Trick shot is indeed broken.
There are also a couple of other Thief skills that have similarly broken activation times.
I have made a bug thread, I think it would help if more people posted there to keep it alive and bring to dev’s attention.
https://forum-en.gw2archive.eu/forum/support/bugs/Thief-Vital-Shot-and-Trick-Shot-Cast-Time/first
I just tested this on my Thief – it seems to work.
Had Withdraw equipped and the Healing is applied at the end of the skill animation, though it can be somewhat easy to miss I suppose.
Can you try again to check? And if it doesn’t work, post other details about your build.
bad ideea.
blind is spammable
[snip]
What about reverting to GW1 style blindness? Stacks duration, gives 90% chance to miss, and only half duration on bosses.
Opinions?
Your comeback was well deserved, and accepted. Edited my response
The next best thing after reverting it to GW1 style, would perhaps be to make Blindness and Aegis stack intensity, but such that its at most one stack per person.
Meaning if a lone guardian was to cast multiple Aegis, they would only stack duration, but then if another one came along, they could have at most 2 stacks together.
…
Eh, still has room to be exploited, and I’d rather see GW1 style blindness.
Hahahahahahahaha.
No.
Edit: Apologies. I’ll expand.
First, I am somewhat annoyed by people AFKing at bosses, taking up slots in the shard without doing anything. The fact that that backfired on them at times was amusing to me, and made me laugh.
Second: Any mechanic that grants invulnerability is entirely too prone for exploitation, in my opinion. There’s countless ways that the masses will find ways to exploit that.
Third, I don’t think AFK-ing should be rewarded really. I’m not saying it should be punished either, but what you described isn’t punishment, so much as bad positioning, and unfortunate circumstances. I’ve had to leave my toon AFK a few times, and have accepted that I died, due to bad positioning.
Perhaps, and I’m not even 100% sure on this, if you are inactive for a period of time, the armor breaking penalty should be removed from you if you die.
(edited by ZenonSeth.5739)
In GW1, blind meant 90% chance to Miss, and lasted its full duration in all cases.
It had its duration reduced by 50% on bosses though.
I wouldn’t mind if they reverted to that system – in fact I was surprised why blind was changed.
I tried once, by myself, failed. Used a guide 2nd time, failed again.
I had missed 1 bauble that’s on a root/branch immediately after the 2nd gate. It’s hard to spot since bauble is on the top of it, and it doesn’t look reachable in the first place.
I went to a zone with lvl 45 mobs, being lvl 50 myself, and I was outperforming an Engineer there who was lvl 51. I know this because he saw me kill stuff faster than him, and asked me what level I was. We did some tests and I was doing more single-target damage.
I can’t really tell you if that’s blooming because the engineer prof. suffers from its own problems, but at least that was better damage than them (and I already have a 80 engi, i’m fairly certain single target damage is higher on my thief right now)
I use, and have used for majority of the time, a D/P combination. Single target, I attack with #3, it can keep slower attacking enemies blind, and just use dagger auto which has higher dps (I think) than sword, albeit it being only 1 target. Most enemies my level go down in under 20 seconds. Heartseeker is… slow, but its good for one thing. If you’re low on initiative, and the enemy is <50%, dodge away from their attacks and then jump right back in with a heartseeker. With proper traits in Acrobatics (as I have) you can do this 3 times in a row.
[snip]
To me, this is one of the most pressing issues in the game, it’s making an enormous number of builds across professions barely playable and is the single greatest contributor to various balance problems.
It’s annoying that I can’t quite play a P/P Thief, that the shortbow main attack is near worthless for anything except tagging enemies, and how ineffective the harpoon gun skill is.
I tried P/P as opposed to my D/P usual setup yesterday. #1 does nothing. It may as well be a dud shot that only aggros the enemies. I had to keep hitting #3 during the entire fight – which is a problem because it eats initiative fast, has a channel time during which you cannot dodge (or you can, but at the cost of the spend initiative and dps), and even then it seemed on par with my Dagger #1 skill (while still having the above listed problems that Daggers don’t have)
Basically, P/P is a pipedream right now.
Shortbow main attack and Harpoon main attack are not far behind in terms of effectiveness (rather, lack thereof)
[snip]
Oh the irony in these kinds of posts are hilarious. Elitists who think they’re entitled to play the game however they want, even if it’s the most inefficient build for their profession and for the PvE content in context, with whoever they want, even if they be complete strangers who have no tolerance for your inefficiency, then call out on others to be “elitists” because they can’t accept your (the real) elitist playstyle.
Yeah, I don’t think you know what Elitism actually means. Though that is slightly ironic for different reasons.
The people who think they’re entitled to play however they want… are correct. Any one of us who bought this game is entitled to play however they want. Saying you’re entitled to play however you want is not elitism.
However, yes – playing however you want includes people demanding to know gear you’re wearing.
But see, while those people are also free to do that (i.e. play as they want) – that is Elitism. Demanding that people meet some arbitrary ‘efficiency’ standard made up by those who feel they’re better than the rest.
See, when people who have the ‘play however you want’ mentality join a group, they don’t ask any requirements from the members – hence no Elitism. People who demand the gear pinging in order to play with them are elitists.
There’s a very distinct difference there, and while both are “free to play however they want” one is elitist behavior, while the other is not.
In a game where you can dodge through most enemies, where I’ve seen a Thief solo dungeons, while other Thieves died even while in a group, your arbitrary “have equipment X or you’re no good” requirement is inadequate at best, and pointless discrimination at worst.
Odd, I left the launcher in the frozen state for about 15min, then the game started up.
I just re-started the entire thing from scratch, and no freeze this time.
So I updated just a few minutes ago, and then tried starting up the game. Logged in fine, but then…
Launcher froze as soon as I pressed Play…
I’m on Windows 7 x64, Intel i5 CPU, ATI Mobility Radeon HD 5870 graphics card.
Edit: the black background is not my desktop, but what happens to be displayed as the launcher window background when the launcher window freezes.
They might have kicked you if you’d been a necro or ranger as well. They might not have kicked an engineer but when do you ever see an engineer?
I ran a few dungeons with Engineer. Haven’t tried with my Thief yet , but that’s just stupid, imo. 2 Thieves too much? Why??? WTF? I wish you could freely murder other players sometimes (open world pvp)….
Yes, it’s also a problem with the Harpoon underwater #1, which has listed activation time of 1/4 second, but has actual activation time closer to 3/4 seconds.
Discrepancy between listed and actual activation times is a bug!
I’m pretty sure this happens when there’s too many people there. The chest model doesn’t load. I don’t think its a bug, so much as a consequence of a ton of character models being there.
For those having trouble, you can hold Ctrl to see the chest name even if its invisible.
Hey, while we’re at it:
Take a look at Piercing Shot – the Thief Harpoon underwater skill.
Listed activation time: 1/4 second. Actual activation: much closer to 3/4 seconds. Another incredible discrepancy between listed and actual behavior, and a 200% error on skill activation time!
Apolo, you’re still missing the point.
Your #1 skill isn’t just some arbitrary attack – it’s tied in to your mainhand weapon type as well as damage. It doesn’t make any lick of sense to make a weapon skill that is clearly derived from your mainhand weapon, swing both your weapons.
Furthermore, think of the large number of weapon combinations available. Sure, if user has two swords, it may visually (though not in terms of skill usage) make sense for both to swing, but what if user has, say, sword/shield, or sword/axe, or sword/dagger? Trying to build some animations for all of those would be very time consuming and not really a good way to spend resources.
Also, if you’re swinging nothing but your mainhand weapon for five minutes straight, you’re not quite playing this game too well. Both my warrior and my thief use both their weapons quite often, as I alternate 1-3 and 4-5 skills depending on situation. It looks perfectly fine, and makes perfect sense.
This image of a “low budget free to play” is just something that only you have stuck in your mind. And to paraphrase here: “Free your Mind”
Hm yes, blame the people instead of the broken mechanic.
Seems totally legit.
Good thing we have people like you to enlighten us.
OP clearly stated that the Thief couldn’t down anyone, so there was no need to even try to chase him other than for their own amusement/ego. And guess what – that’s a legit tactic, if those people are careless enough to chase after the Thief.
Stealth is not that long lasting, AoE continues to damage Thief even in stealth – and mind you, the longest stealth skill requires the Thief to remain in a small area where he cast it.
This is on top of Thieves being incredibly squishy, and fairly easy to kill.
Stealth isn’t broken, your understanding of how to counter the thief (not that hard) is what needs some attention. There’s plenty of stuns, AoE attacks, dazes, knockdowns, etc. that all present a huge hindrance to any Thief trying to hide – and in a group of 10 people someone should have at least one of those.
I’m not saying it didn’t annoy them – but that’s not a broken mechanic. Either ignore what’s clearly not a threat, learn how to counter it, or accept that if you don’t do either you’re wasting your time.
You do realize that all your #1-3 skills use your primary weapon, and the #4 and #5 skills use your secondary right?
Unless you’re Thief, where #3 skill, by default, uses both in some manner.
Warrior also has #4 on the axe called Dual Strike, that explicitly states that you hit the enemy with both weapons, and the animation does exactly that.
It’s not a bug, it’s a purposeful and meaningful animation corresponding to the way weapon skills are designed.
Your reasoning is incorrect. A patch with content may be sent to the client, and enabled on a specific date. There’s technically no need for any staff to be present when patch is enabled. See what happened with SAB when they enabled it – the content was pre-loaded before the actual release, and the release was on sunday/monday.
And yes, I don’t particularly care if I get to play on Tuesday, Wednesday, or Satruday – but I am somewhat afraid that it will be a one time event which requires attendance at a specific date/time, which I may not be able to do.
Ah man, April 30th is a Tuesday.
Dont worry, the patch its on his april 30. So for most of the world the patch will be May 1, and there you have! you already have a patch for next month too!
Be happy, the next Jul patch will be probably better. Yay!
You seem to be missing the point entirely. Either that or you’re desperately trying to be sarcastic, and failing.
I don’t care which month the patch falls in, only that it falls on a work day, since I have a full time job.
[snip]
Why assume it will be a one-time event?
Haven’t they all been one time events? I mean, unless I want to wait till next year, and with my wonky playing schedule and burnouts of GW2, who knows.
Ah man, April 30th is a Tuesday. I’m going to miss that final event. I was inactive on GW2 during the previous events, and looks like I’m not going to be able to partake in this one either.
Don’t matter I s’pose, with the way the RNG treats me, I’m likely to just get a few whites and blues anyway.
There were several lengthy threads about this, filled with some fairly charged discussion. As far as I can tell, ANet is working on this.
But let’s not stir up dead threads again eh?
Yarr!
I agree that this would only worsen rebalancing. It’s one of the things I mention at the end, as a reason why this isn’t in suggestions forum.
Also, I did not mean the weapon you have equipped, but rather the trait-based weapon skill you have selected – much like Borderlands does its modifications based on the class mod you’re using in that game.
Agreed that it would not be the best idea for pvp/wvw, but that wouldn’t be entirely too hard to limit I think.
Einlanzer has been bring this up regarding Pistol #1 practically since the launch of the game (read: a long while)
[snip]
On the one hand, that’s great – Einlanzer has noticed this and I’m glad he’s brought it up, and we shouldn’t let it go unfixed.
On the other hand, if he’s been bringing it up since near-launch, for such a long time, and it’s not fixed yet, it gives me very little hope that it will be fixed… /sigh
I’m just thinking out loud here, which is why this isn’t in the Suggestions forum.
The problem with only ever having one set of weapon skills per weapon is that a great sense of progression and customization is lost. You learn your weapon skills very early on, and it’s not uncommon to have learned them all by level 10-15. From then on, you have no new skills to learn for your weapons.
I realize the original intent of this is to make balancing easier in GW2, as opposed to how it was in GW1, where players could equip any set of skills they liked.
But why not introduce more than one set of weapon skills? It’s going to be a lot of work, especially for some classes like Elementalist. So, I just wanted to get some other people’s opinion instead of blindly throwing this idea in the suggestions forum.
My suggestion is as follows:
Upon reaching 30 points in any one trait line, unlock a new set of trait-related weapon skills for each weapon. Since you can get two trait lines to 30, you would have to pick which weapon set you want to use (original, from trait 1, or from trait 2)
This would allow an extended sense of progression as you get to higher levels (since you can’t even unlock the 30 in any trait until you get to level 60), and it would also allow for some interesting customization.
Each trait line would have its own theme – the Strength trait line for warrior would force all weapons to deal direct damage. The Arms would focus on condition damage, Defense on defensive abilities, Tactics on healing/support, and Discipline on crowd control.
Another example, with Thief:
Deadly arts would make all weapons deal direct damage to groups of enemies. Critical strikes could focus on strong single target damage, Shadow Arts would make all weapon skills be far more defensive, Acrobatics would grant all weapons various dodging and survival abilities, and Trickery could focus on condition weapons.
You could also use these trait-specific-weapon-sets to add a short prefix to the character’s class.
Say a warrior who has selected the Tactics weapon sets, would have the title Tactician under his name. A thief focusing on the Critical Strikes could have the title Assassin, etc. etc.
As I said, this would require a lot of work, especially with some professions (and I’m not quite sure how it can be made to work with Engineer Kits). It would also require a lot of separate re-balancing, and since balancing is already hard enough as it is, I don’t hold any major hopes for this being ever implemented.
I just liked the idea, thought I’d share.
I kept brining this up here, until I finally realized that discrepancy between listed and actual behavior is actually a bug (At least it would be in the software company where I work).
https://forum-en.gw2archive.eu/forum/support/bugs/Thief-Vital-Shot-and-Trick-Shot-Cast-Time/first
I can see how that would give incentive to do the story mode for a very short period, only. People would run story modes on all their chars and after two weeks the old status quo would set back in.
That is of course assuming no new players ever join the game, which is very unlikely.
It also assumes that no one will ever make more characters that they want to try out dungeons with – which I also find unlikely.
As an altoholic you should find those quite useful, since my understanding is that altoholics spend a lot of time leveling their alts. I use them at a whim’s notice, often transforming some low level story rewards up to higher levels (e.g. my Avenger’s Shortbow skin is still used on my lvl 50 Thief)
But I still agree with you on transmutation stones upgrade recipe.
There’s been threads for this before.
Nonetheless I support this idea.
+1
The fact that you even consider 10,000 fractal runs an acceptable achievement is bewildering.
How can a game that was suppose to reduce the amount of grind in mmo’s create the most grind-intensive, and grind-rewarding dungeon known to man?
Let me guess, you want this because all you care about is running exploration mode to farm.
Do you have any idea how hard it is currently to find a group to do story mode? Even the farmers who don’t have Story Mode done stubbornly refuse to do it, and always rely on someone else in the group so that they can enter Exploration.
It’s so bad that I once was in a group of 80s wanting to do an exploration mode run, and none had the story mode (including me). Excited that this would finally get me a group to do story mode, I told them we should do a run through Story real fast (note that this benefited them as much as it did me).
2 of the 5 left because they couldn’t be bothered to do story mode. Only after an hour of asking around did we get 2 more people to replace them, and finally did story mode.
No, I completely disagree with your suggestion – it would just make the number of people wanting to do story mode that much fewer. If anything Exploration mode should require that every single party member has story mode complete.
Some time ago it was possible to sell an item below vendor price, and to place an order with a below-vendor-price listed. They changed that behavior, but the old listed items and orders were not pruned – meaning if someone had placed an order below vendor price, or had tried to sell below vendor price, those orders/sales are still listed.
By the way, since there’s a 15% tax on selling an item, it’s possible to sell an item or fullfill an order that’s above vendor price, but that comes down to below vendor price after the 15% tax.
Read more here: http://wiki.guildwars2.com/wiki/Trade_post#Fees
By the way, regarding the pistol’s #1 – we all know that it has about 0.75 seconds activation time, whereas it’s listed as 0.5 seconds. That’s ridiculous – since its a 50% error, and an outright lie to user.
But you want the real travesty? Look at the Thief’s shortbow #1 – Trick Shot. Listed as 1/4 second activation time (that’s 0.25 seconds per shot, or 4 shots per second). The real activation time? 0.95 seconds (according to wiki). That’s a 200% error in the tooltip, and its obvious by how ridiculously underpowered Trick Shot really is.
I made a bug thread, because as far as I’m concerned, a difference between listed behavior and actual behavior is a bug.
https://forum-en.gw2archive.eu/forum/support/bugs/Thief-Vital-Shot-and-Trick-Shot-Cast-Time/first#post1849457
The following skills have incorrect activation times:
- Vital Shot – the Thief #1 Pistol skill
The listed activation time on Vital Shot is 1/2 second, but in reality, measuring the attack speed it is much closer to 0.75 seconds. That’s a 50% error in listed activation times.
- Trick Shot – the Thief #1 Shortbow skill
The listed activation time on Trick Shot is 1/4, but in reality, measuring the attack speed is actually much closer to 1 second. That’s 300% error in listed activation time.
- Piercing Shot – the Thief Harpoon #1 skill.
Listed activation time: 1/4 second. Actual activation: much closer to 3/4 seconds. Another incredible discrepancy between listed and actual behavior, and a 200% error on skill activation time!
The damage on all of these skills is currently ridiculously low, so I suggest the bug that needs to be fixed is that the skill activation times need to be brought down to the currently listed times.
(edited by ZenonSeth.5739)
It’s really hard to stand their accents, but then again I suffer from some pretty bad misophonia when it comes to accents.
But isn’t this the exact same video linked here: https://forum-en.gw2archive.eu/forum/game/suggestions/The-Top-10-Things-GW2-Needs-to-Improve/first ?
Answer: YES it is. (thread created by the guy from the video nontheless!) I swear this forum’s 700+ pages can be condensed down to 100 if people didn’t re-post the same things over and over and over….
(edited by ZenonSeth.5739)
Let me say that, while not a ranger, I support this to be fixed, though it may not be for programming-related reasons (i.e. you’d have to keep a table of all the pets + names, as opposed to just per slot)
But more importantly, you say:
Please, some of us with Rangers actually put a LOT of thought and creativity into selecting names for our pets ….
but then:
…my pig (Boar) named Porky … my Dog named Scooby
That’s not what I’d call “a LOT of thought and creativity”. :P
Discrimination based on ranking. Some said it wouldn’t happen, but…
SO IT BEGINS!
Mounts have been suggested lots of times, and since we had a form of mounts in GW1, I don’t see why not. They are a lot of fun.
Yeah, except there were no mounts in GW1.
I oppose mounts in GW2.
On a different note, since all of the things OP brought up were brought up before, do we really need a new thread? Can’t you search for, and bump the old ones?
You think that polluting the forums with a ton of one-off, underpopulated threads is the way to get the dev’s attention? A lot of people have had opinions on the subjects you posted, and have already expressed them, so they may not feel like posting here again, leading to an essentially underpopulated thread. This forum can probably be condensed to under a hundred pages if it wasn’t for reposts.
No, it’s not a rule, I’m not anyone to dictate how you post, it’s a suggestion to stop polluting these forums.
I doubt that 99% of the ideas on this forums will happen.
And the 1% that happen will probably happen because ANet was already going to do it anyway.
…
A man can dream though. A man can dream…
Here’s how it works:
Thieves ask reasonable skill modification request – to at least not have the skill tooltip outright lie to us. Thieves get nothing.
Some other profession waltzes in with their sob story about WvW Thief spiking them to death in 5 second. Thieves get nerfed to &$%
.
[snip]
and P/S for tanking
[snip]
P/S… ? You mean S/P? Or did Thieves recently get an update allowing sword offhand?
Doesn’t ageis do the same thing?
Aegis ‘blocks’ the next attack, which is similar in that you are not damaged by it, but the ‘block’ and ‘evade’ effect are distinct and can trigger different effects themselves.
Aegis also stacks duration – and the buff I propose would stack neither duration nor intensity, as it is intended to replace the incredibly short ‘evade’ times some skills (specifically Thief) have. For further reasoning why, read my posts above.
Aegis is also a boon. The proposed buff would not be a boon, as I stated, but simply an effect, much like Endure Pain, or Stealth – it cannot be stripped, and is not granted by a “give all boons” effect.
No, it really isn’t. Randomized hit/miss is completely awful.
Randomized hit/miss isn’t that fun, I agree.
This is why my proposal is for a one-time-evade buff that allows a 100% guarantee that you’ll evade the next incoming attack.
True – Gems and Glory. Gems are not earned through gameplay directly, and I don’t do that much pvp so Glory escaped me.
I said it would be too easy (at least don’t fuzz my words) to burn through, and if you insist on calling it a “personal self control” just to trivialize the issue and thus ignore it, this is your own personal view, not everyone’s.
I still think you’re missing the point though. I don’t want to be constantly able to withdraw from all my available money. I want to have some of them saved up somewhere. Even more, I don’t want each character to have a common pool so that if I use some I then find my other character’s funds have decreased, and I suddenly realize I have been saving on my other character for something.
But anyway, its your opinion, and only an opinion, that gold should be combined. It’s not a case where you can casually dismiss others’ point of view just because you don’t like it, because your point of view has the exact same weight as others’.
And my opinion is that I don’t like this idea, and rather have it as the system is now – separate gold on all characters.
[snip]
No, but it has a rifle, and long range abilities, if ou [sic] want a long range invisible assassin you’re in the wrong game.
Unless of course they introduce the Commando class, with access to camouflage and sniper rifles. Note that both mechanics already exist in-game: Stealth AND Sniper Rifles, though the sniper rifles are fixed stationaries. Hmm, perhaps Sniper Rifle would be a stationary Elite for Commando.
I must thank you sir, I’m starting a new thread to lobby for the Commando class, as a result of this discussion! Good day!