Showing Posts For Turk.5460:

Thief still balanced around preparedness?

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Posted by: Turk.5460

Turk.5460

It sure seems that way.

Especially with the initiative costs of the new elite spec. How much longer are we going to be forced to take Trickery to be viable in any competitive setting?

Are there any other professions that are forced to take one tratiline to be viable in both base and elite versions (and soon to be 2nd elite)?

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Evade Frame of D/P and/or Daredevil

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Posted by: Turk.5460

Turk.5460

Wait let me get this straight. OP thinks that just by equipping a dagger in the mainhand, and pistol in the offhand – the evade mechanic is altered?

??

???? ??? FRIKKIN QUESTION MARK ????

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Change Tagging Mechanics

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Posted by: Turk.5460

Turk.5460

pretty funny you seem to all really dislike people who play for rewards and are willing to admit it, when 99% of the game is the prestige of gaining new shinies, which you all collectively work for and strive for. Seems very hypocritical to me.

I play this game to kill other players and hopefully get salty whispers.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Why no ban for the Maguuma Pip Farmer?

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Posted by: Turk.5460

Turk.5460

I mean, as long as they are not playing both accounts at the exact same time, I don’t see how it is against the ToS. They aren’t really affecting much except a slot in queue, so I almost see no issue here.

I think theres something about that in the ToS about match manipulation. And since enemy kills give War Score, even a tiny bit, it is still blatant match manipulation.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Love gliding!!!

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Posted by: Turk.5460

Turk.5460

Gliding has been fantastic so far. If not for ease of movement in your territory, it also brings more value to the glider skins I’ve unlocked via gem store bundles or black lion chests. Before, I could only enjoy my pretty glider like, 5% of my playtime, in cities doing crafting and cooking.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Steal no longer prioritizes stability

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Posted by: Turk.5460

Turk.5460

Can any of you video-making types make a quick video showing this bug in action? Then we can all submit it as a bug.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

I would like ALL of my tickets back, please.

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Posted by: Turk.5460

Turk.5460

That really sucks, I feel for you. But I don’t agree that you should get a refund.

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-Sorrow’s Furnace-

Thief update appreciation thread

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Posted by: Turk.5460

Turk.5460

Hello everyone, returning player here after about 3 years something.
Two days ago i finally figured out how to use the staff, and yesterday there is a new balance patch.

What is the exact build for running sword/dagger now. Or are builds still being tested?

There is never an exact build for anything. It all boils down to your personal preference in playstyle. Like if you want to sacrifice damage for survivability or utility. Or how confident you are at effectively using or landing your defenses or offensive utilites.

Since you are just returning, you might be rusty, so I would recommend taking Acro, Trickery, DrD. The Acro line will give you a crutch in terms of survivability while you re-learn your enemies and your defenses.

Once you’re confident enough in your survivability, you can switch out Acro for DA or CS for more damage, or SA if you feel like you can reliably make use of stealth.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Steal no longer prioritizes stability

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Posted by: Turk.5460

Turk.5460

tbh the change should have happened. With the removal of all pulsing stability sources, steal always taking stab was insane. Basically meant that steal was a one-button counter to stability generation.

The removal of most pulsing stability was for the purpose of things like Steal being able to counter it. Pretty sure the patch notes from that stab patch even mentioned it was to re-introduce counterplay to stability.

This is a huge nerf, as Steal was our way to confidently break things like rez’s, stomps, and get pivotal interrupts. If this bug is true, it needs to be fixed.

No the purpose of the removal of pulsing boons was to make boon hate skills worth taking. Prior to the removal of boon pulsing Necromancer was the only class that could even consider taken boon hate because of how pointless boon hate was with all the pulsing boons. Even Necromancers will all their boon corrupts could not keep up with the boon pulsing.

The removal of pulsing boons made boon hate sigils and utilities. worth taking on some builds, while also making the handful of boon hate available to certain classes more desirable.
However it also made thief’s deterministic stab rip absolutely bonkers since a thief can now completely deny stability to most classes and since stability sources have much longer cds than steal does.

And don’t tell me thieves needed more counterplay options, d/p thief can currently shutdown every class except guardian and scrapper with extreme ease.

And what is Bountiful Theft? Boon hate. Thanks for backing up my own statement?

Lol “extreme ease.” Ok, bud. Sure.
-Oh, just noticed almost all of your profession posts are in the necromancer forum or necromancer related. Makes sense now. D/P Thieves counter the metabattle necro builds. (If one is so inexperienced as to spam auto attacks and get interrupted 4 times in a row) I suggest you try playing Thief and show the rest of us how easy it is to take out the other 6 Professions with “extreme ease.”

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

(edited by Turk.5460)

Steal no longer prioritizes stability

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Posted by: Turk.5460

Turk.5460

tbh the change should have happened. With the removal of all pulsing stability sources, steal always taking stab was insane. Basically meant that steal was a one-button counter to stability generation.

The removal of most pulsing stability was for the purpose of things like Steal being able to counter it. Pretty sure the patch notes from that stab patch even mentioned it was to re-introduce counterplay to stability.

This is a huge nerf, as Steal was our way to confidently break things like rez’s, stomps, and get pivotal interrupts. If this bug is true, it needs to be fixed.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Why 300 range on guard Staff 1 now?

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Posted by: Turk.5460

Turk.5460

Amazing how many _ people there are here. Either that or you’re just trolling.

The staff’s auto attack IS it’s main dps. It doesn’t have any burst dps like the hammer or GS. It’s auto attack’s damage is much lower than every weapon, for a reason! Because it’s essentially an aoe weapon limited to a cone in front of the guardian. It depends on hitting 5 people to make up for it’s lackluster dps. THAT’S THE WHOLE POINT!

Let me put this in another way as I don’t think people understand just how much of a nerf this is. While the range has been cut in half, it’s effectiveness has been nerfed way more than that. At 600 unit range with a 170 degree ark, it covered an area of 534,000 units. Cut the range in half, it will now cover an area of 134,000 units. That translates to a 75% reduction in area! That’s insane!

Also, the auto attack was great for proccing your justice burns and was essential to an AH/EM sustain build as you would statistically always crit granting might to you and your allies giving you about 400 in heals / sec. That’s now out the window.

Anet just made this a completely broken weapon and any build centered around it. If they didn’t like the range, and decide to keep this, then they need to make it 360 degrees. That still won’t equal the area it was before, but it won’t be as bad.

You’re trying to make points as if this were a damage dealing weapon kit. It is not. It is support.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

RIP Signets and Crit Strikes

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Posted by: Turk.5460

Turk.5460

ANet is completely and totally clueless in their balancing. Really aside from the thief things that were intended to be improved got net-nerfed HARD.

Wrong. The correct items were buffed, and gimmick items were nerfed.

If my message wasn’t clear in my first reply, let me expand: 1HKO builds are toxic and unhealthy for this game. They are non-interactive and even less interesting to fight (if you can even call it a “fight”) than full dire/tb s/sh chronomancers. The only thing wrong with these changes is that the 1HKO build still exists, albeit less able to stack 25might on its own.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

RIP Signets and Crit Strikes

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Posted by: Turk.5460

Turk.5460

they changed the power signet to give 540 power on active, so they basically allowed us still get tons of damage without having to run the signet might build. I personally really like the changes since 7% crit chance/damage on a single passive and 2 seconds of 100% crit after leaving stealth is fun

I’m feeling a D/P critical strikes, shadow arts, VALKYRIE daredevil. Who’s with me?

And i’ve tried this but used D/D. Sad to say it has a lot of issues since trickery is king and needs to be used in almost every build. 30 second cd on steal, no daze, 3 less initiative, no initiative gain on steal, no lead attacks for 15% extra damage is a pretty big hindrance.
However if you’re a god at initiative management you might be able to get away with less.

All it would take to open up a world of new possibilities is to get rid of preparedness and give Thieves +3 initiative permanently.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Anet made the wrong skill unblockable

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Posted by: Turk.5460

Turk.5460

No, they made the correct skill unblockable, especially with how many blocks there are thrown about with reckless abandon since HoT. They just could have made CnD unblockable in addition to the other changes.

I would whole heartedly welcome those changes, but I doubt anet would dish out that much unblockable to one weapon set, especially if you include basi venom.

A possible solution would be to tie the unblockable aspect of CnD to a traitline that S/D gets very little use out of, like SA.

Or tie unblockable Flanking Strikes to something in Acro, as Condi DD wouldn’t really benefit from unblockable CnD, and Power DD generally doesn’t take Acro.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Thief update appreciation thread

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Posted by: Turk.5460

Turk.5460

I wonder if Thieves Guild is any good now in PvP. Probably not, since to cooldown is gigantic. Still, a nice little buff for solo PvE and/or some cheesy 1v1 shenanigans. I wish they buffed Ambush a bit too.

Thieves guild is not really that great in PvE, but in PvP, especially with an S/D build, you should simply never lose a duel anymore. It goes exceptionally well with Improvisation, so you can actually make an unironic S/d DA/Trick/Acro build focused around solo and 1v2 fights to dominate Far. Having two Guilds up in one fight, if you get lucky enough with RNG, is basically an I-win button in a duel.

Their damage before the change was abysmal, so unless they made the third thief fairly threatening, the the skill is more of just adding distraction and clutter to confuse your enemy rather than an instant IWIN. Also they die pretty quick. And you know how much AoE is laid down when any other profession simply farts menacingly near you.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Anet made the wrong skill unblockable

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Posted by: Turk.5460

Turk.5460

No, they made the correct skill unblockable, especially with how many blocks there are thrown about with reckless abandon since HoT. They just could have made CnD unblockable in addition to the other changes.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Roaming: Who, what, why, how? #Discussion

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Posted by: Turk.5460

Turk.5460

Any ways please buff engineers so my engineer can be a viable roamet and scout. Ty.

Just slot Scrapper and go power Hammer. You’ll be fine, especially against thieves.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Why 300 range on guard Staff 1 now?

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Posted by: Turk.5460

Turk.5460

I’ll try to care about this change after I get patch notes explaining why there is still a 1s ICD in stealth attacks.

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-Sorrow’s Furnace-

What weapons will you use with Deadeye?

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Posted by: Turk.5460

Turk.5460

Staff.
Probably R/R offhand.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

RIP Signets and Crit Strikes

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Posted by: Turk.5460

Turk.5460

I use Crit Strikes far more often than I use DA, Acro, or SA. These changes don’t effect me what-so-ever, soooo…maybe there’s no reason for you to run Crit Strikes with whatever build you were running. D/D, was it? I don’t see that changing very much from this…unless! Oh! Were you running the all signets Basilisk Venom → CnD → Backstab 1HKO build? Oh nooooooo, but that build was so engaging and full of skillful plays! What ever will you do now!?

Bye. HF with whatever next 1HKO build you feel like trying to champion.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Roaming: Who, what, why, how? #Discussion

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Posted by: Turk.5460

Turk.5460

Honestly roaming is pretty easy, even in 1v1’s all you have to do is take a meta spvp build, tweak it to take a ton of escapes/leaps/stealth anything that lets you engage in combat and retreat from it at will. Then take SPvP stats that have been banned. Get full ascended in those stats, food + utility. Then proceed to gank players or do 1v1 and if you make a few mistakes, you just reset the fight an infinite number of times. (unlike spvp where if you dont cap and hold a node you lose, with this type of play you can do whatever).

Wow, you just delved into every roamers minds and pinpointed what they do with a blanket description.

/sarcasm

Thats what “starter” roamers may do. I can guarantee that real roamers dont just take pvp builds, add ways to escape and voila. Good roamers know this doesn’t work as often as you portray.

These are the roamers that are generally easy bags to any semi decent roamer (There are some that I have encountered that were skilled fighters using pvp builds, however 90%+ ended up beat. Not only by me, but by others)

I disagree because I go into wvw with a hybrid spvp build, modified sometimes for zvz if I’m in the zerg. Using full ascended pve zerker stats and I’m usually able to kill or run from 70-80% of most pro roamers. I play like this as dragonhunter, hammer rev, druid and necro. When I do kill them it’s because my bursts catches them off guard, because they are using Maurader or sometimes celestial stats. I time my dodge rolls from spvp training so there attacks don’t hit me and I kill them faster then they kill me.

The ones I run from and don’t bother with are the ones in full soldier/sentinel stats where I do zero damage to them and they wait for me to run out of skills to use before they very slowly kill me (of course by using overpowered stats that stack vit + tough. The reason I play like this is because I’m too cheap to change all my pve gear from zerk to maurader for roaming, and if you’re good, zerk is better for backline zvz play. I also find that zerk gear is more then enough to deal with most roamers.

Pack it up, boys! The suspected L2P issue has been confirmed.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Roaming: Who, what, why, how? #Discussion

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Posted by: Turk.5460

Turk.5460

At the end of the day for the average roamer – a kill is a kill. Roamers arent duelists looking for fair and balanced 1v1 /bow no-stomp fights. WvW isn’t fair, its war.

But back to the original discussion of roaming – I can recognize when someone I killed was of lesser skill or experience, and I’ll usually salute or bow to them to encourage them to continue fighting.

I can also recognize when a fight was challenging and if my opponent is very skilled. These ones I generally /laugh or tombstone with siege, because 9/10 times they’ll get super salty and take the time to cross-server message me. And that’s more rewarding than any loot the game mode can provide.

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-Sorrow’s Furnace-

Roaming: Who, what, why, how? #Discussion

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Posted by: Turk.5460

Turk.5460

So steamrolling other servers’ objectives and players for bags = the only play style worth doing in WvW and others should leave? Who’s really the bully, in more ways than one?

Yes. Jeeze can’t you read? Blobbing is so skillful! And roaming is so skilless! Its all written clear as day by that one guy who nobody agrees with! Get it together man.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Roaming: Who, what, why, how? #Discussion

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Posted by: Turk.5460

Turk.5460

Instead it’s killing players who are completely reluctant for no reward. It’s like doing open world pvp in wow and being lvl 60 and fighting against a lvl 30, and the gloating about it, there is no honor.

A zerg isn’t going to pass up the chance to kill the exact same person the roamer would kill.

Squirrel!

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

WW1 downed state analogy - pro power

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Posted by: Turk.5460

Turk.5460

Downed state is fine and necessary. This thread is unnecessary. I don’t understand why some people are so against downed state. Its a core mechanic of the game, and has always been.

Judging by the OP’s signature, I’m guessing he almost 1 shots people with a glass gunflame build, but can’t finish them off if they have an ally nearby. Then he gets angry about a mechanic that he already knew existed before he even attacked, and comes to complain on the forum.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Is that all?

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Posted by: Turk.5460

Turk.5460

Dbl is a bad experience, has nothing to do with learning the map (I agree that’s a bit of a lazy excuse, but w/e). I play for fights and I can make entire laps of flipping camps and sentries during NA prime and not run into a soul on a consistent basis. Best strategy I have to find people is to flip up to north camp then double back trying to catch back-cappers…

I’ve spent dozens of hours there and it’s almost always like that. Whereas I could go to Abl, port to bay/hills, haunt the lower camps and get rolled to my hearts content. I’ve had fun on dbl, sure, but I get what I want more consistently elsewhere. I only hit up dbl after checking the 2 abls first.

More to the point, anet doesn’t seem to get that giving us stuff like deployable cannons when we ask for population balance will irritate us.

Both of these are player created and maintained problems.

You know what would irritate the playerbase _far_more? Forcibly balancing population and moving friends away from their friends – which seems like the only suggestion people have for population balancing.

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-Sorrow’s Furnace-

Roaming: Who, what, why, how? #Discussion

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Posted by: Turk.5460

Turk.5460

Is it also “bullying” to engage in 1v2’s or 1v3’s? Most solo players look for fights and kills, regardless if they’re easy or not. If the fight goes south, of course they’re going to attempt to disengage or escape and there’s absolutely nothing wrong with that.

They’re also not going to stop and ask nicely if you’re properly built for a 1v1 before every engagement. That would be nonsensical, and they would get run over by the brainless blobbers in the time it takes to request a formal duel. Antagonizing the enemy, drawing their attention and becoming a hunted target is more helpful than you’d think. And you don’t have to receive loot to be rewarded. The rewards are the satisfaction that you demoralized the enemy off of your map, or took out more than one enemy at once, or diverted 10 people to squirrel away from their dorito.

By calling solo roamers “bullies” you’re making this out to be way more simplistic than it really is, effectively labeling something you don’t understand in a negative light because of your own individually biased morals you created.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Is that all?

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Posted by: Turk.5460

Turk.5460

DBL was horrible just like the new PvE maps, if i wanna go from my (enemy spawn) spawn point towards their garri i would like to do that in 1 straight line, i do not wanna be forced to run around cliffs or through cliffs cus thats the only possible way to get there.
the map is forcing you to take certain routes while Alphine maps do not force me to take any route.

This is the typical attitude of unwillingness to learn and adapt that made our Devs cautious about implementing new content in WvW. There are plenty of routes to get everywhere in DBL. Your argument is incorrect and shows that you didn’t even attempt to learn something new. Anyone who remotely knows the map of DBL can show you plenty of routes to get to Garri.

Want to get there from Alpine? Swim here, around this rocky hill. Or run north this way, over this cliff or around these cliffs. Sounds a lot like your own uninformed complaints regarding DBL.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

How do you rank GW2 WvW vs other RvR games?

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Posted by: Turk.5460

Turk.5460

I don’t understand the people who say DAoC was better. GW2 WvW is an improvement in pretty much every way. And I played almost exclusively RvR in DAoC for years.

But I guess its nice to reminisce about Minute-Long AoE CC followed by 3 people PBAoEing your whole group.

Or how about how realm rank actually gave you an advantage in fights – you know, powerful abilities and more stats. Yeah, thats super fair. Please be realistic.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Pls nerf the drood!

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Posted by: Turk.5460

Turk.5460

I think he is complaining that the smokescale is absurdly tough. Which is true, I hit one with a Vault in PvP (no weakness) yesterday for 700 damage. No protection on pet. It wasn’t a crit, but still, that is ridiculously low.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

You shouldn't lose rating when teammates DC

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Posted by: Turk.5460

Turk.5460

Also, if your team trickles on to nodes 1 by 1 continually, you probably deserve to lose.

Shots fired

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-Sorrow’s Furnace-

How do I report farming participation?

in Guild Wars 2 Discussion

Posted by: Turk.5460

Turk.5460

Snitches get stitches lol. J/K I find it funny this is still a topic. They made this much harder to do now. Curious why you are so concerned about the few that are “breaking the rules”. I imagine if you focused more on what you would like to accomplish and less on what others are or are not doing, you would see more personal progress. Just a thought.

If your supervisor hired a friend of theirs, who has the same job description as you, yet they slept at their desk all day but still got paid and never reprimanded…would you think “that’s fair” and would never think about it? No, it would tick you off and you would complain to HR.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Is that all?

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Posted by: Turk.5460

Turk.5460

Your rose colored glasses are a bit smudged.

The complaints from these forums were mainly “Too big!” and “Vertical Terrain too hard!”
Those are 100% “I can’t deal with change” responses.

Regardless of our opinions of that map, my final statement still stands. And anyone looking in on these forums whenever a change happens can see it plain as day:

I guarantee that if DBL was our first map, and then ABL was added later as a new map, the same people would explode in a fit of rage and demand that DBL was placed back as the norm.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Is that all?

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Posted by: Turk.5460

Turk.5460

…new and better maps etc.

DBL was a new and better map. People said they wanted a new map, Anet delivered. It is better in every way. Plenty more spots for strategic positioning, sieging structures from various angles, deadly drops that make knockbacks actually lethal if you position yourself favorably…the list can go on and on.

But the incredibly loud forum dwellers found it unfamiliar, even after asking for something new. It seems like they didn’t want anything new after all, since they were unwilling (or unable) to learn the ins and outs. They didn’t like change, it took them out of their comfort zone where they already knew every nook and cranny of ABL. They didn’t want to explore DBL for strategic locations. They pathed certain areas of ABL just like a horde of brainless NPCs until someone crossed that path – and apparently they are OK with doing that forever, but somehow, at the same time, they are NOT OK with doing that forever?

I guarantee that if DBL was our first map, and then ABL was added later as a new map, the same people would explode in a fit of rage and demand that DBL was placed back as the norm.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Gliding and Territories in WvW

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Posted by: Turk.5460

Turk.5460

What in the hell?

WHAT WILL HAPPEN IF YOU ARE IN COMBAT? Disable in combat gliding. Otherwise it means anyone can run away from a fight by just gliding away and literally makes HoT Pay-to-win. Seriously. It NEEDS to be disabled to deploy gliding while in combat. Seriously. This is why gliding in WvW has always been the stupidest idea.

This is such a silly statement. If your enemies decide to run away by gliding, YOU JUST GLIDE AFTER THEM !

At some point they have to land since it’s not true flight.

Your statement is even more silly because you can only glide if you own the territory ;^)

“If you enter a territory that you do not own while gliding, you will be kicked from your glider.”

AND lets not forget that being able to ‘MOVE’ a fight a large distance (via gliding in this case) means they can pretty much grab help from anyone remotely near them and/or lead you into a tower killzone.

If you could move a fight 3000-5000 units “presently” in wvsw, what would happen? They would abuse objective entrances/gaurds/pve/siege/terrain and basically take you to a spot on the map that is definitely in their favour..

This sounds like a unique and viable strategy. Something that the blob v. blob rabble love to reminisce about and claim “hasn’t been here since pre-hot.” But I’m sure they’ll find a way to complain about this change just like every other change – all the while complaining that there aren’t enough changes.

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

Gliding and Territories in WvW

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Posted by: Turk.5460

Turk.5460

This sounds like a lot of fun! Can’t wait to glide around in the DBL. Will make taking one of the south towers very epic. Kill lord – explosion – glide away towards south camp without looking back. sunglasses

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

[ES Suggestion] The Deadeye (FORMAL)

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Posted by: Turk.5460

Turk.5460

Can someone explain to me why everyone hates the Deadeye so much already when noone has even tried it?

Because people on the forums are never satisfied fully by anything that’s outside of their own personal control. This includes profession development and video game mechanics that do not follow that individual’s personal playstyle to the “T”

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

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Posted by: Turk.5460

Turk.5460

Anet developers sure love their thieves.

Haha, I see the same thing on every profession forum:

“Anet developers sure love the X profession!”

“X profession is Anet’s red-headed stepchild, they don’t care about us!”

-Fort Aspenwood- [UNIV] [TLC] [ShW]
-Sorrow’s Furnace-

The Next Expansion Expectations

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Posted by: Turk.5460

Turk.5460

I don’t recall any uproar about OP mobility when it was just core Thief before HoT. Sure it was still considered great mobility, but it was generally agreed upon that it was not OP with the rest of the Thief kit. The mobility complaints now currently boil down to Unhindered Combatant and how it counters all 3 forms of soft CC – usable a large number of times thanks to 3 dodges, SoA, and Channeled Vigor. And sometimes someone will moan about IA.

I don’t think many Deadeye’s using rifle are going to use SB. And the excessive soft CC removal is not going to be available. This leaves…Shadowstep (a long cooldown) and Rifle 4, which is only 600 units. Possibly the new aoe utility, but that is also a fairly long cooldown, and in terms of mobility – a long cast time. And I highly doubt anyone is going to use Infil Signet.

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The Next Expansion Expectations

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Posted by: Turk.5460

Turk.5460

Thieves being able to down people at 1200 or 1500 range without needing to give up stealth or mobility.

Wat. The thief elite spec is the opposite of mobile.

You’ve seen it in its entirety? You’ve seen that they have to give up mobility other than when shooting their big whammy? Thanks, I was unaware that such info was out there.

You’ve seen it in its entirety? You’ve seen that they don’t have to give up mobility other than that almost all the complained about mobility currently comes from Daredevil, a spec that they cannot use at the same time? Thanks, I was unaware that such lack of understanding was out there.

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The Next Expansion Expectations

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Posted by: Turk.5460

Turk.5460

Thieves being able to down people at 1200 or 1500 range without needing to give up stealth or mobility.

Wat. The thief elite spec is the opposite of mobile.

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UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

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Posted by: Turk.5460

Turk.5460

Ok then. That sounds pretty fair, especially since that was my concern – a potential free perma-stealth just from 3 initiative. Glad that’s not the case!

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UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

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Posted by: Turk.5460

Turk.5460

these use the new ammo/ charge system they have 2 charges then go on CD so you cant spam them.

I dunno how to feel about that, kinda works against the initiative system. Do you think 2, 3, and 4 are also going to have cooldowns?

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UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

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Posted by: Turk.5460

Turk.5460

Shadow Meld is the elite utility.

But from the looks of it, a Deadeye can perma stealth simply by pressing 5 twice every 3 seconds – maintaining all resources. Even less if they trait Shadow Arts.

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Can We Talk Deadeye Now?

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Posted by: Turk.5460

Turk.5460

I even saw someone literally in-game saying they weren’t planning on playing much longer anyways but this expansion just confirmed it. For what reason are you even hanging around if you have a plan to leave? Pire pettiness?

If someone comes to the forums and says that they’re leaving the game (due to Anet did or did not do “X”) – you can add this person to your friends list and there is a 98% chance you will still see them in game every day until you get bored of having them on your friends list.

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UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

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Posted by: Turk.5460

Turk.5460

Ehhhh, I’m all for stealth stacking for permanent stealth as it is currently, since it takes up your resources – initiative, heal, dodges, sometimes SoA.

But from the looks of it, a Deadeye can perma stealth simply by pressing 5 twice every 3 seconds – maintaining all resources. Even less if they trait Shadow Arts.

There is no permanent stealth. Wooden potatoes tried it during the beta. After two casts, you end up on cooldown and dropping stealth. This was done without shadow arts though. I think it’s the same with shadow arts. You’ll need one more thing to maintain permanent stealth.

Whooooaaaa they’re giving our rifile weapon skills cooldowns?

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UN-OFFICIAL Dead-Eye Traits/Cantrips/Info

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Posted by: Turk.5460

Turk.5460

Minors —-——-
Dead-Eye Mark – this replaces your steal ability, puts a mark on your target and steals an ability from them, ( its like a steal but from range and no porting ) Also all traits that effect steal affect dead-eye mark, (so interrupt, boon strip, etc)

So that includes traits like Serpent’s Touch, Mug, and Hidden Thief as well?

Yeah seems that way. You can see in the screenshots out that show the tooltip of steal have the added bonuses of some traits that the user slotted.

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Dead Eye

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Posted by: Turk.5460

Turk.5460

Deadeye does look to be the worst of all the new elites imo. What is this going to do to steal, the class’ main mechanic? You can’t steal with a sniper rifle. C’mon.

Ehhh, lets not bring realism into this fantasy game where you can turn into a ball of energy and shoot forward 1200 units. Or teleport. Or make someone bleed by yelling at them.

If we are going to go that far down the reducto adsurdum trail, then everyone should be able to fly and do whatever they want. Every class gets every skill, yeah! After all, it’s a fantasy game. The fact that the game has ‘mechanics’ means that there are some rules in place.

Then use your imagination just like you do with all the other unrealistic mechanics in this game that are also not explained. Here’s my imagination providing me with a satisfactory justification on the steal: “Shadow magic shadow-steps the item to my hand.” Amazing.

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Dead Eye

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Posted by: Turk.5460

Turk.5460

Deadeye does look to be the worst of all the new elites imo. What is this going to do to steal, the class’ main mechanic? You can’t steal with a sniper rifle. C’mon.

Ehhh, lets not bring realism into this fantasy game where you can turn into a ball of energy and shoot forward 1200 units. Or teleport. Or make someone bleed by yelling at them.

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I am just going to reroll Thief, thanks!

in Engineer

Posted by: Turk.5460

Turk.5460

havent seen in detail but for me a thief that can killshot from 1200 range or more sounds really scary

You’re right, you haven’t seen the details.

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