You definitely start to develop a sense of Stockholm Syndrome when a character who has been around for a long time suddenly dies. I know she wasn’t a lot of people’s favorite villain, but I did feel a bit sad finishing her off.
What kind of FPS do you get in the LA event
in Battle for Lion’s Arch - Aftermath
Posted by: Warkupo.1025
I have a cool 7 FPS when get around the Champion Whatever’s.
The game isn’t designed for you to check every single attack. If you want to stop being taken down by the condition meta you need to start making vitality the new meta.
D/P is one of the few Thief sets where I feel like everything has synergy with everything else. I’m never simply using the same power over and over or the same strategy. S/D used to feel this way but has been neutered so badly that I feel like I’m simply a bag of tricks with no power behind it (tickling my enemy to death isn’t my idea of strategy).
D/P feels right.
I did not prove your point at all; The point of Death Blossom is that fills a niche in a set that it does not otherwise fill. If you changed Death Blossom to another spike damage it is either going to invalidate something else on the build or remain useless. The way it is it does have some use, it just isn’t useful for every single application.
Switching weapons out has its’ own inherit problems, so I think it’s silly to act like it is a be-all solution.
The amount of DPS lost by going a hybrid build is not as significant as people on this forum like to pretend it is. MMO communities in general have this really bad habit of speaking in absolutes when they refer to value comparisons. Over on the warrior forum, one handed axe is the only actually viable weapon because it has all the DPS, while the impression is that the other weapons don’t actually do any damage. This is obviously untrue, but it doesnt’ stop everyone from believing it. That same observation is made in any class forum for any given weapon.
I’m going to go ahead and blow your mind a little, but; damage is less important than mmo communities believe them to be. People work very hard and will put up with being extremely bored to improve their kill-time by whole seconds. That’s pitiful, to me.
Pistol Whip still isn’t flawless, regardless of how much you think that it is.
EDIT: Death Blossom is hardly a weak ability either; it takes awhile to do its’ full application of damage, but that damage is not insignificant at all. It does about 34% more damage than a single auto-attack + poison of dagger, but also has evade and AOE. Stack is three times, then start working on a harder enemy with your auto-attack (or whatever). The rest of the spawn will be dead by the time you are done.
(edited by Warkupo.1025)
I especially recommend Tarnished Coast for a pleasant community.
I will point out that it is the nature of normal people to not pay much attention to chat and just go about their business in a calm manner, while it is the nature of angry people to angrily rant at zone chat and belittle others to get some kind of validation for whatever it is they are doing.
For instance, I was trying to have a conversation about an aspect of the game I didn’t care for, and the zone chat I was in told me to quit playing the game and go cry in a corner. I kind of rolled my eyes and quit trying to communicate. That’s just the kind of people you are going to find in zone chat, but it’s not all the people in the game or even the majority of them.
My advice? Join a guild, talk solely to them.
Sword has poor spike damage options. Dagger doesn’t.
Pistol Whip roots you and is pretty obvious.
Death Blossom is crap is a pretty lazy argument.
It is an AOE ability on a set that lacks cleave. While the individual damage is less than some of your harder hitting single attacks, the amount of damage it does when against a group of enemies should be significantly higher even without equipping yourself full of condition damage.
The dodge is a bit tricky, and it’s probably easier to just take advantage of some kind of stealth+backstab build for dagger.
I think the power is probably fine. You already have harder hitting single target attacks; turning death blossom into another one won’t make its’ need any greater. Right now it has a niche, and I think it fulfills that niche fairly well.
Are you talking about WvW, or PvP? For S/D, I’d recommend checking out this guy and his build. Has an interesting take on it.
That guy likes Sleigh Bells. You should listen to him.
Seriously, you should.
Look, this isn’t that complicated;
I want to be a ninja. Like, since I was 5. Since I have this moral dilemma with killing people, I play video games instead. With ninjas in them.
The rifle is very single-target compared to the bow. This winds up being okay as usually you would want to switch to a ranged weapon when fighting a single powerful entity, such as a champion or other boss type thing, that might be a bit more than you can handle in melee range.
Aesthetically, the Charr look a little… silly, to me, with a bow. I just don’t understand how they aren’t constantly snapping the thing with their giant bear-claws. Pyre Fierceshot must’ve been a pretty kitten good archer to get around that handicap.
If a high level ranger joined my group and didn’t know how to hit the button that makes your pet not screw up everything, I imagine I’d be slightly irritated as well. I don’t know that I’d extend that to “rangers suck” but I might say something like “you should hit that button that makes your pet not screw up everything, <expletive>.”
Or leave out the expletive and just explain if they don’t know? Why would you be aggressive about it. Just ask them politely if they wouldn’t mind putting their pet on passive as it causes issues with the boss fights. If they ask how, just tell them. What’s hard about that?
If they get aggressive, sure, be aggressive back (though I would still suggest not, since it rarely resolves anything). But if they just don’t know something, then what’s the problem?
I am not a saint, and I expect someone who is level 80 to have a certain amount of understanding about their own class’s mechanics. If I’m frustrated with you I might try to be polite, I might also be frustrated with you. Especially when this is the fifth or sixth time I’ve had to explain it.
If you don’t know what you’re doing and you ask me BEFORE the mission has failed I am usually happy to explain it to you. In great detail. Greater detail than you are possibly ready for. If you wait until I am repeatedly screaming at you in the middle of combat, then you kind of deserve to be yelled at.
So in conclusion; GW1 really wasn’t that great. Also it’s bonus missions are horrible.
It wasn’t that great, but it had its moments. Also, the Bonus Missions were okay but really required some work figuring them out. I did enjoy Gwen’s Story and Saul’s Story, but didn’t try the others.
The Bonus Missions usually consisted of carrying a thing halfway across the map, or talking to an NPC halfway across the map and then escorting him halfway across the other side of the map. The first time you did it you would fail, then you would figure out where you were supposed to take him, then you could clear out the path, GO BACK, get him, GO BACK, and then finish the bonus. There was a lot of unnecessary, boring walking to almost every bonus mission in the game. “Carry thing” or “Escort Guy” where way overused.
On the other hand, I did like the instanced nature of the game. One of the things I kind of dislike about GW2 is that I roll up to an event, save the day, and then everything is in peril again the second I turn away. Because GW1 was instanced it meant that things I did could actually change the world I interacted with, so it felt more like what I was doing mattered. I have a hard time keeping up that enthusiasm with GW2 because I feel less like a wandering hero and more like a guest at a carnival who gets on a ride that resets as soon as I am off of it. The world doesn’t feel REAL, it feels staged. It IS staged.
I also liked how the skills were handled (even though I just spent a paragraph complaining about them). I like that I can use a sword, and then PICK sword skills. I don’t necessarily like being handed all of them; I think it is more fun to unlock them as I go so I don’t have to go out of my way to try them out, but I liked that I could customize my skill bar so completely. It is very rare for your character to “suck” or your weapon to “suck” because you usually had enough options available to you that you could find something that worked.
In GW2 if you don’t like how your weapon works you just switch to another weapon and hope that it has enough skills you like to stick with it. That’s fine except that if I had a particular IDEA for a character it can only work provided my weapon set isn’t terrible or the developers had same idea as me. I mean, how many weapon sets do we have in the game that has several abilities you just… don’t ever use?
If a high level ranger joined my group and didn’t know how to hit the button that makes your pet not screw up everything, I imagine I’d be slightly irritated as well. I don’t know that I’d extend that to “rangers suck” but I might say something like “you should hit that button that makes your pet not screw up everything, <expletive>.”
I beat the entirety of Prophecies as a Ranger/Warrior using a Sword/Shield with nothing but henchmen. I didn’t find the game very difficult by the end because it’s not very difficult for me to look at a bunch of very similar skills and put together a build that works. You might doubt that claim, but then, I beat the entirety of Prophecies as a Ranger/Warrior using Sword/Shield with nothing but henchmen.
I found the game more challenging when I was fresh out of the searing, didn’t have a complete attack chain, didn’t have many defensive skills, and didn’t have the stats to make much out of them anyway. I had to learn how to command my henchmen to get things done as I myself was fairly weak. Now that I am a kitten Ranger/Assassin with a Death Blossom skill chain I can pretty much walk up to every encounter, AOE it to death, and then heal myself afterwards. My henchmen are there but I mostly just ignore them.
As far as “skill diversity” goes, there honestly isn’t that much of it. A lot of skills are so situational that you’d need a really specific party composition to make much use out of them, and since you’re usually dealing with only a passable AI you tend to stick to more general things. My strategy was to pick four attacks that had the least amount of conditional situations applied to them with good damage and put them on my skill bar. Then I picked some utilities that healed me, removed conditions, and let me just ignore 75% of everything for the next 12 seconds.
Game stopped being hard around Fisherman’s Haven because my build was more or less “done” by that point. I wasn’t learning any new skills that were useful. I wasn’t acquiring new armor that would make a difference, and the enemy AI wasn’t capable of becoming more complex. The vertical progression was “done” and so the game was quickly “done” after that. Enemies, mathematically, could not do more damage than they were doing in Hell’s Precipice without giving me more power, so that is where the game peaked.
Again, I don’t mean to turn this into “look at how good I am at GW1”, I mean to point out that I found the game challenging when I was fighting my way up the power chain in it. I felt a sense of progression as I emerged from the harsh landscape of Ascalon. I felt a general sense of stability by the time I casually tossed a lich into a volcano. His friggin’ imps were more of a problem than he was.
Vertical Progression is not inherently bad, although it certainly can go that way (WoW). Vertical Progression is GOOD when it gives you a sense of progression, and I really do think that’s the key word there. It allows a developer to make a player focus on a piece of content and get used to how it works, then it can make that content more complex and force the player to learn things again. So long as the player is actively engaged and getting better at playing your game, I think vertical progression is doing its’ job.
When vertical progression is just about getting an arbitrarily more powerful piece of armor so that you can go face the exact same level of difficulty it’s not really progression anymore. It’s just rehashing old crap and putting a shinier coat of paint on it.
So in conclusion; GW1 really wasn’t that great. Also it’s bonus missions are horrible.
Simple.
Lowered poison duration from thief and engineer fields by 40%
Lowered burst by 10% (WvW)
Lowered Healing Signet by 8% and still getting the active buffed.I don’t see where there is much to discuss here.
Makes a lot of sense. It sounds like they want to tackle the condition meta, but they don’t want to make condition damage useless either so they are toning down one of the more… debated methods of “dealing” with it.
Maybe the nerf to Healing Signet will mean I don’t have to hear about it every other warrior topic because people have decided to abandon it.
My problem with Sword/Sword mesmer is that I didn’t really feel like a sexy dervish of death, but like I was a guy casting illusions that just held swords for some reason. You don’t really have any attack animations with your off hand except to parry with it and… that’s it. Otherwise you just wave it around and make illusions. Warrior on the other hand throws the thing, slashes with it, and ALSO blocks with it. So there’s that.
As far as actual play, I use something like this for PVE:
http://gw2skills.net/editor/?fIAQJAscjkOJvFPCPMxBE8BN8yIJmC1j5wOaDA-ToAA1CqIKSVkrITRyisFNIYSA
Soldiers for a more tanky bulldozer, or Berserkers for a more classical glass cannon are both viable for this build depending on what kind of hi-jinks you want to get into. I prefer Power over Condition as Critical Hits don’t actually do anything for condition, and since this build focuses so much on crit chance it made more sense to do it that way.
This build has more crit than is readily apparent; ‘Heightened Focus’ and ‘Blademaster’ are giving you 25%, and then fairly constant Fury upkeep from “For Great Justice!”, “Signet of RAGE”, and “Lyssa’s Whatever Here Have All the Buffs”, are giving you another 20% for a total of 45% added to your base critical hit chance. Swords probably don’t need ‘Sigil of Accuracy’ if you’d rather go for damage, but I refuse to actually do math to figure out which is better; I just know that I always want ‘Final THRUST’ to critical so that the spike damage makes it worth using.
Personal survival is very high, especially if you rock soldiers. You’ll have a bunch of health regeneration from ‘Healing Signet’, ‘Adrenal Health’, and FOOD. You have a lot of health and a lot of armor, so neither power or condition damage is going to phase you too badly. “Movement-based” conditions are actually good for you as they contribute to your stupid wolverine-level regeneration thanks to ‘Dogged March’.
If you DO need to remove conditions you can either pop ‘Signet of Stamina’ or ‘Signet of RAGE’ to get rid of everything that is currently bothering you. I tend to go through ‘Signet of RAGE’ first as it gives me a bunch of buffs due to Lyssa’s which helps me turn the tide of battle in a glorious way; exactly the kind of thing you need when you’re being hit with a lot of conditions.
‘Doylak Signet’ is great for further increasing damage reduction and popping it for stability (telling great-hammers to suck it). ‘Signet of Agility’ gives you enough endurance regeneration to make dodging a thing you do. You’re not going to suddenly be a Sword/Dagger evasion thief, but you’re going to be pretty nimble for a guy who dances around in plate-male. ‘Riptose’ is always fantastic for it’s aggressive bleed damage and blocking an attack. I suggest you get good at Riptose’n.
Your damage output should be extremely high even if you do go Soldier’s. The trait ‘Deep Cuts’ gives your bleeds a long enough duration that the damage they do is still very appreciable even without placing a lot of focus on Condition Damage. ‘Attack of Opportunity’ is a 10% damage buff for whenever the enemy is bleeding, which is pretty much always. ‘Percise Strikes’ is an extra 220ish damage for just beating the hell out of things, which is always welcome.
Auto-Attack on Sword is honestly pretty kitten good; I don’t tend to switch out of S/S unless I need a utility from my other weapon. ‘Impale’ followed by ‘Rip’ is your first spike thing, then ‘Final THRUST’ when the enemy starts to get low usually finishes most things off. ‘Riptose’ should be used offensively as often as possible as the bleed damage it does is pretty phenomenal.
‘Savage Leap’ is kind of an addicting gap-closer, and it works really well to use ‘Impale-Savage Leap-Rip’ together. For whatever reason I feel like the animation of ‘Rip’ is reduced by using ‘Savage Leap’ first.
‘Final THRUST’ has a kind of long animation whose damage happens near the end. Keep in mind that you can still run during the animation, so it’s good to start it a bit early if you’re running at someone so they have less time to react to it.
Oh RUNNING you say? That’s right, this build is good at that too. ’Warrior’s Sprint’ is another effective trait that gives you a 25% movement speed buff provided you are using melee weapons (which every true warrior SHOULD). This is nice because it means you don’t have to mess around with Swiftness and it allows you to stick to your target much easier (like when you are chasing them around with ‘Final THRUST’. Nothing sucks more than thrusting at someone and being to slow to keep up.)
For more “you are never going to get away from me, ever” action, pair up S/S with Greatsword. Between ‘Savage Leap’, ‘Rush’, ‘Whirlwind Attack’, and ’Warrior’s Sprint’, you will be flying all over the map like the armored razor-blade of death that you are. Also I think it’s comical that my back up weapon is MORE SWORDS.
So yeah, there you go.
Who the hell wants to play a game you always win? Tell them to have fun on their no skill, didn’t win anything worth mentioning victory and then go play with cool people.
Entirely horizontal progression can work in something like Super Mario Bros. where the game revolves around a few basic skills, but for something as time demanding and as in depth as an MMO I really doubt you could ever completely get away from vertical progression for the simple fact that you wouldn’t have enough ways for your game to really get any more challenging if the players only response to anything is “move forward, jump”
“Floppy Pirate Hobo” is a bit overdone, yes.
I’m “replaying” GW1 right now (I was 10 the first time I played and never really got out of post-searing Ascalon), and one of the things I actually don’t like about the game is that you’re basically maxed out somewhere around Maguuma Jungle. My armor rating is as high as it’s going to get, most of the skills I can be bothered to farm have been acquired, every rune or insignia that I want is on my armor, and my weapons are pretty darn good. As far as vertical progression goes I was “done” long before I ever got to the final boss and quite honestly I was… kind of bored.
Sure I change my skillbar every now and again based on whether or not the enemies are going to be casting blind every other half second, but the overall strategies I employ never really change. Figure out which target is the biggest problem, zerg it down, and try not to pull too many foes at once. While the content and the story is just interesting enough to keep me playing, I can’t help but feel like I’d be a little more enthusiastic about doing Nightfall and then Eye of the North if I knew that I had much to look forward to in terms of literal character growth.
I hate these forums and I don’t know why I ever bother to come back to them.
I like Scarlet.
I don’t even necessarily care if they nerf zerk; I just want content to be challenging enough that I can’t approach every single aspect of it with exactly the same solution. This whole “bash your face into things with maximum DPS gear” isn’t really satisfying my desire to play a slightly intelligent game.
Like I said, make defensive/cc gear more important and make monsters less spike and more sustained. Whabam, you’ve fixed the whole mind-numbingly boring dungeon issue.
Get rid of butt-fighting (it’s ridiculous), making tanking stats more meaningful. People don’t tend to take vitality/toughness because a monster is either going to one shot you, or its’ not. They made dodging such a priority that taking anything other than a one shot is simply something we don’t care about.
CC is generally useless because it doesn’t stay on long enough to really do anything but tickle most enemies.
Healing is generally useless because it doesn’t stop you from being one shot when you fail to dodge.
When you make every single other mechanic in your game pointless people stack on damage. This is basic game design philosophy.
You could go for a mix of both power and condition. Death Blossom tends to do better in a PVE environment due to its’ AOE nature. Human players tend to focus on either vitality or toughness, so a build which does significant Power and Condition damage tends to be very adaptable.
Rangers are as kitten as every other class that plays this game. So nothing has changed, really. Don’t bother with the forum; just go make a ranger.
I tried D/D before I eventually settled on D/P. Ultimately I felt like D/D was just an inferior version of the same thing. The whole Black Powder + Heartseeker > Backstab combo is better at defense and getting you into position for what you want to do. I really liked Death Blossom, but it felt out of place with the rest of the set and ultimately didn’t offer better damage/mitigation than BP/H> B.
I started off playing S/D, but the nerfs have basically chipped away at it over the years that I don’t feel like it resembles the thing I started playing back when Heartseeker/Quickness builds were all the rage and I wanted to be ‘different’. Today I feel like it is a mostly ineffectual bag of tricks that just tickles the enemy until they decide to smash me into the pavement.
Dancing Dagger loosing all of its damage took away the burst potential of the set. I no longer had anything to really… DO with my initiative. Before I would need to plan out between my damage and the evasive/cc abilities. With that option gone the set kind of became really defensive, with the most damage oriented thought I had being whether or not I was going to follow through with my entire auto-attack or dodge. I had no way to put pressure an an opponent anymore; just be generally annoying. The mind game potential was gone.
Tactical Strike never really felt worth it. I could blind my enemy, but I’m right up in their face so a simple auto-attack gets rid of that problem right away. I can stun my enemy for… a whole second, but I haven’t really gained anything damage-wise for it, and their back in my face before I can even get an auto-attack off. There was no big pay-off for it. Again, I just felt like I was mildly bothering the enemy without any real gain.
I hate the way Flanking Strike operates now as it feels unnecessarily clunky. I think the thieves who complained about it didn’t realize you could simply run forward after the dodging part of the animation finished and very reliably hit your enemies. Both portions of the attack require my input to execute which I find really tedious. Maybe it’s a result of my hiatus, but I feel like these abilities in particular have a lot of lag between when I hit the button and when they actually execute.
Finally, Infiltrator’s Strike has taken on their lag. Nevermind the meta-game and it’s stun-happy stun-fest, the ability just doesn’t feel good to use anymore. Rather than simply teleport out of the way of something and then charge back in I do this rather obvious animation before leaving. You wouldn’t really think 1/4 seconds could hurt an ability so much but it basically added a bunch of lag onto something I considered a dodge (on a set that is already full of laggy dodges).
Ultimately Sword/Dagger went from a fluid, tactical set to a bag of kind of ineffectual strikes and I stand out in the open with an enemy who is much better at crushing my skull than my auto-attack can hope to be.
I decided to delete my original Sword/Dagger thief as the character concept wasn’t melding anymore as the frustrations with the playstyle took over. While I did this before the nerf, the anticipation of it certainly didn’t improve my disposition.
I remade the character as a sword/sword warrior and… quite honestly it’s everything that I ever wanted my Sword/Dagger thief to be. He’s fast, mobile, does good damage, and has a decent amount of strategy that can be derived from the playstyle. I like not having the constant anticipation that it might get nerfed every update too, or inadvertently nerfed to take care of some other problem unrelated to it.
I’ve been leveling up a Dagger/Pistol thief as I absolutely love the synergy in the set and the damage it is capable of doing. It feels very similar to how Sword/Dagger used to be back when Dancing Dagger was a viable method of dealing damage. I can control the battle with blinds if I need to survive, or burn a foe down quick my backstabbing nonsense. Thematically I am evasive, stealthy, and assassin-y, which are all the feelings that I SHOULD be getting from a class called “thief”.
At the same time, I can’t help but wonder how long before that gets nerfed too, and I really hate that the thief playerbase in particular seems to live in constant fear of that crap because their class is under so much scrutiny from the rest of the playerbase. I feel like any time a Thief wins a combat situation we get some kind of invisible counter added to the “nerf-thief-o-meter”, because the rest of the playerbase doesn’t seem to be content unless they have complete dominance over this one class in particular.
(edited by Warkupo.1025)
I honestly find dual pistols more dangerous. You can’t put an enemy down very quickly so as soon as strafing no longer works you are pretty much dead as you won’t be able to put an enemy down fast enough to survive the encounter.
Sword/Pistol, Dagger/Pistol, or Sword/Dagger, Dagger/Dagger all have much better damage mitigating abilities provided you learn how to time your dodges, or simply sit in Black Powder (an offhand pistol ability).
Good; one button mashing is not good for the game or my attention span. This still makes it viable with interrupt powers but doesn’t demand that as the only thing you ever do.
Not every rune set needs to be hyper specialized towards one specific attack. Runes of the Thief pretty obviously increases multiple aspects of the Dagger/Whatever set. I think it’s fine how it is.
To my knowledge: “Infiltrator’s Return” will no longer break stun and is going to have a 1/4s cast time added to it. Assuming you are used to combat it still shouldn’t’ be too difficult to simple blink out of the way before the giant, slow, clunky hammer hits you.
Warrior definitely has its’ outliers, but as a whole I think it’s the medium where most people are having fun. I think other classes need to be balanced to be more in line with warrior’s typical performance levels.
If you’re only looking at it from a “the maximum amount of available initiative is reduced” perspective, then yes, you would most likely perceive it as a nerf. Fact of the matter is that most thieves are not currently using a build maximized around initiative because we do not need that much initiative and building that way would leave you very weak in other areas.
I tend to think of it as a rebalancing; we’ll probably still need to take initiative traits, but we aren’t as dependent upon them either for reaching a “comfortable” amount of initiative.
Always thought downed was stupid anyway. I’d rather people just died when I killed them.
He’s definitely a good thief who has a keen understanding of his environment and his odds, who is quite capable of articulating his strategy, buuuuut, if you listen to the video his strategy is typically “so and so did this… so I went into stealth” followed by “then there were more people, so I went into stealth again”
It’s basically a 20 minute lovesong to black powder.
I tend to find Shatter Build generally more powerful with more tactics available to you. You aren’t trying to preserve your illusions like some kind of pet class so you can choose to let them absorb some hits for you, or blow them up consistently for good damage output. If you trait to get clones out quickly, and pick up traits like Deceptive Evasion you should have a near limitless supply of cannon-fodder to Naruto your way through all encounters.
Phantasm builds are not as strong, in my opinion, and tend to place too much focus on one aspect of the class while sacrificing a lot of the others. That, and the traits which make a phantasm build viable simply aren’t as powerful as the traits that make a shatter build viable. That probably should be balanced.
Turns out you need to wear armor when you fight group oriented enemies. Who would have thought.
At very least don’t stand right the hell in front of an enemy. That’s where all the sharp parts are.
I would like our auto-attack in downed state to be something slightly more impressive than a rock. For the masters of preparation and strategy, we really should be able to come up with something a little more dramatic than a damn rock.
My own, probably not popular idea, was to have the HOOK be the thing with the long cooldown, and the bomb be instantly ready as soon as we hit the ground. It’s not a normal bomb though; its’ a self destruct button. Hitting it does its’ regular damage with significantly more damage if we use it while we have more downed HP.
This forces people to be less gun-ho about stomping the engineer; you’d want to back off and chip away some of his HP so that he doesn’t just outright kill you with the bomb. At the same time, you need to hurry it up because once he gets his rope ready, he might just pull you over and end you both. Meanwhile the Engineer needs to decide between detonating himself or holding out for a heal.
Its’ mindgames for everyone, and I love it.
I expect every single one of you to attend the thread following the patch notes of the revised Shattered Strength. You won’t, which is why it will be hilarious when you’re all crying about it.
You are purposefully missing the point now. Having 40 different abilities to respond to a situation is so far above and beyond what anyone else is capable it should be obvious without having to sit here listing the dozens of specific combinations I can use to kill someone. When you have 40 different abilities to choose from you don’t blindly apply a combo. You just decimate.
When you can DO everything, always, whenever, you can’t be anything BUT overpowered.
It’s strange that people have been spouting off a lot of rage about how OP it would be without providing logical back up, especially when a number of suggestions have been listed to mitigate abuse of certain weapon swap strings. I like my idea of, well, for example: You use water 5 for a heal in staff and then switch to DD for water 5, but you can’t, because water 5, even in DD, is on CD.
It’s so bloody obviously overpowered that I shouldn’t need to list examples. Your own desire to mitigate how overpowered the set could with weapon swapping by placing special restrictions on it should be enough proof for you. Or at least, I’d imagine it should be since you’ve already entertained the idea and arrived at a similar conclusion to the rest of us who have apparently failed to provide “logical back up”.
Unless you just think things without understanding why you thought them, and then immediately move into performing action without reason.
Yesterday someone was complaining about how a 25% movespeed to other classes would kill thief. I guess this was done so that thieves wouldn’t die from the massive 25% speed buff.
Every other engineer posting about grenades before this patch seemed to do pretty damn okay with them, as I recall. Its’ hilarious that people are only just now making a claim about how modestly the weapon performed. Where were you before, exactly?
I stopped playing my thief after the last patch (the one before this one). The class is quite boring and predictable, and the patch only emphasized dagger/dagger burst further. Any seasoned player would hand a glass cannon thief his kitten 9 times out of ten.
Guardian is pretty damn fun though. Playing as an effective bunker was a nice change of pace. That said, there’s this sort of rather popular Engineer bunker build you could also try. If you read the forums at all you should be aware of it.
Only according to the forums. I distinctly remember being kind of insulted when I started using the toolkit, which I had been told does terrible damage, and started destroying people with it. Rifle+Toolkit is a hellish amount of burst damage with a lot of survivability baked into it. I’m glad the TANKCAT thread turned me on to it.
Sorry about your grenades though. That must be tough.
I’m probably just going to keep using sigils of blood lust. I’ll just do it slightly more effectively.
Boring, I know.
Probably not, but I wasn’t using grenades to begin with so this patch is really nothing but good things for me.