But he only asked you to spam it more, what is so wrong about this? o_O
It seems that people can’t comprehend a little politeness nowadays.Because there’s a 99.99% chance that the guy was being sarcastic and was in fact complaining about it.
I LOVE Death Blossom. If I have two daggers equipped it’s just for spamming that.
And why is it that there is a 0% chance that I am sarcastic?^^…
Well no need to be bothered, since there is no other d/d way to inflict bleed.
I’m hoping that they’ll eventually add torment condition to dancing daggers
( number 4 DD),
That would make DD a viable condition build for tpvp even
atm dancing daggers is not worth the ini spend for any build.
@OP i made a d/d evade bleed/condi build and it was great….80% of the time. unfor the are a couple of HARD counters for it. the main being ele’s. no reason for that guy to go off about how OP it is. :P against simpler melee builds its an easy matchup…so he must have been one i am assuming yes?
that and a staff necro is untouchable for a DD dodger/condi build
axualy ele and necro ( cause of there enormous amount of ground denial aoe’s and condition removals)
its a strong build , but beeing closecombat and the lack of different conditions makes it a not fit for tpvp build where conditions cleanses are evrywhere.
Vincent saying that necromancer defense is ok is stupid, and only shows that you are another thief fanboy telling others l2p and having none to zero knowledge of this game,
I will to assume you understand that vitality =/= defense in this game,
Necromancer defense is inversely proportional to the number of people involved in the fight, because necro don’t have any way to mitigate damage except DS which is not enough,
In 1v1 necro has no way to sustain himself, and the necromancer’s mobility is the worst in game therefore the “attrition class” ironicly ends dying by attrition,
Against the king of “restarting fights” (even when D/D thief is not that kittenty as D/P by any means) the necro has little to no chance, it may take more or less time but in the end the thief will kill the necromancer, (at best case the thief will run awayand the necro won’t be able to catch him),
And I’m not talking BS as you, my main is necro and I have a thief to roam in WvW therefore unless you have a lot of hours invested in a necro which obviously is not the case please do me a favor and shut the kitten up and maybe you will learn something,
Have a nice day,
just wondering:
would you still play necro if:
we delete the staff marks , and give necros access to stealth ?
so we would delete the ground denial a necro could do for some stealth.
I kinda think you wouldn’t want to loos that staff for anything.
The ground denial is direct counter to close combat characters, and marks are even spammable on ranged characters.
Would you drop the staff for anything ? like 500 more toughness ? or a 4 sec invulnerable on 40sec cooldown ? anything ?
Look at that! https://www.guildwars2.com/en/the-game/releases/august-06-2013/
:)
logged on just to say , TyTyTyTyTy
been waiting for a while now , really glad its finally only a few days to go
who’s gone reach the horizon? , WE ARE
players who complain that shadow arts buffs the use of stealth too much remind me of the people a while back who’d complain that eles running full toughness/prec gear and 30 water were hard to kill and could heal well.
isn’t the entire point of trait lines to make your character abnormally powerful in some way or another?
If 1 trait line beats the rest of the trait lines , there’s a problem
Condi removal / passive healing / aoe blinds / faster ini regain / 2ini regain on every kind of stealth application
It more or less forces viable thiefs to take shadow arts tree . and i assume that’s not the idea of build diversity.
and all they should do is adjust the 2 ini regain on every stealth application to 1 ini on stealth. and problem would be fixed , and thiefs would probbely try out more non perma stealth builds.
ow and on a side note , i know thiefs got condition removal in stealth , but could we get like a condition removal on dodge ( 10 sec cooldown ) for the non stealth based builds ?
http://wiki.guildwars2.com/wiki/Fleet_of_Foot
http://wiki.guildwars2.com/wiki/Evasive_Purity
http://wiki.guildwars2.com/wiki/Stop_Drop_and_Roll… and then theres the problem of stealth thieves also being able to dodge… therefore hitting ungodly levels of condition removal
remove the 2 ini on stealth trait , = problem solved with all the stealth issues….
now stealth users do not get punished for using stealth over and over, they axualy get rewarded for it with high life regain / ini regain / aoe blind / condition removals/…
They need to adjust the shadow arts tree . Instead of nerfing the skills that grant stealth.
In other words , all the complains about thiefs have been direct resuslt of a trait in shadow arts tree that makes stealth use to powerfull.
again if they removed the 2 ini on stealth thing , stealth abuse would be over.
I assume you’re stacking stealth with it. In that case, you can’t expect any changes, you’re using the skill in an unintended way (instead of as a gap-closer damaging skill), you can’t expect it to perfectly suit that role. And I’m pretty sure all other builds that don’t stack stealth are happy with it as is.
You can’t really call using a combo field and a combofinisher unintended.
then lets wait till they gone nerf the 2 ini when going into stealth to 1 ini …
its unintended that you can get perma stealth just cause it triggers the 2 ini when using a skill that steatlths you .
besides heartseeker isnt a skill that gives stealth / blackpowder isnt a skill that gives stealth , the combo of the 2 gives stealth.
tho trait says “a skill” that stealths you. Not a combo that stealths you.
so the combo shouldn’t give back the initiatief from the trait.
So eventualy devs are gone have to do something about the ini on stealth or the blackpowder combo with HS. ( perma stealth needs to be removed from game )
And hopefully they’ll be as nice as i am and not just remove the leap finished from heartseeker ( witch is the easy way to nerf it).Why not? The trait says when you use a skill that stealths you, and hs on the
blindfield is a skill that stealths you. Nothing wrong there. The same thing
happens when you go into a shadow refuge, eache pulse adds new stalth
duration stacks, and those give you 2 ini … i wonder what happens if you
get stealthed by another player?But I wonder, if you are right and it really is unintended, why is it still in the game?
(Not that it really matters though, since “perma stealth” is useless in pvp)
There’s alot thats still in the game thats needs a fix
Thief is a class that got heavily nerfed eatch patch , after the backstab/ mug nerf . they coudn’t just nerf D/P a week after that. but it gives the ability to get perma stealth and should be fased out of the game. When devs going to do it is a mystery.
its either eliminate perma stealth from game , or revised the stealth tree in traits. or the complains about thief will never end.
already a topic to make chill effect initiatief regain , and its all cause of the 2 ini on stealth trait that makes it look to people that we have a high ini regain on all thiefs .
But axualy its just the 2 ini on stealth that needs a look at /fix
This is a subject we talk about frequently. It’s not something we take lightly because the implications would be far reaching for thieves so until we move to a more seasonal balance cadence it will be hard pressed to see the light of day.
just be careful you dont limit the viable builds thief has left.
ow and on a side note , i know thiefs got condition removal in stealth , but could we get like a condition removal on dodge ( 10 sec cooldown ) for the non stealth based builds ? with the meta beeing conditions its kinda hard for non stealth thiefs to get conditions cleansed
cheerz Tripp
I assume you’re stacking stealth with it. In that case, you can’t expect any changes, you’re using the skill in an unintended way (instead of as a gap-closer damaging skill), you can’t expect it to perfectly suit that role. And I’m pretty sure all other builds that don’t stack stealth are happy with it as is.
You can’t really call using a combo field and a combofinisher unintended.
then lets wait till they gone nerf the 2 ini when going into stealth to 1 ini …
its unintended that you can get perma stealth just cause it triggers the 2 ini when using a skill that steatlths you .
besides heartseeker isnt a skill that gives stealth / blackpowder isnt a skill that gives stealth , the combo of the 2 gives stealth.
tho trait says “a skill” that stealths you. Not a combo that stealths you.
so the combo shouldn’t give back the initiatief from the trait.
So eventualy devs are gone have to do something about the ini on stealth or the blackpowder combo with HS. ( perma stealth needs to be removed from game )
And hopefully they’ll be as nice as i am and not just remove the leap finished from heartseeker ( witch is the easy way to nerf it).
i play thief and i would like anet to nerf heartseeker/ blackpowder combo.
Heartseeker should only give 2 initiatief back once , when you go tru the blackpowder
the second time you go tru blackpowder its should only add to stealth but initiatief shouldn’t regain.
thats how it should work, not like the perma stealth you can get out of it now.
ArmaggeddonAsh: No, I am not running Necro.
Hmm, ValeV, you might be probably on to something. Although I have seen this consisently over last few days and I occationally go back to mists for glory booster or simply for break. My point is I must have joined many times. But maybe I am meeting the same people.
I am attaching a screenshot of typical setup.
thats not typical lol 8 vs 8 zerg fest spvp match ( date of that screen ? )
I’m thief and i can say i’m mostly 1 of the only thiefs in the games since the last patch.
I hardly see any mesmers anymore , i do see more wars / ele’s and necros more often.
i think you just got unlucky on a zergfest spvp server, where a lot of folks went with the mobile classes to farm ranks as a roamer.
i suggest you go to 5 vs 5 spvp maps if you want a better match.
What about giving every thieves abilites 3-5s cd when used under chill instead of reducing ini regen? I don’t think a nerf is needed at all, just pointing an alternative.
nope wont happen
anything above 1 sec = big nerf
just tell me why thiefs should even be considered for an initiatief nerf / alternative ?
only thing they need to look at is multiple heartseekers in combo with blackpowder
(atm it gives back 2ini everytime they do it , for a total of 6 ini . and that is to much)
but strangely it would be the thief build less effected by the chill chance.
Chill should affect initiative regen the same way it affects weapon skill recharge for other classes, period.
And thief should get a free initiative bar when he weapon switches the same way other classes can do it?
+1
People seem to forget that a lot about thiefs :p
They got 3 skills they can do , then have to wait 15 secs to be able to do another 3 skills
people should just ask themselfs:
- why do thiefs have to use traits to get a better initiatief regain?
cause normale initiatief regain just plainly sucks.
- why did devs change ini regain from 1-1.33 ( on a class they already have nerved heavily each patch )
Maybe its cause build diversity?… Change anything to initiatief regain and every thief will be a S/D evade build , or a D/p perma stealth build
ow and just so people know D/p perma stealth builds wont have any trouble with a slower ini regain from chills ( remove condi in stealth / gain 2 ini in stealth …. )
it would just eliminate any other possible build a thief could do thats effectief in 1 way or another. leaving thiefs with a perma stealth build people complain about so much.
15 in Acrobatics, Vigorous Recovery, Withdraw and Signet of Agility.
If you cycle the dodges (swiftness on dodges) and withdraw/signet of Agility properly, you can get perma swiftness.
add runes of adventure and sigils of energy
and you’ll have a 10-12 dodges in a row
12x 2sec swiffness ( at least ) = 24 sec swiffness on a 24 sec cooldown ( if traited for signet reduction recharge )
First of:
Why should thief need a nerf like that ?
1 chill on a thief that doesn’t uses stealth = he is gone be dead
Seeing non stealth non S/x based thiefs have no way of successfully managing condition removals without dropping damage.
and a thief that isn’t moving = a dead thief .
so all this would do is make sure thiefs would either play perma stealth builds or S/X evade builds
now secondly:
a thief that presses a skill 2 times , will do the skill 2 times , even if he didnt want it to.
the downside of not having any cooldowns and having skills that can be Que’d after each other ( punishing spamming )
Now imagen a thief that pressed 3 times Hearthseeker , and a necro that gave him chill after the first HS, the 2 other Hs will still go off , and thief will have wasted that initiatief and there’s nothing he can do about it.
so chill does punish the initiatief system , but only for thiefs that spam attacks .
K again heres more info, its not instant. its 3/4 cast (again you not knowing about the class). Which if you interrupt puts on a full cd to be cleard thats (not a 3 sec recharge.)
dagger is melee it sucks
axe only LF is a channel and easily interrupter it sucks
and again the highest aoe dmg on staff is 3k over 10sec, which is cleanesable sooo..
so how does any of that aoe hit the same as single target? Thiefs auto attack 10k vs 3k1.would like to see build ,where thief can 10 with auto-attack
2.Mark of blood has also low CD (with staff Master it is bit lower then 5 sec and also grands regen)
3.Dagger in not really effective if you run condis, but its good on power builds.With no toughness theifs #1 backstab every 4 seconds hits me for about that much http://i.imgur.com/p3eCl.jpg 18.9k BS oh and 5k-6k heartseeker in between granted I have no trouble with them.
if and only if this would still be possible ( kinda doubt it ), yeah it needs a nerf , and again it might not be Backstab or heartseeker that are in need of a nerf.
But the way they accessed stealth to get the Backstab.
K again heres more info, its not instant. its 3/4 cast (again you not knowing about the class). Which if you interrupt puts on a full cd to be cleard thats (not a 3 sec recharge.)
dagger is melee it sucks
axe only LF is a channel and easily interrupter it sucks
and again the highest aoe dmg on staff is 3k over 10sec, which is cleanesable sooo..
so how does any of that aoe hit the same as single target? Thiefs auto attack 10k vs 3k1.would like to see build ,where thief can 10 with auto-attack
2.Mark of blood has also low CD (with staff Master it is bit lower then 5 sec and also grands regen)
3.Dagger in not really effective if you run condis, but its good on power builds.
this
and
4.How many interrupts do you think people have and on what cooldowns are those ?
5.Any way of telling if its mark 5 or mark 2 you casting ?
6.Total area you can cover with marks to deny enemy’s passage ( wont include any utility’s like wells ) ?
it just makes staff to good not to use. destroying the balance between weapon sets.
All i am saying is they shouldn’t nerf traits that fast , good chance its cause of a global issue why something became overpowered.
Aoe’s and ground denial need to be looked at.
Well ya traited makes anything better lol nobody uses the shorter cd tho don’t worry
and I don’t use unblockable GM either.
They are aoe triggers only 1 has poison field lasting like 1 second lol (as soon as you dodge it triggers and your ok doesn’t matter about the size.)
Umm you can use dodge and make all 4 fields on the ground useless and your dodge rolls recharge faster than marks do so your point is invalid and I gave you 4 other ways to avoid them.
Oh and who said nerf anything necros need a buff wink
Also staff is all we have lol axe and dagger mh suck so you want the necros only weapon nerfed because you can’t do one of the five ways along with all the other inv class mechanics you have to avoid it?
Wel i can tell you that a necro placing a mark on you , doesnt give you any time to dodge / block / … it. its an instant aoe trigger.
axe and dagger dont suck , they just suck compared to what the staff can do
i can imagen no1 wants to use single target skills if they got access to a weapon with 4 ground aoe skills.
but let devs try and balance out necro with nerfs to traits, its not gone work.
aoe’s are the problem here .
So once they totaly break necro’s traits , another character with aoe spams will be next to nerf and so on …
already feels like ele’s with there aoe’s instant burst will be next
- engy’s grenades
- mesmer scatter
- ranger trappers
- thief SB autoattack and caltrops got nerfed ( thiefs aoe’s)
- newly necro’s
- next ele’s
seems to me those got complained about ( and it looks like they all had access to a lot of aoe’s )
but yeah aoe aint the problem… the traits are …
it is too easy to spam skills ! and stealth !
sure thief can spam an attack 3-4 times . then they sitting ducks.
every other character has a full rotation possible of endless skills in a row …
its not cause there different skills that it isnt spamming.
look at ele’s , they just go tru a rotation and restart that rotation over and over. ( minus a few high cooldown skills )
tell me 1 character that after 4 attacks can only do his autoattacks? or has to go run / hide after 4 skills cause all his skills are on cooldown.
-* evasion thiefs sacrifice alot of damage , just so they shouldn’t have to run / hide after there initial burst.
- stealth thiefs arent that usefull for spvp/tpvp when in stealth .
And closecombat aint that easy with all the ranged characters they have to face.
only D/p needs a little rework , in the lines of not making blackpowder combo more then once with heartseeker. That’s all
@void lol staff
2 does 3k bleed 10 sec +200
3 20 cd does chill 1.5k poison +300
4 25 cd transfer condi does 800 dmg (broken & doesnt pull condi from allies)
5 40 cd does 1 seconds fear 100 dmgYou can dodge roll over them making them useless lol
You can interrupt the cast making them useless & go on full recharge (its broken)
You can cleanse making them useless
You can Block lol
You can not move cause it doesnt trigger (cant use on down players either)
5 things to help youThiefs #1 autoattack does 10k crits lol
spam #2You can say that about any class.
Staff is fine thiefs are fine. you just gotta do the 5 things I said, dodge, interrupt, cleanse etc
keep believing aoe’s are fine , and that 4 aoe’s on a weapon set is fine.
traited they have shorted cooldowns / unblockable,
Evade 1 and the mark behind that triggers ….. sure a thief build for evades can dodge alot of them ( i know ) , but what about those classes with only 2-3 dodges in a row ?
besides even if you dodge over a mark you got like 50% chance its still gone go off and apply the condi’s on ya cause the aoe fields are bigger then the distance you dodge.
but by all means nerf everything else first before realizing aoe’s are the majority of the balance problems.
i’m not saying necro is the only character that has to many aoe’s on a weapon set.
but that to many aoe’s on a single weapon set is always gone be a problem in this kind of conquer pvp setup.
only reason why necro seemed Op , is cause of 4 aoe’s in 1 weapon set ( staff)
now they nerfed terror and dhuumfire ,
its gone work for a little while till people realize the problem wasn’t terror or dhumm but the access to more then 2 aoe’s on a single weapon set.
as long as some characters got easy access to a lot of aoe’s on a single weapon set there will never be any real balance possible.
( we playing a game where the aoe’s are the same size like the point you need to hold / take and the aoe’s do around same or more then single target hits. )
so balance out aoe’s before touching anything else , thats the correct way of balancing pvp.
Anet just likes to do it the other way around , screw up everything before realizing what the real problem is.
Hopefully since we got both dhuumfire and terror nerfed people will stop complaining and leave necros alone lol(never want to be called fotm again for killing someone, i played nec since launch and only now are people calling me that).
Ye man i hope people will shutup now too, i played Necro since release too and after 1 year all of a sudden my class is considered ‘Noob’, ‘OP’ and ‘takes no skill to play’.
terror and dhuumfire where fine, only problem neccro had is staff with 4 aoe ‘s
no weapon set should have more then 2 aoe’s, and thats why the necro seemed OP now. cause alot more playing necro and alot more staff marks all over the place.
i would love to see them return terror and dhuumfire back to what they where , but adjust staff so only 2 aoe’s on around 25-30 sec cooldown , the rest single target.
and they should do that with evry weapon set on evry character
( MAX 2 aoe’s / weapon set)
Only problem necros have atm is there staff marks ( 4 ground aoe’s on a single weapon set)
aoe conditions that can pretty mutch be spammed when traited.
i suggest to leave terror and dhumphire like it was
BUT remove staff all together. or at least rework it so it doesnt have more then 2 aoe’s.
MAX 2 aoe ‘s on 1 weapon set , thats what the main fix is.
Necro has staff that makes it stand out , but there are more weapon sets on other characters that should be looked at to so there are a max of 2 aoe’s on any weapon set .
since day 1, aoe’s have been to strong in a game where you need to capture and hold a point that has the same size as the aoe’s done……
so stop asking for nerfs that wont change anything seriously .. and look at how to balance out the aoe’s first.
deathshroud is fine.
cant have evrything in 1 build folks , either you do great damage , or you are a survivable character.
necro in my eye’s is best mix of both atm. ( sure they lack the ow kitten and run button. but thats it. )
and for all those neccros complaining about that they do not have vigor or invuln.
1 ) deathshroud can absorb high amounts of damage, while doing nice damage in the meanwhile.
2) vigor , sure necros don’t have it. here’s a hint , try out :
– 50% endurance on weapon swap ( sigil of energy ) ( 10 sec cooldown )
- 50% endurance on heal skill ( runes of adventure ) ( 25 sec cooldown )
- full endurance on kill ( another sigil )
now that’s an extra 2 dodges each 25 secs and another extra 2 in team-fights when some1 goes down.
Put in some deathshroud / life leach between those dodges , and you got yourself some hell of survivable build with more dodges then some other classes )
comes back to either you make a survivable build that lasts long , or you make a glasscanon build to kill fast , you cant have both. cause that would be the reason why something is Overpowered ( reason behing the thief / mesmer nerfs most patches ).
The reason why they haven’t split it is fairly obvious. The queue times are already substantial, imagine how long the queue times for premades would be if they split he queues. They need a healthier PvP tournament population before this is likely to happen.
Casuals can do hotjoins anyway.
I’d like to think A-net is smarter than that. The single largest reason why the tPvP population is consistently shrinking is the lack of legitimate solo-que. If they want a healthy population, then having solo-que is a requirement, not something that you throw in later, because the population will not suddenly reverse its course without it. Would pre-made que times increase upon implementation? Yep, sure would. The reality is that in order to create a healthy enough level of population for team ques to work a legitimate solo-que must first exist. Without it full pre-made teams are just bashing newcomers on the head until they quit tPvP further exacerbating the low population problem and que time durations.
Hot Joins are not the answer. They are a contributor to the problem. Hot Join rewards bad play instead of teaching sound tactics. The correct answer is to introduce legitimate solo-que and eliminate Hot Join at the same time. It would consolidate the sPvP population resulting in a much higher level of activity in tourney play solo-que. Eventually the higher level of activity in solo-que play would naturally generate more teams in que and alleviate the issue of long que times for teams.
I won’t speculate on why it has taken so long to put in a legit solo-que, but I am willing to state flatly that it should not have taken this long, and that it is more likely a resource allocation issue than a hidden motive as you suggest.
couldn’t have said it any better.
i just hope it doesn’t take another 6 months
Solo que revisions are on the horizon guys, hang tight. I can’t give an exact date (that gets me in trouble), but it’s is on its way.
Last time they said soon … ( around 5-6 montsh ago , that was also last time i played a tournie)
1 – Seeing you cant reach a horizon , does that mean its never gone happen ? …
2 – Should all the casual players quit the game so devs could see the importants of a split before its to late ?
3 – and finally WHY isnt it done yet ? could be done in a hotfix if they wanted to ….
I would realy like devs to respond why its taking more then half a year…. and i’m probebly not the only 1 that wants a answer to this.
and not a soon / maybe / horizon / non of those crap endless answers will work .
cheerz Tripp
Ps if you support a soloQ / premade group split , i suggest you make your own topic , so devs cant just ignore it.
^You’re rank 45 and never done a tourny?
Hotjoin takes over everything. Told you guys. This is a cancer. The only remedy for Pvp is to remove hotjoin.
the only cancer here is Anet not providing what the people want.
Solo Q / premade split has been on the horizon for what 5-6 months now .
Resuslt of anet’s slow reaction to this problem = probebly more then half of the casual players left.
and the other half of the casual players are barely hanging in there in hotjoins.
Question is will they make it to the end of the horizon….. ( probebly another 20% of the casual spvp community wont)
ow and just to point out , if a pvp game isn’t attractive for the casual player its not gone grow at all. ( past 5 months should prove this if anet dares to show there numbers of players leaving the spvp scene / number of inactive accounts that only pvp’ed the majority of there time)
To sum it all up : Be nice to hotjoin , its the only small lifeline Spvp/tpvp still has.
AND seeing technicly you can never reach a horizon, hotjoin will be the only lifeline for quiet a while in spvp/tpvp.
Cheerz Tripp
This is near identical to Trippseeker’s Condition Dodger, save for one or two differences. It highly depends on the tPvP team comp (theirs and yours). It would be nice to see condition thieves get some more love.
Trippseeker
GW2 pvp thief dodger part1
http://www.youtube.com/watch?v=pPols-vShvM
i’ll update the build once the dust of the patch is settled,
I’m expecting to much hotfixes in the weeks to come.
btw only trouble the build has is beeing able to remove conditions yourself. seeing its more a non stealth build we aint got any good enough condition removals.
With all the aoe conditions out there now its harder then before the patch.
( so lets hope on a condition clear on dodge ( 10 sec cooldown ) in next patch, its about time we get a 10 sec passive condi cleans , and only thing missing for this build)
besides i just love zergsurfing, that alone is a good reason not to give up on the DD dodger build
@ xmtrcv.5236 , keep up the good work , glad people thinking around the evade DD build.
cheerz Tripp
I want to turn my thief into a pistol/dagger user.
No idea what gear to use
No idea what traits to takeSomeone help this noob out.
cant help you out with a P/D build but …
here’s a realy fun DD condi build , thats gone make people hate you at times .
i’m seeing a great boost to this build in next patch if the leaked patch notes are correct ofc
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first
They been looking into it for like 3- 4 months now , seems to me they just do not want to support the solo Que players. Its the sole reasons why i haven’t done a single Tournament in the past 3 months.
Everything anet has done is only to make the premade groups happy, that’s all.
- refusing to give custom arenas a " no down state options" = only to keep the premade teams happy.
- refusing to put a REAL solo que = only to keep the premade teams happy
- and so on and so on …..
I think you’ve missed your guess here. The premade teams are not “happy” with the state of the game, nor are they getting preferential treatment from A-net that I can see.
I don’t currently have a team (my play times are erratic making me an impractical option for a real team), but I have subbed with a number of teams that are high leaderboard qulity and talk with guys in that realm regularly. Many of the “premade” crowd wanted the multi-team tournaments to be re-worked and improved. Instead they got deleted. The “no downed state” option for custom arenas is hardly a premade issue. I don’t give a flying kitten about whether it is an option for CA, and neither do any of the serious types that I talk to. I can’t see this as being because of them. You assume that the teams don’t want a soloque implemented, but winning matches 500-<100 isn’t fun or interesting. What the competitors want is competetive play, and the majority understand that a true solo-que will be a breeding ground for more teams that will ultimately spawn the competition that they want.
This development has taken way too long and there are various reasons for it and plenty of places to point your finger, but pointing at the premade teams is misplacing the blame in my opinion.
might have to clear up what i mean with the premade teams.
i dont mean the hardcore premades that made the other premades QQ in payed tourney’s back in the days.
i’m talking about the premades that QQ’ed cause they had to face better premades…..over and over.
( mostly they are the once against a real Solo Que , afraid they’ll have to face better premades again )
And 4+ months = clear sign that anet sides with the QQpremades .
Else why take so long to make the split again. The longer they wait the more people leave the gw2 pvp scene.
would love to see anet’s numbers of how many people left gw2 pvp scene in the past 4 months and what’s the staying time of a new pvp player.
More feedbacks -> system is still awful, long queue and I get 2 different premades in a row, my whole team isn’t even in top1000 (EU), while solo queing.
I seriously hope soloQ is going to be implemented on the 25th.
They been looking into it for like 3- 4 months now , seems to me they just do not want to support the solo Que players. Its the sole reasons why i haven’t done a single Tournament in the past 3 months.
Everything anet has done is only to make the premade groups happy, that’s all.
- refusing to give custom arenas a " no down state options" = only to keep the premade teams happy.
- refusing to put a REAL solo que = only to keep the premade teams happy
- and so on and so on …..
Hey all! Let’s make sure to remember that matchmaking is based off your rating and not your PvP rank. Players cannot currently see their ratings but our new matchmaking is much more efficient at pooling players together for matches. You should be experiencing much smaller rating deviations in games without a terrible sacrifice to queue time.
Be sure to give constructive feedback on how you feel the matchmaking is working for you.
All i want is a solo Que only button , is that really that hard to implement ?
Even if you made the perfect matchmaking system its not gone work until you split the premade groups and the solo Que players.
The minut a solo Que players smells a premade team he will leave ( or just not fight them/ goes afk ). ,
Now think about it. How you suppose a matchmaking system is gone fix this issue ? its not.
Solo Que players do not have voicechat / perfect team composition = no playable reaction times for tactics = fat chance of actually winning a team fight against premades with voicechat.
I remember that premades used to complain cause they had to face better premade groups to often. So you gave them easy targets to play against ( Fake Solo Que ).
I think its about time you did something for the solo Que players instead of the premade groups. ( a new player does not have a team yet , so his first experience in pvp will be bad , his second experience will be wurse , ……. he stops playing gw2 after giving it a month)
Hope a real Solo Que is comming , i would love to come back to gw2 if that ever happened , but untill that time , you will have more people leaving then there are newplayers added that arent alt accounts…..
cheerz Tripp
^^ Ooooh, I wanna see videos
my computer is kittenty you have to ask void for it
we cant seem to get into a server together ?
any reason why we keep getting redirected to other servers ?
I’m European , maybe there’s a difference if any1 could enlighten us :p
^^ Ooooh, I wanna see videos
my computer is kittenty you have to ask void for it
back ,
and cant record ,trail ended , still looking for a new recording program :p
So what’s the most annoying thief build can you come up with?
I was playing in hot join last night and was trying really really hard to kill this other thief. It’s a stalemate but I was really annoyed.
All he does is spread Caltrops everywhere and laugh. I suspect that he’s condition build with Signet of Malice using Caltrops and Uncatchable with Signet of Agility.
But the funny part is, I just realized that his name was “Trycatchinme” or something like that. So I was amused and annoyed at the same time.
is it this build?
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3I usually stalemate or kill them with my warrior juggernaut build
challenge accepted,
If you can kill me with a warrior , full respect to you.
But i haven’t really faced a war yet that could handle this build.only the heavy condition removal builds are a pain , and ofc 1vs1 against mesmer is really tough being close combat character and all.
(but then again mesmer loosing 1 vs1 is only the mesmer’s fault :P)still glad to see a lot more thief’s going evade style , some folks are going to be sorry for complaining about stealth
challenge accepted. I always wanted to fight a good dodger thief. Most thieves I fought were pretty bad
i’ll be ingame in 20 minuts +- for a few hours on Trippseeker
tripp ya later
So what’s the most annoying thief build can you come up with?
I was playing in hot join last night and was trying really really hard to kill this other thief. It’s a stalemate but I was really annoyed.
All he does is spread Caltrops everywhere and laugh. I suspect that he’s condition build with Signet of Malice using Caltrops and Uncatchable with Signet of Agility.
But the funny part is, I just realized that his name was “Trycatchinme” or something like that. So I was amused and annoyed at the same time.
is it this build?
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3I usually stalemate or kill them with my warrior juggernaut build
challenge accepted,
If you can kill me with a warrior , full respect to you.
But i haven’t really faced a war yet that could handle this build.
only the heavy condition removal builds are a pain , and ofc 1vs1 against mesmer is really tough being close combat character and all.
(but then again mesmer loosing 1 vs1 is only the mesmer’s fault :P)
still glad to see a lot more thief’s going evade style , some folks are going to be sorry for complaining about stealth
(edited by Void.4239)
Yep u got a good point. I guess its not an automatic win for premades and an automatic lost for solo-q’ers, but I’m referring to a proper solo-q team (1+1+1+1+1) and a proper premade team (5). I didn’t consider all the permutations inbetween, but I’d still say solo-q’ers should get different incentives if the whole team is solo-q.
I guess for all this to really make sense, its back to the old argument that the queues need to be seperated. Ah wells can only wait and hope.
been waiting 3months+ now for a split between solo and premades.
- 5man premades vs 5man premades
- 4/3 man groups , should search for 1-2 people more
( creating more 5man premade groups for the 5man premade Q, triggering it faster)
- solo Q’ers and 2man groups put together
( but chance for the 2man groups to be split once match starts , so its always random and you can end up against a friend, no team switching allowed…)
thats 2 Q groups, that anet needs to implement.
And gl to them if they think they’ll find a better system that produces 5man groups and doesnt make solo players quit.
its that or a real voice chat so the solo players can communicate same way like premadesgroups can. and i think its harder for them to implement a real voicechat.
totally agree with you Empathetic Fighter.
i made a who wants soloQ / premade Q split topic once . after like 80+ reply’s from people they closed it and warned me in mail that petitions are against the rules. :p
Did they do anything yet with the loads of complains about the need for a split ?
3 months + later ……
hence i havent done any tournaments yet for like 2-3 months , till they split soloQ /premadegroup. and i probably aint the only player that thinks this way.
( evry1 has a point where facing premades over and over is the last drop of water neded.)
people that dont think a split is needed are the few premadegroup players afraid of loosing there advantage in tournaments.
makes me wonder if they are the same folks asking for punishment against leavers.
just to make it clear,
punish leavers now ( with current crap MMsystem and no ingamer voicechat) = end of the word “tournament” in gw2.
make fights fair before doing anything else , and that means splitting premade groups and solo players.
This build is loads of fun, but completely different than other play styles. Next video will be it vs. more zerg action, less 1v1.
yeah another stealthless friend
gratz for having the balls to try it outhere’s a link to the build , with 4 vids , and everything explained.
atm i’m still running the build i posted , i just use Signet of agility instead of Signet of shadow ,
Makes it possible to keep up an endless dodge rotation .https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first
Hope it helps you perfect your build.
now evry1,
Make those kittenes pay for complaining about stealth, whauhhuahuahuaAs before, a build that boils down to doing nothing besides spamming DB + caltrops will get beat by any competent player. Switch to range + kite + dodge/blind/block/knockback/condition remove on a DB and the build is garbage. The only way you win is if the opponent stands in your face without moving or dodging.
wel its a lot of fun to play it , and its a killing build while being able to contest a point in spvp. hence the stealthless build.
This build isn’t the fast killer, but they aren’t gone have it easy killing meits a thief version of bunker , if they switch to range sure its annoying for me ,but they are at that point running away from the capture point trying to hit me on range …
and just to be clear , this build uses ALL skills the thief can use .( exept the number 4 skill wast of ini)
DB is a skill i use as main attack since it has a small evade in it.
A Backstab thief uses alot of c&d or bp/hs to, so no idea what your deal is with DB being used a lot.The thing with backstabbing builds is that they stack power/crit/crit damage. That not only helps their backstabbing damage, but also their auto attacks. If they can’t backstab for whatever reason, they can still do decent damage. If you have no bleeds on the enemy because they’re either competent or have good condi removal your dps will suck.
Your whole build revolves around spamming this one skill which is easy to both dodge and cleanse. Any decent player can nullify your DB spam. The players in your video all suck.
Even S/D builds have more damage and better evades.
my build revolves around EVADES.
DB’s are only a small part of that , i dodge more then i use DB.
and don’t underestimate the amount of bleeds this build puts out constantly.
endless dodges= endless dodgetrops
caltrops = for capture point clearing
DB’s = pressure the target and make him concentrate on you.
i try’ed S/D, and to me it felt like people had it a lot easier to hit me then when i used D/D
but evry1 is free to his opinion.
i can only suggest you try it out and see how you like it.
This build is loads of fun, but completely different than other play styles. Next video will be it vs. more zerg action, less 1v1.
yeah another stealthless friend
gratz for having the balls to try it outhere’s a link to the build , with 4 vids , and everything explained.
atm i’m still running the build i posted , i just use Signet of agility instead of Signet of shadow ,
Makes it possible to keep up an endless dodge rotation .https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first
Hope it helps you perfect your build.
now evry1,
Make those kittenes pay for complaining about stealth, whauhhuahuahuaAs before, a build that boils down to doing nothing besides spamming DB + caltrops will get beat by any competent player. Switch to range + kite + dodge/blind/block/knockback/condition remove on a DB and the build is garbage. The only way you win is if the opponent stands in your face without moving or dodging.
wel its a lot of fun to play it , and its a killing build while being able to contest a point in spvp. hence the stealthless build.
This build isn’t the fast killer, but they aren’t gone have it easy killing me
its a thief version of bunker , if they switch to range sure its annoying for me ,but they are at that point running away from the capture point trying to hit me on range …
and just to be clear , this build uses ALL skills the thief can use .( exept the number 4 skill wast of ini)
DB is a skill i use as main attack since it has a small evade in it.
A Backstab thief uses alot of c&d or bp/hs to, so no idea what your deal is with DB being used a lot.
This build is loads of fun, but completely different than other play styles. Next video will be it vs. more zerg action, less 1v1.
yeah another stealthless friend
gratz for having the balls to try it out
here’s a link to the build , with 4 vids , and everything explained.
atm i’m still running the build i posted , i just use Signet of agility instead of Signet of shadow ,
Makes it possible to keep up an endless dodge rotation .
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first
Hope it helps you perfect your build.
now evry1,
Make those kittenes pay for complaining about stealth, whauhhuahuahua
The warior has probably one of the worst condition removals in the game, in fact, the wariors in the video had 0 condition removal so, being hit by a death bolossom will ensure them taking 3000 damage over 10 seconds (10 seconds of 3 stacks of bleed at 100 damage/tick), even the thief was making errors by leting himself get hit and spaming death blossom.
If there was a better thief in the video (i dont use thief BTW) he could easily take 3 wariors and still win.Oh and i play warior so i know they have 0 condition removal.
Death Blossom – Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
The reason I use so much is to not only stack bleeds but also to evade incoming attacks. But I do agree my accuracy could be much better!
you think thats alot of evade?
here you go , this will help you alot
endless dodges / DD condi build
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3
switch SoS for signet of agility, for the 100% endurance and condi removal
have fun with it
Simple, because everybody hates thiefs.
This pretty much sums it up yeah.
For those saying having 2 thieves is counterproductive and can make you loose a match it’s pure BS. I have won so many matches with 2 thieves in a group. It’s more intellect over group composition imho. It’s more knowing that capping is essential, fighting on the cap points are prime and not skirmishing in the midst of nowhere which is most of the time what new comers do and by doing so pull the team down with those simple mistakes. I think it’s more this. But of course, when we loose who do we blame ? The most hated profession in Gw2.
That is not fully true , i see people mostly pointing fingers at there opponents being OP builds when they loos.
And if they know its not a OP build , then they point the middle finger to the thief in there party :P
else i fully agree with you
this might open your eye’s
it’s build for spvp/tpvp ,
but i know you can figure out a working pve build out of th pvp build
heavy conditions/ endless dodges / non stop bleed applying
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3
atm i’m using signet of agility instead of SoS, makes it possible to get an endless dodge rotation with Deathblossum
( runes and sigil are real important)
if you dislike conditions:
switch weapons to sword / dagger , and put on beserker amulet instead ,
now you have a heavy evade / crit&power build .
hope it helps you out
cheerz jim
I applaud you good sir. Truly how the survivability of a thief should be.
ty
makes you wonder why people are still complaining about how thief isnt a survivable class … doesnt it :P
just not enough people thinking outside of the glasscanon box i’m afraid.
how do u get 50% endurance on withdraw? is that from the full effect of vigor accumulated? and yes i aggree withdraw is a lil better.
- runes of the adventure ( 6: + 50% endurance on heal )
- sigil of energy ( weapon swap :+50 % endurance )
- signet of agility ( +100 % endurance + 1condi clear )
vigor from heal / DB evades / trait ( -+20-25% endurance regen on dodge use )
and thats how you keep up endless dodges ( making only DB there window of hitting you since DB takes longer then the evade it brings)
I thought it was back stab or go home, boy I was wrong. Watching 25 stacks of bleed eat away at your opponent whilst they are trying to swing at you, completely ignoring the fact they are slowly (rather fast actually) dying is hilarious.
Watching 100 % of your condition-based DPS disappear because you can only apply an intensity-stacking condition that is removed by a single condition-removal skill … not so hilarious.
But I’m not here to rain on your parade. Condition-based thief is a lot of fun, despite its weaknesses. I’d really like to see a way to apply burning, etc, but you can certainly be effective with pure bleed output.
you can put out constant bleeds , its a never ending suply of DB’s and dodges
here’s for evry1 trying evades builds
the link to my build will help you guys out alot.
The runes are key to evade builds for thief
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3
atm i still running this , i only use signet of agility now instead of Sos
I’ve been a little obsessed with bunker builds lately. Thief bunker builds to be more precise…
They don’t work, at least that’s what people have been trying to tell me.Void.4239 came out with a build and posted it not long ago (https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3)
I looked at that build and instantly felt the need to thank him. He had found a way for a thief to hold a point without stealthing. The following is my take on his build. I changed a few things but the bare essentials are what really define it, and I toss all credit to the original build-maker.
http://gw2skills.net/editor/?fYAQNAoYVlYmiNXbS3E95Einivas0UwgtU3jtSrqKA-TsAgyCtI0SplTLjWStsaN8Y9x8DA
glad people still making other builds on the concept of the endurance regain. That was why i posted the build at first.
you deserve full credits for making your build , looks really interesting . Havent try’ed a full trapper yet but will do now
I use a similar build, but mine doesn’t rely on the on-heal effects, in stead of trying to maximize endurance, I supplement the endurance gain from daggers, vigor, and acrobatics with passive SoM heals. Basically this is a “composite” approach of passive healing, dodging, and weakness rather than throwing all my eggs in one basket. In addition, I keep 10 in shadow arts for bonus condition removal and I also pack a shortbow swap to help deal with certain CCs. In addition I’m usually covering my bleeds with three other conditions in my build (plus any bonuses from steal), which makes them a little tougher to get rid of.
I don’t really sPvP but it’s been doing pretty great in WvW and PvE, though I’m still building those omni infusions.
yeah i’ve seen the build in action very nice
tho i still prefer withdraw it brings so much more then SoM to the field
when i withdraw, i get :
- +4.3 k heal
- vigor
- +50% endurance
- +4 ini
- cripple / chilled /imob cleans
- huge evade ( very nice mobility skill to )
every 15 secs
Sure passive heals are great…
But i prefer not getting hit , if they miss i dont have to heal it up .
And evades work better for me when facing multiple players then passive heals, tho it all depends how you play it and what you like playing .