Showing Posts For Wile.5024:

[PvP] Stealth penalty for spamming autoattack

in Profession Balance

Posted by: Wile.5024

Wile.5024

Or thiefs would never be able to land a backstab ever is the more likely outcome. Many classes easily counter with a patient activation of block skills, aoe blinds, invulns, etc

Yes you can counter by using defense skills, this was not the point… the point was to promote skillful play by making the attacker to observe and think what the opponent is doing instead of mindlessly attacking. Saying “never be able to land a backstab ever” because of an 1 sec stealth reduction on counter just seems ridiculous to me.

[PvP] Stealth penalty for spamming autoattack

in Profession Balance

Posted by: Wile.5024

Wile.5024

The issue: Attacking from stealth does not reveal you unless you do actual damage to the target, no penalty for auto attacking a blocking/evading/invulnerable/blinding enemy.

Every stealth skill stealths you for at least 3 seconds (4 if traited) this is more than enough time to burn through most blocks/evades/invuls etc which usually have significantly longer cooldowns than stealth skills. In most situations this results in guaranteed damage to the target. The most common situation is where a ~permanent stealth thief keeps backstabbing you for potential 6-8k dmg until it goes through.

Suggested balance change: Make any blocked/evaded/blinded/invul etc attack reduce the remaining stealth duration by 0.5-1 second.

I think this change would force players to keep an eye on your target and promote skillful play opposed to mindlessly spamming attacks while in stealth.

(edited by Wile.5024)

Illusionary leap rework

in Suggestions

Posted by: Wile.5024

Wile.5024

I tried looking for a similar topic but couldn’t find any except for a few months old (closed) bug topic and some replies here and there…

Some background: I play mesmer as my only proper char and in tpvp almost daily. My build uses magic bullet and the illusionary leap+swap skill to immobilize enemies and make me able to burst ppl down when combined with blurred frenzy and shatters. With a cooldown of under 10s I’d say illusionary leap is one of the most important skills I have.

The issue:
The clone summoned for the leap simply does not do it’s job most of the time if there’s even slightly uneven terrain between you and the target. On stairs it never connects (and I have seen some players abusing this). Sometimes it seems to fail even on even ground for mysterious reasons, perhaps some small obstacle on the way. When any of the mentioned things happen the summoned clone just stands still or the clone does a weird path while it’s trying to leap and does not connect. This problem is very easy to see when playing mesmer on spirit watch due to the many stairs and uneven terrain + obstacles.

To me it seems the skill isn’t clearly working as intented and since it’s a pathing issue and not related to player skill or anything, it really annoys me. For my situation, this usually means that I have to basicly wait another 10s for another chance to try bursting which is a long time for a squishy build. Also leads to a lot of ppl getting away since the mesmer is imo pretty awful at chasing enemies (unless heavily focused on that spesific purpose).

Solution for rework:
The previously mentioned topic in the bugs forum mentioned the pathing of the leap clone can’t be fixed due to “limitations of the system”… that’s why a rework of the skill is needed and I’m posting on suggestions forum.

My solution (and other ppl too on other topics) would be to make the clone spawn directly at the target (while crippling it) thus removing the need for bad pathing and the leap completely. To keep things balanced I think a small cooldown could be added to activating swap after activating the illusionary leap clone. During this cd the enemy would have an opportunity to either destroy the clone or for example dodge away from the clone like it is possible to evade the leaping clone at the moment too and thus avoid getting immobilized.