Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
Thanks for creating this thread! I’ll have the team keep an eye on it.
Thank you I hope it will help!
Bugs I have been encountering on a regular basis
1.Waiting in que for a long time when the que pops I click it I am thrown back into the end of the que.
2.Teleporting to diffrent borderlands and being put in LA or some other map
3. Teleporting to spawn only to spawn in a diffrent borderland.
4. The icons on the map turning upside down
5. Places shown to be claimed by the wrong server
6. Being able to claim an enemy tower
7. This one is not a glitch but more of a hack a guardian can wings of resolve from outer garri into inner.
I have encountered #5 quite often, it usually occurs at the same time as the long loading screen and the rendering bugs. Objectives do not show the proper color of the server that owns them. This seems to be a random problem that affects individual players and not everyone on a map at the same time. The only way I have found to fix those issues is to completely restart the client.
Speaking of WvW bugs, was there always a gap between the PPT bar and top of screen?
Otherwise that is a critical issue introduced in the latest patch. WvW unplayable.
Lol yes I saw that as well after the patch combined with constant lag and dc’s, it has happened before though.
Another possible idea would be to have a recipe that allows us to create flax fibers from flax seeds.
Even more boring crafting to fill the war chest? No thanks.
How about we save raw materials into the guild treasury and then we can simply use any upgrade that can be derived from those materials?
Material Promotions are all done through forging, as far as I know, not crafting. It could be done in bulk.
For example a recipe could look like this:
250 flax
1 pile of crystalline dust
5 philosopher stones
1 bottle of elonian winecould create 10-40 flax fibers
So walking to a Mystic Forge instead of a crafting station. Both are equally boring and laborious game elements.
As opposed to how we make siege? The issue is not about making the acquisition of flax fibers more fun or less boring. There are many important recipes that require flax fibers, but no reliable method for farming them as they are basically an rng drop.
No, No, and more No. It is bad enough we have people allowed to portal entire zergs inside a structure, basically allowing groups to bypass the entire sieging process, but this would be completely game breaking and essentially make having structures meaningless.
Another possible idea would be to have a recipe that allows us to create flax fibers from flax seeds.
Even more boring crafting to fill the war chest? No thanks.
How about we save raw materials into the guild treasury and then we can simply use any upgrade that can be derived from those materials?
Material Promotions are all done through forging, as far as I know, not crafting. It could be done in bulk.
For example a recipe could look like this:
250 flax
1 pile of crystalline dust
5 philosopher stones
1 bottle of elonian wine
could create 10-40 flax fibers
(edited by X T D.6458)
Ya a few of my guildies and I were in EBG during reset night. We WP back to spawn to help save home tower. I was ported to LA, another to Divinity’s reach and another to FA BL. And there were ques so we had to wait to get back in. Kind of annoying.
Yes this has been happening on a more consistent basis. Several people would report that they were mistakenly ported to another borderland while trying to use a waypoint in the same map they were on. This is especially frustrating if you were on a map that has a queue and now cannot get back in.
Heh while it would be interesting for anyone to be able to use siege that is not restricted to either side. The fact that we have blueprints owned and supplied by the player and that siege can be damaged, would make it impossible for such a thing to be implemented. There would be no way to prevent friendly fire to siege, which could render it useless.
Everyone is fair game.
I do not usually target a driver myself, because of how it can mess up the flow of a fight. Often times it happens as retaliation, so while you think its only happening to you, consider that your side is bringing it on itself by having engaged in it first.
Even if an entire zerg all looked the same way, there are many ways to tell who is commanding. Aoe and CC spam is part of the game, so everyone gets affected by it. Try running a little tankier if its needed. Have a backup commander.
I think it could be based simply on what servers have the greatest need at that time based on population fluctuations. Since we can’t stop people mass-bandwagoning, at least a mercenary server can step in and fill the void when it happens.
That is basically server linking, which is in essence a temporary merging of servers.
I wish the XP enrichment would affect WXP. If it did, I would recommend that.
I recommend Karma for a roaming PPT player, otherwise Magic Find.
A WxP enrichment infusion from the laurel vendor in WvW would be interesting.
What could possibly trigger Magic Find in WvW? o.O Apparently, I am missing something. Since when do other players drop loot?
Always
, make sure you max out the Provisions Master WxP upgrade to get autoloot.
Oh, this sounds exciting! Thanks for the tip, will have much to learn — definitely more complex than PvP.
No problem. Yea PvP is entirely different in mechanics, I can understand the confusion, since players in PvP do not drop loot. However in WvW everything, aside from ambient creatures can drop loot. There are also ways to increase your participation rate for reward track progress by using a booster and a guild buff.
I recommend magic find for those who are more fights oriented, especially big fights. And karma would work better for those that are more ppt oriented, players that like to capture objectives since those are events that award karma.
What could possibly trigger Magic Find in WvW? o.O Apparently, I am missing something. Since when do other players drop loot?
Always, make sure you max out the Provisions Master WxP upgrade to get autoloot.
I use magic find.
You do not get XP in wvw, therefore it will not work in WvW, nor will it work on reward tracks. Reward tracks are progressed through points awarded by an individuals level of participation. It is separate from wxp and exp.
X T D, sorry just saw your point, okay then i guess we have to wait a week.
Glad to help
Okay, il make it clear, why can we not use the mail feature after four days of us buying the game.
Thank you.
You have to wait 7 days before being able to use it. It is an in-game security feature because of gold sellers, hackers and other aholes. You must also reach level 6 on a toon before being able to send mail as well.
snipples
you sir are a gentleman and a scholar and I would like to wholeheartedly give my unabated praise for such a radical display of honest logic and grand ideas! hear hear!
only about 10, 15… maybe 20% joke. so for srs it really doesn’t makes sense that the swords and wp contestation are treated as separate events.
Don’t lie, you were serious the whole way lol.
But really though, the sword and WP contesting are one in the same as they should be. I still say that waypoints should be removed from WvW in general except for spawn but I doubt I’ll get what I want too lol.
LoL /blush
Removing waypoints would work better for a different map layout, say if the map had a top down rectangular shape where it is more narrow in the middle. Since wvw maps have a more circular shape to accommodate space for 3 servers, waypoints make it easier to travel around. Also since it provides a strategic advantage, it therefore gives an incentive to attack the keep that has/working on a waypoint, so it promotes a more progressive style of play which is good.
I think the idea is to have scouts around that can call out in team chat if something is being hit somewhere.. If a servers scouting is bad enough to where they lose an objective because they had to run from spawn instead of the nearest waypoint, then they deserved to lose it lol.
Scouting is definitely important and it cannot be said enough. However it can be very difficult to do considering how much of the area around the keep needs to be checked. Alpine garrison is simply enough, 5 gates and 2 wall sections. With the current system. With desert bl it is a lot harder to do because of how much larger the keeps are and the more complex navigation and pathing doesn’t make it easier. Some servers simply do not have the manpower, or volunteers to place a scout, let alone multiple scouts throughout a map.
I can’t speak for all roamers, but when I’m roaming, I’ll frequently call out where I see enemy zergs in team chat or send a PM to a commander that I know is running.
Well sure, as many people do, but mobile scouting is a little different than stationary scouting. Both are important and useful, but require different action.
What do you mean by trading? As in player to player trading? Because that does not exist in GW2 and for good reason. You can use mail, and guild banks to share storage that both your accounts can access.
Anet closed 5 servers recently, 2 of which have opened back up. They lowered the population thresholds for servers meaning that a server goes full faster with less people than before.
Your firsthand experience, is just that. And I don’t say that to be mean, unless you are able to monitor the activity and population for each server, throughout the day, you cannot properly judge what the actual population is or how active it is.
They already announced that it would be changed to 5/4/3 with the next living story release.
Oh awesome, I didn’t see that. Thanks for the info.
No problem, I am happy to see it changed.
snipples
you sir are a gentleman and a scholar and I would like to wholeheartedly give my unabated praise for such a radical display of honest logic and grand ideas! hear hear!
only about 10, 15… maybe 20% joke. so for srs it really doesn’t makes sense that the swords and wp contestation are treated as separate events.
Don’t lie, you were serious the whole way lol.
But really though, the sword and WP contesting are one in the same as they should be. I still say that waypoints should be removed from WvW in general except for spawn but I doubt I’ll get what I want too lol.
LoL /blush
Removing waypoints would work better for a different map layout, say if the map had a top down rectangular shape where it is more narrow in the middle. Since wvw maps have a more circular shape to accommodate space for 3 servers, waypoints make it easier to travel around. Also since it provides a strategic advantage, it therefore gives an incentive to attack the keep that has/working on a waypoint, so it promotes a more progressive style of play which is good.
I think the idea is to have scouts around that can call out in team chat if something is being hit somewhere.. If a servers scouting is bad enough to where they lose an objective because they had to run from spawn instead of the nearest waypoint, then they deserved to lose it lol.
Scouting is definitely important and it cannot be said enough. However it can be very difficult to do considering how much of the area around the keep needs to be checked. Alpine garrison is simply enough, 5 gates and 2 wall sections. With the current system. With desert bl it is a lot harder to do because of how much larger the keeps are and the more complex navigation and pathing doesn’t make it easier. Some servers simply do not have the manpower, or volunteers to place a scout, let alone multiple scouts throughout a map.
Let me see if I understand it correctly…Lets say for example you have two toons, a warrior and guardian. You want to play your warrior on an NA server like TC, and play with your guard on an EU server like SFR?
They already announced that it would be changed to 5/4/3 with the next living story release.
Hey all, I thought it would be a good idea to start a thread where we can post bugs that we have encountered in WvW. Instead of just having a bunch of random threads that get buried after a few days. Hopefully this way it would be easier to monitor the issues for the devs, and for us to know if other people are experiencing the same issues.
Please do not post exploits as it is against forum rules…
Please report those here: exploits@arena.net
Remember to also use the in-game tool for reporting issues.
Here are a few issues I have been having:
*Using a waypoint on a map can sometimes port you to a different map.
*False bug queue, it shows a queue on a map, when in fact there is none.
*People having the same position (#) in queue, I have noticed this often during reset nights.
*Being on a map for certain amount of time, causes a random bug where many things do not render graphically like weapons, and sometimes your own character which can go completely invisible if using a tonic. This also causes the long loading screen when using a waypoint on a map. Another issue that can occur related to this, is that the color of objectives do not update properly to accurately reflect which server actually owns it. Completely restarting the game client seems to be the only way to fix it.
Please add any issues that you are having, Thanks.
(edited by X T D.6458)
snipples
you sir are a gentleman and a scholar and I would like to wholeheartedly give my unabated praise for such a radical display of honest logic and grand ideas! hear hear!
only about 10, 15… maybe 20% joke. so for srs it really doesn’t makes sense that the swords and wp contestation are treated as separate events.
Don’t lie, you were serious the whole way lol.
But really though, the sword and WP contesting are one in the same as they should be. I still say that waypoints should be removed from WvW in general except for spawn but I doubt I’ll get what I want too lol.
LoL /blush
Removing waypoints would work better for a different map layout, say if the map had a top down rectangular shape where it is more narrow in the middle. Since wvw maps have a more circular shape to accommodate space for 3 servers, waypoints make it easier to travel around. Also since it provides a strategic advantage, it therefore gives an incentive to attack the keep that has/working on a waypoint, so it promotes a more progressive style of play which is good.
People keep talking about blobs and groups, and completely missing the point about the mechanics of the issue.
The problem is that waypoint contesting is treated the same way as popping swords. Waypoints do not appear as soon as a keep is captured it takes hours for it to be built, and it is a little ridiculous that it becomes completely unusable because somebody taps a guard. It is not unreasonable to ask for a simple change to this, in that a waypoint should only become contested if a guard is killed, there is damage being done to a keep, or the lord is taking damage. This can be done by an individual or group, same as now. The number of people that respond, whether its a blob or a single scout is irrelevant.
The mechanics of swords popping up to show an objective is being contested should stay the same though, they just need to split the mechanics between popping swords and waypoint contesting.
Forcing anyone to have to group up is not good for wvw. People should be free to play as they wish, whether it is solo or in a group.
(edited by X T D.6458)
Another possible idea would be to have a recipe that allows us to create flax fibers from flax seeds.
Add 10 min reveal to anyone who contests anything.
Lol if only, Death to stealth!
Possible solutions would be to increase the drop rate of flax fibers from the harvesting nodes in wvw. Or replace flax fibers with another material that is easier to farm but increase the amount required to balance it out.
Well gw2 isnt a team game, it pretends to be a team game… but yeah forcing at least 5 player to cap anything outside camps would be interesting to see how it rolls.
Team yes, but that doesnt mean its forced on anyone nor should it be. Having to call for people on the map to come to your position just to help you capture something you can do yourself is not good for the game. One of the best ways to encourage people into jumping into WvW is to show them how every individual can contribute, whether they are in a group or not.
I agree, and its weird that they haven’t already changed this. Maybe its tricky to accurately register a certain amount of people that are attacking a specific objective? Anyway, if they could, it would be great to have something like this. I was thinking of the number of people required going up with the type of objective and what tier it is, but that wouldn’t work. A flat requirement of 5 people seems fair I guess, and also do trebs put swords on an objective? If so then they shouldn’t imo.
The main problem is the mechanics, in that the contesting of waypoints and the popping of swords are basically treated the same way. This is where it can be either annoying or helpful depending on what side you are on. Now if they were to separate the mechanics and have it work differently, then it might make things a lot simpler.
Swords should be popped as normal, waypoints should be changed to go contested when a guard is killed, the lord is taking damage, or there is damage done to the keep. The current mechanics allow anyone to basically sneeze on a guard and make the keep’s waypoint unusable for 3 minutes, while still popping swords causing scouts to constantly have to check everywhere and many times not finding anything because a tapper doesn’t have to do much of anything to keep the waypoint unusable and would have already left the area.
agree 1 person should not make a wp contested, just like orange xsword u need like 25+. 1 person however can make white xsword.
The number of people involved is irrelevant, what needs to be changed is the mechanics. Making something impossible to do with 1 person is unfair. A regular guard should have to be killed, and/or a structure should need to take some form of damage before being contested, this way it is possible for any individual or group to do.
One other idea is to create a bag slot that is specifically designed to hold only siege/traps that maybe could be bought after maxing the Provisions master track. And this bag slot would count separately from the others thus not counting against the limit placed on accounts.
X T D.6458, that actually would be a good idea..
They could had bags that only would accept siege (players would have to sacrifice overall item slots), so that drop menu would read just the siege bag.
hummm, or show the siege in the siege bag on top of players utilities (floeting menu similiar to heroes skill menu).
Maybe they could use this idea to create kind of a keyring for PvE, so that it has uses in both game modes, and therefore would be more practical of an idea. The nice thing would be that it could be opened and compacted as needed and provide a very useful tool allowing use between toons without needing bank access.
Contesting needs to be changed, its long overdue. Sneezing on a guard and keeping a waypoint unusable for 3 minutes is very annoying. They need to change it so that a keep actually needs to take damage, or a veteran guard needs to be killed in order to contest the keep. But also as long as the lord is in combat, that should continue to keep the waypoint contested.
What they could do is add a drop down for the inventory window that brings up siege, and let us click a tab in between the siege and inventory that lets us choose between tiers of siege and traps, kind of like a side scroller.
(edited by X T D.6458)
I have been chatting with friends that are on TC, and the impression that I get is that there seems to be a split between those that prefer to have stayed in tier 2, and those that want to push/stay in tier 1. Seeing as how TC opened back up yesterday, there might be a glicko adjustment coming, never know.
I enjoy fighting TC, and hope the server recovers and stays strong.
Linking is done based on overall server population, not a servers activity level during any particular time zone. Temporary, or shorter links based on time zone would require completely reworking matchmaking. Similar to something like in EoTM where there is a new match every 3 hours, each match would be determined by its activity level during a specific time of day.
For example
Sea timezone matchup might look like BG/JQ/DB
While NA timezone could look like BG/MAG/TC
Just make needle trap deal some physical damage upon activation, problem solved? Maybe I missed it, but why is this simple fix not the solution?
The only counter-argument I could think of is that this would completely ruin trapper runes for thief – and no, it wouldn’t really. You could still utilize all the other traps to maximum potential, you just wouldn’t be able to ghost it up 100% of the time if you wanted to deal a large amount of condition damage.
Also, even if it did ruin trapper runes for thief….
a. Great and good riddance.
b. It would make the game a hell of a lot better for about 99.5% of other players
c. Once again, no it wouldn’t because you could still utilize the other traps for stealth
That is how the trap used to work, but for some reason anet wanted to encourage use of this build and removed the Power based damage from it so it would not cause reveal which made it appealing to use with trapper runes. This is why it has become a larger problem then it was. Now a thief can essentially stay in stealth pretty much the entire time he is laying traps around you.
Stealth has always been already a broken and over abused mechanic, and thieves have way too much of it, so that change essentially made the issue even worse.
There is imbalance, and then there is outright broken. Ghost thief is an example of outright broken. The fact that, in a competitive game mode you can remain in stealth the entire time you are killing someone from a distance with traps you placed minutes earlier is absolutely ridiculous and just godawful skill design.
Ghost thief highlights some of the many things wrong with class balance in wvw. The mechanics of stealth and conditions are totally broken in pvp and wvw. And another thing, traps should NOT BE in place FOR 5 MINUTES, and the range for them to disappear should be a lot less then 2500.
Just unbelievably bad design, and frankly insulting that this was made easier by taking power damage away from traps….This is why we need to split skill balance between game modes.
People complain they never see anet in wvw…then they see anet in wvw and freak the kitten out…seriously…..
What advantage are they giving to whatever side they happened to appear on?
Just because you see an anet tag doesn’t mean its a WvW dev bent on carrying out some devious mission to destroy you or your server…good lord man…
If there is one on your side, say hello and be friendly like a normal human being. If they are on the opponents side, then put up a good fight and say to your friends that its nice to see anet in wvw from time to time…
Nobody left at anet has any vision for WvW, perhaps with the exception of Tyler B but of course he was moved off WvW development.
I don’t know where this idea of Tyler B being some amazing savior of a dev to WvW came from. Is there something specific that you could point to that Tyler championed for WvW?
Tyler gave a kitten about us and WvW. He worked to fix A LOT of stuff. Before he had taken the lead, WvW never got any attention whatsoever on the forums and was basically left to rot for years. Taking him off the wvw team angered a lot of us.
A lot of issues that affect WvW cannot necessarily be blamed on the wvw devs in all honesty. WvW has been neglected for whatever stupid reason since the start by anet management. Longstanding issues like Lag and class balances are mostly out of the control of the WvW team. And they can really only do so much with the resources allocated to them by the company. Think about how many people work on PvE, then think about how many work on WvW lol, its not even remotely close.
We may give them a hard time, but they do deserve a lot of credit when and where its due, considering the tough spot they are put in constantly. It almost always seems like kitten ed if they do, kitten ed if they don’t, cant please anyone for them.
And for those that complain about not enough dev posts on this forum section…sometimes it might be due to not wanting to cause controversy with the playerbase because often times it seems that even the most well intentioned change or post can rile up a bunch of people.
Can people please stop with the ridiculous comments in regards to telling others where and how they should be playing, just stop it, get off your high horse and stop with the condescending posts.
Now, here is what I am curious about regarding this change. Is this a permanent change or temporary? If permanent it could seem like a more heavy handed attempt to funnel people to lower tier servers and starve higher tiers of new blood to keep up with player attrition and stay competitive. It could very well have the opposite effect in that it might boost the populations of lower tier servers, but hurt the populations of higher tiers servers regardless of whether or not players transfer off, essentially resulting in no gain for the player base. Now if this is a temporary adjustment, I can understand it.
The timing of this is rather odd, the populations of the 5 now full servers has to be greatly varied. I seriously doubt YB has the same population or activity level as BG does.
Thanks for the feedback everyone. The response to 2,1,1 is mixed, so I thought I would inform everyone that we will be changing it to 5,4,3. This is intended to go out around the same time as Episode 4.
Thank you! Your on fire today Mckenna, love to see the replies!
Not sure why 5,4,3 was chosen over going back to 3,2,1 but either way it is a lot better then 2,1,1 Thanks!
For population balance reasons, we’ve lowered the population thresholds for a world to be considered ‘Full’. This is to keep the population disparity between high pop and low pop servers more similar.
Interesting, but wouldn’t that make it more of a necessity to keep certain higher tier servers linked since it would be harder now for them to bring in transfers? I have been suggesting using links for lower tiers and a few tier 2 servers like FA and YB to boost their populations, it seems like that would do the most good.
Also please consider lowering the map caps a little. The lag and blobbing from stacking on one map is just too much, ty.
This skill is long overdue for a nerf. Spammable, 5 targets, easily hits for over 10k, and an evade? Absolutely terrible and out of touch design, and it needs to be changed for wvw and pvp. Combine that with thieves ridiculous amount of burst damage from power and conditions, stealth spam, and tons of mobility and escapes and you have a profession that is in dire need of rebalancing.
Possible changes:
Increase initiative cost to 6 for wvw/pvp
Reduce damage by 20%
Remove the evade
Lower target limit from 5 to 3All of that together seems like a bit much of a nerf.
Oh no, as I stated in my next 2 posts those are possible changes, not that all of them should be implemented lol. Personally I favor an increase in initiative cost from 5 to 6, and reduction in damage in the range of 20%. This would curb some of the spamming and high damage of the skill while still keep it strong.
This skill is long overdue for a nerf. Spammable, 5 targets, easily hits for over 10k, and an evade? Absolutely terrible and out of touch design, and it needs to be changed for wvw and pvp. Combine that with thieves ridiculous amount of burst damage from power and conditions, stealth spam, and tons of mobility and escapes and you have a profession that is in dire need of rebalancing.
Increase initiative cost to 6 for wvw/pvp
Reduce damage by 20%
Remove the evadeSeems reasonable. If it got the Revenant treatment, the damage would be reduced by 50% and they’d slap on 5 second cooldown even though it goes against the profession’s mechanics.
Heh yea revenant is a another mess. One other possible change I forgot to add was to lower the target limit from 5 to 3. I think a damage reduction and especially increase in initiative cost would be the best way to go with this skill, increasing the cost would prevent it from being spammed a third time since pretty much every thief is running trickery and gets that extra 3 initiative. I don’t know the exact mechanics of the evade on this skill, but I would make it activate when coming down from the leap, therefore allowing a thief to be cc’ed when activating the skill.
Honestly, I would rather thieves use staff then weapon sets that rely on stealth, but this skill in particular is a little too strong right now. Stealth in itself is terrible and needs to be heavily nerfed. I would also like to see changes to dagger, pistol, and sword for thieves as well, specifically for pvp and wvw, but that’s just me.
Only thing I have to blatantly disagree with is all Thief skills need to be balanced around the baseline 12 Initiative pool not on the 15. Or they need to make Preparedness Baseline since all skills are already balanced around the 15 Initiative pool. It’s not that Thieves like running trickery, it’s the fact they are forced to.
While you bring up a good point, and I agree with you, increasing the initiative cost to 6 would still keep in line with what you are saying. Currently a thief is able to spam this skill 3 times in a row when using the trickery traitline, that is a little too much, and especially since pretty much every other #5 skill on thief has an initiative cost of 6 (infiltrators arrow, cloak and dagger, black powder). It can still be spammed twice in a row with or without trickery traited even if the initiative cost was increased to 6.
A player should need to use other skills, rather then just try to finish a fight instantly by spamming the same skill twice. Increasing the initiative cost and reducing damage would bring on better play I think.
(edited by X T D.6458)
This skill is long overdue for a nerf. Spammable, 5 targets, easily hits for over 10k, and an evade? Absolutely terrible and out of touch design, and it needs to be changed for wvw and pvp. Combine that with thieves ridiculous amount of burst damage from power and conditions, stealth spam, and tons of mobility and escapes and you have a profession that is in dire need of rebalancing.
Increase initiative cost to 6 for wvw/pvp
Reduce damage by 20%
Remove the evadeSeems reasonable. If it got the Revenant treatment, the damage would be reduced by 50% and they’d slap on 5 second cooldown even though it goes against the profession’s mechanics.
Heh yea revenant is a another mess. One other possible change I forgot to add was to lower the target limit from 5 to 3. I think a damage reduction and especially increase in initiative cost would be the best way to go with this skill, increasing the cost would prevent it from being spammed a third time since pretty much every thief is running trickery and gets that extra 3 initiative. I don’t know the exact mechanics of the evade on this skill, but I would make it activate when coming down from the leap, therefore allowing a thief to be cc’ed when activating the skill.
Honestly, I would rather thieves use staff then weapon sets that rely on stealth, but this skill in particular is a little too strong right now. Stealth in itself is terrible and needs to be heavily nerfed. I would also like to see changes to dagger, pistol, and sword for thieves as well, specifically for pvp and wvw, but that’s just me.
(edited by X T D.6458)
This skill is long overdue for a nerf. Spammable, 5 targets, easily hits for over 10k, and an evade? Absolutely terrible and out of touch design, and it needs to be changed for wvw and pvp. Combine that with thieves ridiculous amount of burst damage from power and conditions, stealth spam, and tons of mobility and escapes and you have a profession that is in dire need of rebalancing.
Possible changes:
Increase initiative cost to 6 for wvw/pvp
Reduce damage by 20%
Remove the evade
Lower target limit from 5 to 3
(edited by X T D.6458)
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