the correct answer is 42
If I remember the correctly from discussions with our server programmer, this is something we could add as a “nice to have” check in the matchmaking system, but I don’t think it could be something that would be 100% required to start a game. As you mentioned, making this a requirement for roster creation would add a considerable amount of time to the queue.
Not to mention every match has 10 players and there’s only 8 professions. 4v4, anetpls.
-_-’ with all due respect, think a little bit josh…
One unique profession per team not for match…
with all due respect, read the title: “Only one distinct profession per match”
:o
you are right but that suggestion is so bad that my subconscious filtered it and turn it into something that actually made some sense.
anyway tks for pointing that out
If I remember the correctly from discussions with our server programmer, this is something we could add as a “nice to have” check in the matchmaking system, but I don’t think it could be something that would be 100% required to start a game. As you mentioned, making this a requirement for roster creation would add a considerable amount of time to the queue.
Not to mention every match has 10 players and there’s only 8 professions. 4v4, anetpls.
-_-’ with all due respect, think a little bit josh…
One unique profession per team not for match…
I just can’t stand that guy Karl anymore .
he doesn’t work alone you know…
He is the one chosen to show is face on behalf of the balance team.
As a thief I’m also astonished by the changes they are making but I don’t blame Karl in particular, even though It is known that from all devs on the team he is the one o plays thief the most.
PvE balance
(The duration of the blind was increased btw, only the pulses have greater intervals)
actually it was decreased from 3s to 2s.
Way to completely miss the point, Pope.
All of our complaints about the class have been completely ignored. Attempting to support Venomshare actually HURTS Venoms because Venoms are forced to be absolute trash on their own to allow distribution to 5 people (you require 12 trait points to actually make them useful). P/P is a sitting duck weaponset with no strengths and some extra range solves none of those problems. New traits are totally misguided, make little sense and don’t help at all (no Thief has EVER competitively used ANY of them). Last Refuge still exists. Traps still exist.
In other words, instead of actually listening to our concerns and extending our gameplay options (in a way that might actually benefit these whining children because we won’t be forced to run the same specs to be useful), we’re still pigeon-holed in to the same specs and roles and 3/4 of our toolset is still completely worthless and untouched by the development team, despite our loud voices.
Every other class so far in these Skill Bar segments has received some love in some way to something that is underused, making it potentially useful and opening up other specs for viable play. We got basically nothing, and the changes we actually did get were completely misguided and won’t help the situation at all because they have no idea what they actually want to do with it. It’s really, really sad.
This is a joke thread right?
At first I thought it was serious but after what he said about thieves?! (free loot bags)
He is obviously trolling…
no news from A-net so… I guess we will have to live with another “limited use” skill…
LS the unblocable slill that we don’t have access to when the target is blocking! GREAT!!
Condi burst is already out of control if power burst gets nerfed then every one will switch to condi and well have the pre december meta all over again…
no tks
LS = the blockable unblockable ability! ty a-net!
Thief here and not 1 day goes by without getting this bug at least once…
2 days 17 hours on mine, good thing the AA beta weekend starts tomorrow.
hell yeah! see you there mate most of my guild will be there to.
@Wyrden.4713
Either you don’t know English or you can’t read. Not going to waste time with you.
Yes, but maybe it is intended and Anet doesnt want to change it. So why should they fix something that works exectly like they want it to work.
And if it isnt working as intended, why didnt they fix it already. And I am certain it is not the first time someone reported this, so they should know. Maybe they dont know how to fix it (unlikely) or it is simply to much hassle to fix it so they ignore it (also unlikely). It also could be a low priotity thing (more likely if unintended). Well in this case lets wait and see. At somepoint it will be fixed.
I think the most likely case is that it works fine enough for them not to warrent a change. And i also dont think it is as much of a deal, since it is rather easy to adapt to it as player with stealth.
Ofc they know about it but
1) they don’t wanna fix it
2) they can fix it but it takes too much work just for to fix it and they chose not to.
Just look at the permanent root bug. It is there since beta. The only way to get out of it is with a teleport or a emote like /dance or /sleep, they obviously know about it and it is a game braking bug that can dictate the result of a battle but did they fix it after 2 years? No do you believe that they chose not to? Or they don’t know how to? If they
could or knew how this big would have been eradicate log ago!
Same applies to this channeled though stealth bug and many others.
Eventually they will get fixed but I won’t be here to see it since my guild is moving on to a different game just like my previous 3 guilds did, only this time I’ll go with them.
if Moa is used early in the fight I’m forced to flee or die, if the mesmer saves it to when he is low on health I normally finish them in Moa form.
Using this elite as a “aw miau” button is a bad move.
ALL professions have means do deal with stealth, via AOE dmg, cleave, applying reveled and even auto attack (as a thief is what i do, auto attack)
Devs keep adding more and more counters to stealth so stop the stealth is op whinning and L2P.
This is an issue that has been in game since beta and was never addressed, since a-net is adding more and more counters to stealth i also believe that the time as come to FIX this.
going off topic a bit, devs are giving other professions tools to specifically lock down thieves, when can we expect tools to lock OTHER specific professions to?
Trip Wire works well with S/P but since S/P is no good…
Also Shadow trap works well with D/D Backstab builds but with D/D you are forced to take SR BP and ShadowStep there is no slot left for it…
I get 5+ sec spikes 2-3 times per match… every this pauses and it is chaos when the spike ends…
>>i’m not disputing that. i’m saying that the change they’re implementing to venomous aura doesn’t really make any big difference (and yet back when it was announced, people thought it would be a huge deal). the argument is “the condition damage is weak when you share”, ignoring the fact that venoms aren’t used in condi builds to begin with, because they’re utility conditions, not damage.
Understood. For the most part I concur.
However, that said, does the effects shared with members of the group apply to the DURATIONS as well?
If my thief has a 100 percent condition duration and I share devourer’s venom among 5 others then if they all get that added duration it is significant.
It becomes 15 strikes of 4 seconds each.
Ice drake becomes 20 strikes of a 2 second chill rather then a 1 second chill.
Now when these are stacked along with Venomous strength and that heal and are focused on one or two opponents, it a death sentence.
in wvwvw tell me 1 profession that can take 20strikes and live.
what good is 20 strikes with chill or 15 with poison?! if you and your friends land 2 strikes each all its left is to stomp…
as a D/D (0/6/6/2/0) thief I eat P/D thieves at breakfast.
nomnom
Balancing consists of the following steps:
1. Collect Data.
2. Review Data to see if Balancing is required.
3. If required, propose solutions.
4. Determine if solutions meet your goals, are realistic, and do not significantly impact other areas of the game.
5. Select a solution.
6. Develop the solution.
7. Test the solution.
8. Revise the solution if anything comes up during testing.
9. Test again if revisions are made.
10. Repeat 8-9 as needed.
11. Release Balancing changes.Start over at step 1.
4 weeks tops
fine, if you are happy having and unblockable skill that you don’t have access to wile your enemy is blocking then fine! take it!
I don’t even play S/D I was just trying to understand why would anet give us an unblockable skill and a second in chain, isn’t it obvious that if the target is blocking you wont have access to that skill?!
Wouldn’t it be better if the “unblockable” part of the skill was replaced with some other effect like stealing 2 boons instead of 1? or apply poison? it’s just that being unblockabe or not is irrelevant since it is the 2nd ability on a chain that only flips IF you HIT the target…
Well sure, but if ANet wanted S/D easier to play, they wouldn’t have nerfed it.
it is not a matter of difficulty of play, it’s a matter of logic, way have an unblockable attack that you cant use when your enemy is blocking?! o.O’ it does not make any sense…
fine, if you are happy having and unblockable skill that you don’t have access to wile your enemy is blocking then fine! take it!
I don’t even play S/D I was just trying to understand why would anet give us an unblockable skill and a second in chain, isn’t it obvious that if the target is blocking you wont have access to that skill?!
Wouldn’t it be better if the “unblockable” part of the skill was replaced with some other effect like stealing 2 boons instead of 1? or apply poison? it’s just that being unblockabe or not is irrelevant since it is the 2nd ability on a chain that only flips IF you HIT the target…
Not as low as you think.
Sorry but I disagree, the chances of an enemy using a blocking ability in between FS and LS are minimal… not to mention that the buff FS/LS receved in december made in an anti-bunker build that now is hard countered by bunkers… ironic right?
Note: I played S/D for a long time but changes spec and weapon set about 2 month ago, this nerf does not affect me directly but I can’t agree with it since is simply counter intuitive, it makes no sense having an ability that cant be blocked as a 2nd in chain were the first attack can be blocked….
(edited by Volrath.1473)
It is a paradox only when a single aegis, before FS, is applied. It is not a paradox if the player applies aegis inbetween the two skills hitting, or if they start using a skill like shelter or gear shield in between the two hits.
and what are the odds of that?…
Just because someone isn’t blocking when you use FS doesn’t mean they won’t be blocking when you decide to use LS.
sure but if they are blocking when you use FS it will NOT change to LS so what good is it being unblockable if you don’t have access to it wile you enemy is blocking?
Not to mention you will probably drain all you init by accident if that happens because you will perform 2 FS (4 init each) and they will most likely be both blocked
Larcenous strike is an unblockable attack, after the patch, Flancking Strike will only change to Larcenous Strike IF it hits, so it Flanking Strike gets BLOCKED, it wont change to Larcenous Strike, what good is unblockable LS if we cant use it if someone is blocking?!
Remove the “unblockable” part of the sill and make it steal 2 boons again maybe?!
I’m ALWAYS in favor of build diversity and support you guys (engi) on getting buffs in needed areas but the condi engi needs to be tuned down a bit or made skillful to play.
Dropping torrents, spam 1 and win a 2v1 it´s just not good for the game.
I never enter a 1v1 vs a Engi these days, if they are already fighting a team mate I go in, otherwise I ignore that node and go for another…
Holy kitten! 2 YEARS! wow… I guess I am not the first one to post this then ://
no, u are not, and if you come back in 2 years there will still be ppl posting about it.
i dunno…. condi removal helps as well, just say’n
As far as I know Auto Attack is spamable, can you spam condi removing abilities too? just say’n
the P/D weapons set is idd viable BUT sine this game only has conquest mode, this means you will be spending time in stealth and shadowsteping out of the capping circles, giving advantage to you enemies…
so basically, to play sPvP, no matter how hard they nerf S/D and D/P we have no other choice but to play them… we might as well have a “disabled” logo stamped on our backs too…
they are gonna nerf sword #3, and everyone is gonna go 2 0 0 6 6 dp. this is by far, gonna be the most “op” thief meta this game has seen.
o.O’
do you mean 6/2/0/0/6 P/D Celestial? then yeah it’s going to be crazy
good to know that after 2 long years we are going to have 2 different PvP modes, I’m so exited!!! -_-’
as for “when it’s ready” pls…. you said that if you saw that something needed to be addressed you would do it on the fly since you don’t have to take down the servers.
you also said you would change things little by little “baby steps” you said, correct me if I’m wrong but you address balance to all professions at the same time with game changing changes and you do it twice a year.
besides Dagger auto attack pseudo cleave I dont consider any other change a “buff”, it feels alot like “lets pretend we buff this tiny things that no one uses nor ever will to make up for the REAL nerfs were hammering the thief profession AGAIN!”
well, of course they’re buffing the things no one uses. the idea is to make it so the things that aren’t used become as used as the current options.
the problem is that their improvements aren’t really improving in the parts that need improvement.
no no no, you don’t understand! they “buffed” stuff that no one uses and NEVER WILL USE no mater how much they “buff” them because they are bad in consent and some don’t even fit the profession style nor remotely synergies with anything at all.
Ugh…I hope not. I hate conditions. =(
celestial with Scholar. thank me later
it is warriors were talking about here! nerfing is not on the agenda…
Last Refuge is something we’ve been talking about quite a bit internally, and we certainly don’t like the way it can occasionally unintentionally punish players.
We’d like to keep the minor traits in Shadow Arts thematically the same (stealth based) rather than simply providing boons or something similar. Keep that in mind when you’re suggestions changes for Last Refuge.
Thanks for the feedback!
stop talking like you care! it’s been there since BETA, ppl have complaint about it since beta, ppl have given numerous suggestions sine beta and you guys never gave a kitten about it to date.
And if you are talking about it internally it is surely to nerf it so just leave it alone pls!
besides Dagger auto attack pseudo cleave I dont consider any other change a “buff”, it feels alot like “lets pretend we buff this tiny things that no one uses nor ever will to make up for the REAL nerfs were hammering the thief profession AGAIN!”
thieves desperately need more weapon sets
no, thieves just need the ones they have to be viable. A-net disagrees, why? they keep nerfing the viable weapon sets with every single “balance” patch since launch.
with this changes thieves will prolly go P/D full condi or hybrid with celestial. at least we know that it will last for about 6-8 month until the next so called “balance” patch hits so you might as well start training with it.
It’s unfortunate that the continual changes to larcenous strike (and flanking strike) ever since it was introduced give no confidence that the balance passes are actually finding solutions to anything. Let’s not even even start talking about venoms either.
venoms? what about traps?
every single spec that becomes popular for thieves gets nerfed patch after patch, with no buffs whatsoever. Buffing terrible traits that no one uses into less terrible traits that no one will ever use all the same is not compensatory imo.
This is my last post, Im trying not to get involved but I just had to respond to this.
Black Powder is still fine, its just slightly less effective. It’s just not as rewarding to sit in a blind field and do nothing any more. YOu have to use other skills and carry your own weight more.Although Im not against P/P getting a slight defense buff for compensation.
Kay. Im done here now.
“slightly less effective” you know it is a 50% nerf in pulses + 50% nerf in blind duration right?
Not that I dont think its fair or anithing but… were is the compensation for this? 0,25sec faster Unloads? or is it the +3% healing on crits?
Although my spec was actual buffed (probably the only thief spec that got buffed) I believe that the few buffs are not enough when compared with the ridiculous amount of nerfs…
TBH I was expecting a couple of things like mug being able to crit again, dancing daggers init cost reduced and reveled back to 3 sec in PvP since more professions can apply reveled and for longer periods of time, and a direct nerf to thieves via other professions, we should get a buff to compensate for this but as always a-net has no love whatsoever for thieves, we are the black sheep of this game and will NEVER be treated the same way as warriors for example.
In this ready up you can see that the warrior dishes out a lot more dmg with ALL they’re weapon sets that the thief regardless of the weapon. Not to mention warriors can do MORE dmg in tanking spec then a thief in full GC spec…
GJ
I haven’t seen any whining what’s this about?
The changes are generally welcome
they waiting another nine months to reevaluate after new metas settle
invigorating precision?! does anyone even consider using that trait over the other 2?
Awesome guild, thank you very much for taking the time to do this for us!
Sticky pls!
When will we have a ready up with the balance team telling us what are the reasons behind all the balance changes being implemented on next balance patch?
just out of curiosity, that does a Community Special Operations person do exactly?
Let’s wish at least 4 classes are introduced this time…
I really can hardly wait for the balance patch to hit ASAP.
you will regret it a week after it hits xD