinning about???
It’s not 100% of the time. It’s situational. It depends on several factors:
1. Which direction the thief is using HS, misses more often when a HS is used laterally across your screen
2. Which part of the HS your projectile fires at.
3. Proximity to the thief using HS.Some examples:
1. Thief spamming HS on a teammate ahead and is moving laterally across my screen, my projectiles will almost all miss.
2. Projectiles fired during the start of HS seem to miss, while ones fired mid-animation or near the end have a higher chance to land.
3. Close range projectiles on a HS spammer can land sometimes due to the fact that they are so close.It’s not whining. It’s a mechanical bug and this is the bug report forum.
That isn’t a bug, it’s because your projectiles aren’t homing (in most cases) so they try to predict where the target will be. If someone moves out the way in time then the projectile will miss; or if they’re moving when you fire and then they stop, the shot will have been fired under the assumption that they maintained their velocity so it’ll be aimed too far ahead of them.
You are correct but incorrect. HS has a pre-determined end-point. It’s not the same as say, using strafe to avoid a projectile. The issue is with the mechanics of HS. Have you ever tried using HS twice down a hill? You’ll find that you heartseeker once forward, then once backwards, even though you are still aimed forwards with no targets selected. The skill is bugged in where it thinks your actual character is while the skill is in use. The projectiles SHOULD miss if timed correctly. But not by a football field length. I’ve had projectiles the fly up into the sky a full 60 degrees the wrong direction.
What you are describing is the same affect as shooting without a target (arrows go straight down into the ground). I think it’s the games way of dealing with a projectile that “misses”. It doesn’t mean the game thinks you were trying to fire at the broad side of that poor barn.
As for HS movement bug, I would love it if they finally fixed that. Heart seeker doesn’t have any vertical movement, despite it’s leap like nature. If you HS off a cliff, you drop like a stone the moment you don’t have ground under you, while I can “leap” off with my Guardians GS and end up a fair distance from the cliff face. So when you HS down a hill, it takes the game a moment to register where you are. On your screen, you are where the HS distance should take you, but the game thinks you are a fraction of that distance (drop in the Y axis stops this abilities movement I think). At least this is the best way I can describe what I think is going on.
Sorry if that was confusing :S It’s probably not you, but rather me that is making no sense…
my thief is getting hit with projectiles whilst doing HS, it’s the same as usual, dont know what your whinning about???
It’s not 100% of the time. It’s situational. It depends on several factors:
1. Which direction the thief is using HS, misses more often when a HS is used laterally across your screen
2. Which part of the HS your projectile fires at.
3. Proximity to the thief using HS.Some examples:
1. Thief spamming HS on a teammate ahead and is moving laterally across my screen, my projectiles will almost all miss.
2. Projectiles fired during the start of HS seem to miss, while ones fired mid-animation or near the end have a higher chance to land.
3. Close range projectiles on a HS spammer can land sometimes due to the fact that they are so close.It’s not whining. It’s a mechanical bug and this is the bug report forum.
That isn’t a bug, it’s because your projectiles aren’t homing (in most cases) so they try to predict where the target will be. If someone moves out the way in time then the projectile will miss; or if they’re moving when you fire and then they stop, the shot will have been fired under the assumption that they maintained their velocity so it’ll be aimed too far ahead of them.
You can reproduce this vs a warrior using rush, or an ele using RtL or any other class that has some form of dash. You can also shadow step/teleport/blink away in time to avoid projectiles. I would assume this is working as intended.
I know that necros can’t use swords, but still they still should be the profession easiest to get sword achievement …
Conditions are tied to players, not skills. If they were tied to skills (and players), they could make temporal curtain (mesmer focus #4) and symbol of swiftness (guard staff #3) stack swiftness.
…I still don’t understand what you are trying to say here…a profession that can’t use a weapon should have the easiest time leveling said weapon master achievement?
BTW, try not to necro old threads (last reply to this was January).
There’s nothing in the forum rules about this, by the way.
In fact, it makes a lot more sense to contain the discussion about one issue to one topic, and not create multiple topics about the same issue. The devs themselves have stated that they use the number of replies as an indicator for which threads deserve the most attention, so creating 30 topics on the same issue wouldn’t be conductive, plus it spams & clutters the forums.
Because you know what the devs don’t have time for? Doing a google search on every bug report: https://www.google.de/#output=search&sclient=psy-ab&q=site:forum-en.guildwars2.com+Itlaocol+bug
Not saying its against the rules, but it’s generally not a good idea to necro 7 month old threads. As it turns out what he/she posted wasn’t a bug and had nothing to do with the OP (although he/she probably didn’t know this at the time). So what you and I are doing right now is pointless, and we are bumping a thread that for all I know was solved 7 months ago.
Since the patch, I’ve completed t4 on the following (mostly to prove it could be done in other posts)…
- valk s/p thief
- war zerk riffle
- war knights axe/mace
- guard knights sword/focus
- s/d ele (bunker stats)
Happened to me today. I swtiched from 10 slots bags on my ranger to 2x 20 slot fractal bags from my guardian and from now compact don´t work for me.
That’s normal for fractal bags. If you notice, they store items of a certain value (masterwork/rare/exotic), and so act like invisible bags for the compact feature. BTW, try not to necro old threads (last reply to this was January).
Do you have permission to deposit? Are you trying to add them to an existing stack? (you need to withdraw the old stack, add the new then redeposit the new stack)
If memory serves…you never have been able to MF items bought with badges/karma (same with you can’t salvage items bought with karma).
IMO achievements for short term events (ie living story) need (should?) to follow 1 of 2 paths, and stick with it.
1) Skill based achievements. This would anger the vocal minority (maybe majority?) of the game base as many want to be handed achievements now (I guess this is the problem with attaching rewards outside titles to an achievement system). If this was before achievement rewards went live, I would feel this is the right path to go down, as it offers some form of accomplishment to those able to complete the achievement, while not taking away from those unable.
In this category I would place the dreaded win x games, find all 52 crystals in less then x time, achieve highest [insert stat] award x times…things you actually need to work for.
2)Participation achievements. This would encourage players to keep playing the game. No need to farm 10+ hours to get an achievement that requires little work, instead have the achievements based on participation in the games. The arena mini-game achievements were great (the crystal carrier could have be a few less kills). The Survivor achievements were great (2500 points should have been less imo). All you need to get them is to play the games a few times (ignoring 2500 points). If they tied the living story achievements to participation, I think more people would enjoy it. I would LOVE to play the arena mini game a lot more, but due to time constraints I’m having to farm survival instead.
Achievements in this category would include play x mini game 10-15 times, pick up all items in said mini-game, do something x times (headshot/score/toss crab…)
I’m more a fan of option 2 with limited time content (living story), as it would encourage having fun with the event, instead of adding (pointless) grind/frustration. I don’t have a problem with hard to get achievements (something this game kinda lacks outside the 30 year long WvW achievements), but I think they shouldn’t be tied to content that will only be here for a short while. I think the AR dungeon achievements were great!…now if only they were for regular dungeons instead of a temp dungeon.
Overall I think ANET is going in a positive direction, lets just hope they keep improving!
I’d also like it to go back to the way it was. At least then I’d have a chance of finishing the achievements. Or as others have said, give everyone the achievements since it now broken and exploiters got them done early (like usual).
When did achievements go from being something to strive for to something that is given (ah, the glory days…5+ years ago). The achievement is still possible. In fact, it’s still possible on most (if not all) classes. Granted most will still have to use the spawn point tactic, this doesn’t change the fact that it’s still doable.
I assume you’ve soloed it since the patch? Screen shots of it? Video? I won’t hold my breath.
Nope, I have not tried it yet, not before, nor after the patch.
I simply find it funny when people whine about lack of challenging stuff in the game, and then when something is challenging people whine about it being challenging.
I really don’t see all the arguments about doing it solo either, since it is supposed to be done with a group.
Well, technically it CAN be done in a group, duno about SUPPOSED to be done with a group…I will agree it would be nice to do it with a group/friends without wanting to stab said group/friends for upping the difficulty so much.
Snip
I soloed T2 with 40+ kills. I don’t have a legendary, and only one piece of ascended gear.
The fact that they failed 4 times making the video just means they are either bad players, or lacked coordination. Or both. Gear != skill.
When. And with what build/gear?
I’ve continued to solo t4 with 20+ kills with either my zerk warrior, valk thief or knight guardian. I never knew about the glitch with spawns til late, and have been able to farm it even after the “fix”. It’s just a little bit harder now.
I’ve also duoed it with guildies to help them get the achievement…
I’m not saying you need to l2p, but it is doable even now. Please don’t try it once and deem it unbeatable (or how ever many times you tried it).
I can post builds should you request it.
Edit: I just did t2 with 41 kills on my first attempt, in case you were referring to farming t2…
It’s not easy, i wasted some significant time trying to solo it yesterday. I don’t want to be too quick to say it’s impossible (at least for solo), but it might be.
I can’t tell if you are being serious or not…but when they say solo, what they mean is solo by the spawn points. They don’t kill anything but the plunderers.
To everyone: He isn’t suggesting a change to heartseeker. The skill works as intended on its own. The issue, and I’m sure a lot of you have experienced this, is that tapping skill 2 in quick succession results in more than 1 attack when in the heat of a fight, wasting both your initiative and resulting in accusations of a lack of skill. Exhaustion would need a lot of work to only limit the spamability of heartseeker in combat (since it’s frequently used to cross large distances out of combat).
Unless I missed something in his post (very possible) he is suggesting a change to HS, and every other spammed ability. He wants players who purposefully press 2 more then once or twice to be penalized.
I agree that in combat I have pressed 2 and had HS go off twice (first one killed the target, then I HS in some random direction wasting initiative), and this is annoying, but this is not what the OP I talking about (I apologize if it is, but your subsequent posts in this thread suggest otherwise). Anet has already done something similar to your last point about in combat/out of combat with elementalist RtL (ride the lightning), which nerfed their ability to move around out of combat (of getting out of combat) into the ground kinda. So even if anet took this suggestion and deployed it, I doubt they would let us keep it’s spam-ability out of combat.
IMO, hunters sb auto attack is too fast. Maybe for every 3 arrows fired without using another skill they should have their damage reduced by a stacking 10% debuff. This would help prevent those horribad rangers from auto attacking things to death.
That’s an issue better handled by implementing a skill chain where the first two attacks are “meh” for direct damage, but cause a condition, and the final attack is the pure damage attack.
To be honest I’d expect more QQing from Rangers than Thieves with a damage reducing exhaustion mechanic, as that class needs more fixing up than an exploded meth lab.
We’ll that went right over your head. I’ll make things easier for you. This is a stupid idea (yes yes, IMO). And saying a HS spamming thief can “compete with some of the best DPS metagamers to ever put their hands on GW2” just goes to show at what skill level you are playing against. It’s pretty much on par with saying HB warriors destroy people in competitive PvP. Does HS spam kill things? Sure. Can it be used to kill unaware players with ease? Absolutely. Does it do high dps against players on the verge of death without much thought? Yes. Can it be used to solely bring a player from 100%-0, a player who is aware of whats going on? a player not in wvw where the thief may not have even rendered in yet (as in you see the players name, but that’s it due to the 50 or so other people around you)? No.
The animation is not instant, so you can easily react to it. You will probably be hit once or twice, but if the thief is opening with this it will do little damage (maybe 2k crits). If you get hit by a third, you are afk, or have been stunned/knocked down by some other player, or are pvping without some form of mobility/knock down/back/root, in which case you deserve everything that happens to you.
On another note, your “suggested improvement” would hurt (as has been said):
- DB cond thieves
- boom strippers (vs bunkers)
- unload p/p thieves (rare and not competitive, but you do run against them)
- SB blast thieves (found in wvw not pvp)
- PW spammers (not common nowadays, but still present, and their play style is just as valid as yours).
Can you at least see that this “fix” would do much more then “fix” HS spam? (like anets nerf to CnD in order to fix BS spike…)
IMO, hunters sb auto attack is too fast. Maybe for every 3 arrows fired without using another skill they should have their damage reduced by a stacking 10% debuff. This would help prevent those horribad rangers from auto attacking things to death.
So we now have content that can be done solo by thieves, but guild groups can go suck lemons.
Lovely.
Bezerker geared characters
Thieves, mesmers, guards, warriors, rangers, engineers, and necrosso far actually…Fixed that for you.
Solod with my bunker guard in bunker gear (just respeced traits for more dmg) and valk geared thief traited for crit/stealth, so no, zerker geared characters are not needed to solo this.
Best way to solo is to not fight anything else but the plunderers. Stay close to the mortars, go in to kill the plunderer, get out. Don’t chase the plunderers too far, you can wait for them to get back then finish them. Use your CC.
yeah, you obviously had luck, like I had on my first try of T4. it was possible, as only 3 plunderers spawned on the right side. since then I’ve tried 6 times and every single time I only get plunderers on the right side, immediately followed by ones on the left, and 2 strikers/swashbucklers and 1 veteran (which respawn if killed of course). in that composition, you cannot win anymore, as they never leave your frontyard, unlike those that spawn when you get lucky and have plunderers on the left.
this is by far the worst instance I’ve seen in this game. I really can’t fathom how they design that stuff without ever trying it out themselves (which they obviously didn’t, let’s not kid ourselves here)
For the plunderers spawning at the front most spawn point (I’m guessing it’s the one in front of the rock? The other side is so far back that it shouldn’t be causing any issues), swim out and back towards the pile of gold, normally a sweet spot there which gives you enough time to go in and kill and back to the water. Don’t worry about the other side while doing this as you should have enough time to kill them on their way back. It is still possible with the spawns you talk about, you just need to change up your strategy.
I’ve successfully done this multiple times (as well as some unfortunate spikes that I ate which killed me) so I will agree a little bit of luck is involved, but no more then anything else really.
No Rapier.
Instead we get strange funky stuff and apparently its not easy to get AT ALL.
I opened 15 black lion chests and got 6 scraps. That’s it. Common my behind.
6/15 is actually very common…like your odds of getting a mf booster instead of a xp booster or something
I don’t know how you can solo this and not have aggro. By the time you run back, plunderers have spawned and possibly more enemies as well. They spawn quite in the back as well near the spawn-sites. I only had ample time to kill the runners in the beginning, they I started getting mob aggro.(sylvari mesmer)
Hang around the spawn point, use the rock to loose aggro. I’ve found the strikers are the only things you really need to loose, the others don’t do much (but still try to loose them when possible). Remember, the plunderer has to return and throw the bundle away, so even if you don’t kill them when they spawn, you can finish them off when they return. I’ve only noticed they start to heal when they run to the very back pile of gold, which isn’t often.
… Ended 2 times lvl 4, no acheivement unlock…
Another untested crap…try to finish tier 1 and 2 first to unlock that achievement
I’ve already finish tier 1/2/3 with Kiel & Evon.
You did 3 after 1 and 2 were completed right? That’s the only other thing I can think of that would cause this to not happen, and it is very possible this is a bug.
I think the scoring needs to be adjust a bit for the Survival game. I made to the final 2 three times and my name never even made the top 10?! I did not kill alot, mostly gather, but I always had at least 1 kill and one 1 trap set off. Shouldn’t I get in the top 5 for making it to the final 2?
Does anyone have a better break down of the scoring system? Link?
http://dulfy.net/2013/07/23/gw2-southsun-survival-cutthroat-politics-guide/#6
Scavenging: 1 pt /scavenge (this includes revenge motes too)
Arrow hits: 1pt/hit
Player kills: 5 pts/kill
Sucessful traps: 2 pts/trap
Final Survivor: 50 pts
IMO, the only thing these mini games needs is to stop letting people join matches that are already over (in survival if you get put in a game already in progress you start off as a ghost and just get to…what? punish people for starting the game without you?)
Candidate Trial T3
http://www.twitch.tv/forsaker_/c/2626665Candidate Trial T4
http://www.twitch.tv/forsaker_/c/2626667
GJ at linking a private feed…
hmmm anyone solo-ed it with a warrior? O_O
Very easy with a rifle and zerker gear. Take healing surge and/or signet of fury and you should be able to snipe every second plunderer (I saved this for the spawn point that closest to the pile of treasure). I used the mortars to charge up adrenaline when I had downtime (which is often, doesn’t take much to kill them). Take Bolas for some laughs if you want too.
Edit: I’ve done this several times, and have only lost at most 500g (1 plunderer) in a run (most often it’s a “perfect” game).
Edit 2: I would agree with the people saying the scaling is a bit off. Maybe a closer look into this is warranted. What I think needs fixing ASAP is the bug (I’m assuming this is a bug) where when in a party, if someone dies (not downed, dies) the event has a good chance of failing (this happened to us many times before we finally decided to just solo the instance). Nothing like getting to under a min left (and not using the stay next to the mortars strat) and having 1 member die (first time was to a dc too…) and bam, event failed (still had full treasure).
(edited by Topher.1684)
The solution is: Glass Cannon with our dear Basilisk Venom, they are medium armor, they can spec full Toughness, but they will die in few seconds anyway.
It’s time to stop this D/P 10/30/30 abuse…There is something interesting here: Hunter’s Shot
Hunter’s Shot – Discussion
LOL at the people thinking that a piercing Hunter’s Shot not granting multiple stacks of stealth is a bug.
Assuming a ranger would stay in stealth for the full duration of stealth and with the -20% CD reduction on weapon, over 30 sec the stealth uptime is roughly 40%.
Actually, its 31.5789% of uptime if traited. They have to go a long way to get something out of this (30 points in MM, giving up signet actives on the ranger), which is 5 stacks of vulnerability, and a guaranteed crit (which doesn’t work yet).
Isn’t quick draw (20% cd reduction) a master trait (20 points) in Skirmishing (not 30 points in MM)?
ya know, just throwing this in here. But say you use “piercing Arrows” with this new shot. Wont that make rangers able to chain stealth insanely if they fire into a crowd?
I would assume they will also get the revealed debuff? thus preventing this? They can still achieve about 33% (or is it more?) uptime on stealth though.
ya know, just throwing this in here. But say you use “piercing Arrows” with this new shot. Wont that make rangers able to chain stealth insanely if they fire into a crowd?
Probably not , but it brings up a good question, if the first one hits the target, it procs stealth, does that mean the 2nd/3rd target hit would bring us out of stealth?
I’m guessing it will act like HS does now through a smoke field. We still do dmg, but stay in stealth since it’s all the same ability.
(edited by Topher.1684)
i have 160 and spent like 30 so i would just save em for when ascended armor/weapons come out. i imagine that getting alot of armor and weapons is going to cost like 60-80 laurels per character so save em up! dont spend them or ull prolly b sorrY!
Didn’t they say the new armour was going to be crafted (@ 500 crafting)? Granted, they might add mats to the laurel vendor…
Well an iron pipe would be an iron pipe if you picked it up and used it as a weapon, don’t know why you would think I’m saying anything can be a mace…
Again, you are using 1 incarnation of the “mace” weapon (middle ages version of the mace), and assuming all maces need to follow this model. The mace however dates back way before then. A mace also does not need to have a metal head (again, this is from the middle ages).
Not sure why you bring up makeshift weapons, as those has yet to be mentioned.
It’s a totally different weapon, so do you want to introduce another weapon set? :O
http://www.merriam-webster.com/dictionary/mace
1
a : a heavy often spiked staff or club used especially in the Middle Ages for breaking armor
b : a club used as a weapon
Maces and clubs are the same weapon…they just bring up different images in your mind. Technically speaking, many of the “greatswords” in this game aren’t greatswords. Nor is the slingshot a short bow. Nor is the charzooka a rifle. Nor is the sai a dagger…
The OP was just trying to give a third class the option of using this weapon skin.
Necro thread is win
Actually, a mace doesn’t fit as well as you may think.
Historically speaking, the main point of having a mace was busting armor.
While Axes would be a rather risky weapon due to armorsmiths devising some neat tricks, so they slide off and there still being the chance of an axe getting stuck and impossible to remove after successfully penetrating armor and swords having tons of problems on their own, mainly being absolutely useless outside of Hamer/Pommel strikes and half-sword stab attacks, the mace was the undisputed king of armored combat.
In a battle between two armored foes, a mace is a terrifying weapon. Even, if it doesn’t hit full on, it can still cause concussions and limit your movements by damaging the armor.You gotta differentiate between maces and clubs.
The mace was mainly a widespread weapon for open field combat due to being easier to craft than swords, while also being sturdier and not suffering any drawbacks against armored foes.
As it still required lots of higher quality metal, it was still expensive and, against unarmored opponents, way overkill, especially for guys who are short on money, as thieves typically are(else, they wouldn’t need to rob people, would they?).Basically, it doesn’t have a reason to be used by thieves. Against armored opponents, if you are unarmored, your only chance is getting a dagger stab through an opening in the armor, before he realizes. You can not stand there with your mace and swing at him, when all it takes is a slight slash from a sword or whatever to kill you.
Against unarmored foes: You basically got a stick with a huge ball of steel on top of it. It’s heavy, it’s rather slow and it is a sure kill, if it hits the head.
Replace it with an axe: It’s not quite as heavy, rather fast and a sure kill, if it’s a clean hit about anywere. Replace it with about any blade and it gets the job done way better. They are faster, not as heavy and an absolutely sure kill, if it’s a clean hit anywhere.
This is all, if you want to kill.
If you don’t want to kill, don’t even try to look at the mace. It breaks bones, causes internal bleeding and can pop the skull wide open with as much as a glancing blow against unarmored targets. Maces are no weapons for thieves to use, unless they are stolen from a Guardian. Let the heavy tin cans swing their balls of steel on short sticks, because it makes sense for them to use them. If you want to kill, get a dagger, if you don’t want to kill, pick up a friggin oakheart branch from somewhere and smack’em good. The mace is inefficient as a killing tool(for thieves) and generally not suited for anything else.
Then don’t think of it as a mace, but more a Billy Club/Baton (which you mentioned briefly), which fits nicely with a thief (knock out the target you are thieving instead of killing them with a knife?). Even if you think of thieves as assassins (which is how I’m sure ANET thinks of them), a Billy Club/Baton would still fit, as some missions they might not want to kill everyone, but just their target. From the description of the skills (other the #2) this sounds exactly what the OP was thinking of when writing this post. Pistols don’t fit with thieves (or assassins) either unless you include some form of silencer.
For those claiming this is too OP, try to critique the abilities, not the damage you think they are going to do (the daze/stun while remaining in stealth for example would be abused a little too much IMO).
Mace/Pistol would have to cost like 4/4 or 5/3 to balance out spamming issues (I want to avoid anet putting cds on any of our weapon skills, as I think that’s what makes this class great and separates the good thieves from the HS spamming thieves). I’m thinking 5/3 with the initial hit dealing little damage, while the unload being similar to sneak attack for damage, but with less bleed stacks.
(edited by Topher.1684)
