The hardest thing for me to understand is not that they’ve brought the Warrior up to other classes in the past months, but that they nerfed the Elementalist into the dust and refuse to do any changes to Elementalists that are meaningful.
It’s also quite hilarious to me that Ride the Lightning was nerfed because it made Eles “too mobile” and then here we have Warriors with almost 2x the mobility, 2x the HP everything else with greatsword Rush, Whirlwind, and sword leap + utility bull charge.
I don’t think people are upset that the Warrior is now more playable in PvP and such, but it’s upsetting the Anet seems to have the Warrior as their favorite right now and just continually turn it into more of a powerhouse while ignoring the rest.
p.s. FYI i have an 80 ele, and 80 warrior. So i’m not that biased
I paraphrase what my GF told me in regards to why she likes her Warrior more than her Thief: “I don’t like clicking so many buttons and having to do all that stuff and move around so much”
lol
Guardian dps or elementalist is the right choice
Eh, if you don’t like all the thief nerfs, GL going to elementalist, ele is worse off than thief right now lol
Nothing working still…thanks for trying to help guys. Anet help please!
Is she clicking the link and then getting a page that is blank except for text like this?
[apparently the forum doesn’t like the java code from the error, so reference the attached image instead]
If so, have her close the client completely that she is trying to login with and then clicking on the link in the email.
I mentioned in my reply to Jayne about getting this page with the error if I tried to view the Security page while also being logged into the launcher.I really hope this helps. I’ve not seen this type of issue before with authorizing a new IP.
She said she can’t click the link and when she tried to copy paste the link into browser she got “bad request”
You have to authorize any new ip to an account. An email would have been sent to the email attached to the account with a link to authorize access. Click that link to gain access.
Edited to add: stinvic, in my account area ip usage used to work, but has been blank for at least a couple months now, not even showing my ip.
She said the link is not working for her _
The account name is Darkshadow.1308 and the system won’t let her login to her account because she had her IP changed so it’s saying someone is trying to “break into her acct” when it’s her trying to log on.
She already submitted a support ticket with no response…would like a response here and someone to fix this issue asap. Thanks
(edited by avilo.1942)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: avilo.1942
My feedback with below in mind:
I have not tried tribulation mode yet, just started the new content…for reference I was playing with 3 other people and we got to the start of the new ice zone before quitting (not out of frustration, just time).
With that said…when i joined the party initially, after going through a bunch of the new zone with insta-death cliff jumps and assassins…i innocently asked, “did you guys put this on tribulation mode?”
All of the dart traps, insta dying from missing 1 jump, etc…the current difficulty of the normal mode World 2 is waaaaaaaaaay too high. I come from playing Starcraft 2, and I started gaming from all of the Sonic the Hedgehog games and Mario games…and those old school platformer games are no where near the difficulty that you’ve made SAB World 2. I also entirely completed all of the achievements in SAB World 1 and Liadri, it just seems there is a huge difficulty jump from World 1 to World 2.
Especially compared to SAB World 1. It seems you guys want people to spend money to buy the Infinite Continue Coin, or you entirely misjudged and made what is supposed to be the “normal” content about 100x more difficult than it should be… -_-
Oh, and another thing that I think you really overlooked when making World 2…you made it 100% necessary to have certain weapons to even progress further into the game. While this is akin to old platformers and games like Zelda where you had to get certain items to progress (hookshot, master sword, moon mirror, etc) …it’s not good that this aspect of the game changed from World 1 where you could complete the entire thing without any “required” items.
I was really confused that I couldn’t progress past the initial trees you had to burn when I started SAB World 2 on a character i had not done World 1 with. Just a thought.
Just my thoughts, I personally am a hardcore gamer though and enjoy the challenge, but i can see every casual game rightfully being entirely annoyed and irritated and frustrated right now.
These content updates are awesome though SAB ftw
(edited by avilo.1942)
I asked the same thing a few days ago. The game told me to close portals but would not let me into an overflow with an active event. I’ve completely stopped doing Clockwork Chaos content as a result. I don’t when (or even if) I will ever log back in to the game again. It is going to take a lot from ArenaNet to convince me to play any future Living Story patches.
Yep, forgot to mention that too…if you can’t do the invasions because of being put into overflow, you are screwed out of content for no reason lol.
I already did Scarlett’s playhouse, just made this thread because i did have trouble to get into it at first (overflow problem) and even then i just wanted to get into the pavillion not be forced to do a random dungeon.
Anyways, anet makes great content, they just sorta dropped the ball on the whole “we’re not going to let you access this content till you do this dungeon” that you can’t access if you can’t even do the invasion part -_-
Why is it not possible to get into the pavillion until you’ve completed the Scarlett event non-sense?
Have not had time to play in the past week and find out i can’t access the content to this game…
So, this thread is actually about…why are you making it so players cannot access your content? A bit strange to me. Thanks.
words
rangers are the kings of evades just after s/d thieves lol what planet do you live on.
try s/d with points into wilderness
We’re the kings of movement, not evades… We have plenty of movement stuff but even assuming a the full amount of dodges, it’s simply not possible to dodge all the fires in the rings… Each dodge is 3/4 of a second… Even assuming all 3 supportskills was dodges, which we dont actually have… Combined with 2 dodges from weapon, and then another 2 from sigil on weapon swap… And then another dodge from the time it takes to regenerate the energy for that… That’s still 8 dodges… While indeed that’s quite nice, it’s simply not enough unless you have those 8 dodges for the next ring as well, which you dont have because 4 of those rely on cooldowns… 3 directly and 1 from the regen while using those… So you’re still screwed if not killing before the second ring…
I beat salazan with my berserker d/d elementalist…that’s a melee class…just strafe left and right when he throws out fire lol.
Of course it’s real, they completely made sword infiltrator strike obsolete with the removal of the stun breaker. Anet is just ignorant enough to do something like remove the stunbreaker from infiltrator strike/shadow return.
I played the thief for literally one reason – infiltrator’s strike and how dynamic and awesome this non-stealth play style was.
It was nerfed last patch with the range, now it seems anet wants to completely make it obsolete.
It figures they would start ransacking the sword eventually, they already nerfed everything else.
If this goes through, I’ll probably be removing everything from my thief, or possibly deleting him as the only reason I played thief was for the mobility of infiltrator’s strike/shadow return.
Thanks anet.
The nerf to infiltrator’s strike…making it not a stun breaker…is this serious? If so, they completely killed the non-stealth thieves and an entire style of play.
If that change is real…i don’t even know. All i know is i’m glad i made an 80 ele after the last few thief nerfs, because if they seriously kill infiltrator’s strike, it’s going to be sad.
And by the way, for any people that start spouting “shadow return has infinite range” it does not. You have 14 seconds to shadow return.
Whether you thought it was “overpowered” in it’s previous form is not the point. Anet should realize this was a big hit to thief mobility, and revert it and work from there.
Anet: Claims they want thief mobility while nerfing every other aspect of the thief
Anet today: Nerfs the thief’s best mobility.
Ok, I am just going to make this final post here.
The shadow return “fix” needs to be reverted. This is the most backwards i’ve seen a company do “balance tweaks” since SC2 balancing.
Anet Company To Thief Players:
We want the thief to be the most mobile class in the game
So they nerf stealth, nerf damage, tweak stuff to nerf thieves, etc.
Anet Today To Thief Players:
We are taking away your best mobility option that created dynamic gameplay and evasiveness.
Make up your mind anet. We know you love to hate the thief and nerf it over and over, but this is the last straw.
I personally was one of the thieves in WvW/PvE that barely even used stealth when I began playing as a thief because I enjoyed the high mobility of sword/dagger from IS/shadow return. I had never seen anything like this in an MMO that allowed me such movement and action packed gameplay.
And now on top of every other nerf to thieves, you’ve once again gone against your own words, and nerfed the thief’s mobility on top of everything else.
I could write a lot more on this, but when it comes down to it, this is all i’ll say:
Revert shadow return to it’s former glory, and stop going against your own design philosophy and if you’re going to do that, then stop promising your users such things.
We thieves sat through it all, but this is too much. Thanks. Revert shadow return. That is all.
We are improving thieves mobility.
Infiltrator’s Strike is no longer 1200 range and has a high chance to bug you into walls and some times simply hit the terrain and only teleports you 300.
It’s absolutely disgusting. I literally played thief for the mobility of the class, I barely even used stealth, so i sat through every other nerf they sent our way.
Stealth, damage, etc. I sat through it all, because i played dynamic with IS/shadow return and very mobile, evasive, with escapability.
Now they go and do this. Nerf a thief mobility skill, the best one the thief has that you can base an entire play style around.
Done with thief permanently now. Just disgusting. DISGUSTING.
I’m glad I did not spend money on commander or get ascended gear for my thief, because i knew this idiocy would happen eventually.
(edited by avilo.1942)
Lol, they just nerfed shadow return. Such scumbags.
“We want the thief to be the most mobile class, so we’re nerfing all your stealth and mug, etc.”
-> Proceeds to nerf the thieve’s best mobility skill in the game.
L M A O, disgusting. IS/Shadow return created really interesting / dynamic + mobile and evasive play from thieves, didn’t even require stealth.
Sorry guys, this one was the last straw. I quit thief permanently now. Already made an 80 ele in preparation for more disgusting thief nerfs from anet.
I’m sure there will be more to come. GL to the people staying with thief, just know anet does not give a flying kitten about you.
(edited by avilo.1942)
Those of you saying this was just a “bug fix” are wrong. This was a purposeful nerf. But i honestly do not care anymore. I already stopped playing thief, have an 80 ele and working on other chars.
This nerf was the last straw, I literally played thief because of sword/dagger and the awesome mobility with IS/shadow return.
So, they nerf stealth because of noobs, nerf damage, nerf mug, ETC. now they nerf a thief mobility skill? That is the last straw for me. I sat through the other BS arenanet threw the thief’s way, assuming they would never go so far as to actually nerf a thief mobility skill.
But it seems they were already headed down this road of idiocy a while ago. Just very disheartening that they basically continually and savagely…do you know what to the thief.
Ridiculous. Someone fire the dev/person who decided to nerf shadow return.
The hypocrisy and idiocy in this move are even more lulzy.
Scumbag anet:
“We want the thief to have more mobility so we’re toning down/nerfing stealth.”
Then…
“Proceeds to nerf the thief’s best mobility skill.”
L M A O
Add an evade to this set.
Like:
#3: Gunslinger
Evade in whatever direction you are going and then unload onto the opponent with both pistols for good damage.
Character-wise it makes sense to add an evade to dual pistols somewhere, rather than a stealth imo, it just feels like a guy with two pistols would be rolling around and then shooting
What in the…what is this…seriously anet? Fix this.
My thoughts:
Likes:
New animation is much more reliable, boon steal is very good the way they did it here.
Dislike:
The worst part of the change is that you’re skill 3 is changed to larcenous strike meaning if you need to evade again in quick succession you cannot do that. You have to now click through LS to get to your next flanking strike evade, which is very bad.
It’d be better if they make it so you can activate LS quicker so you can utilize your next flanking strike evade.
Overall: It’s much better, good changes, but it would be nice to have more user control over being able to evade the exact moment you want to like with the pre-patch flanking strike.
Since plenty of CC was used and didn’t counter it, I ask again. What is the counter?
Immobilisation.
You have now killed every cheesing zerg thief ever. You’re welcome.
Omg, you’ve opened pandora’s box! Don’t tell the noobs about immobilization, they’ll think it’s a myth or witchcraft.
Yeah, the 2k heal on mug is pointless…it doesn’t even fit the thief.
How about making “Steal/Mug” actually…steal things? Maybe add boon stealing to “steal” too? Or like guy above said, protection/regen would be more useful.
What if A-net replaced the number 11 air GM trait tempest defense-
“Surround yourself with a Shocking Aura when disabled (fear, stun, daze, knockback, knockdown, launch, float, sink.) This effect can only trigger once every 90 seconds.”
with a new GM trait that removed the 40 sec non target debuff on RTL and maybe in addition lowered the cool down from 20 sec to 15 sec.
Would you go for it?
………
I would :T
Morpheus:
What If I told you that Ride the Lightning was not the end-all-be-all of playing an elementalist?
I started as a thief, leveling my elementalist now, some of the nerfs to the healing ele are necessary – they were too strong for what they did imo.
With that said…I’ve tried all of the ele weapons…the only ones that exist are d/d tbh. This is just flat out the only usable weapon set for elementalists. Staff is terrible, scepter same way with ground targetables that are easy to miss…can’t even remember if there are other elementalist weapons because everything is just so bad compared to d/d.
Also, they need to rework fire/earth/air trait lines…to be brought in line with water/arcana. OR, what they can do instead is bring some of the arcana trait line to every other trait line in terms of attunement recharge rate.
Arcana is almost a requirement for an elementalist…because of attunement swapping. It would make sense if you put points into air attunement…then you get +% to the recharge rate on air attunement…right?
Something like that alone could make the other trait lines more viable a tiny bit so you can swap to the attunements you trait into more often.
Just some thoughts.
As a fellow Elementalist, I can tell you right now that we can escape much more easily than any other profession (aside from thieves, who stealth and disengage). It is a tad bit OP but I think this can easily be fixed by making cripple and chilled affect all movement abilities including ride the lightning, burning speed, the roll on updraft, and mist form as long as it was applied previously to skill activation etc. etc.
This will hopefully bring the Elementalist (I have no grudges against Eles, I sure do enjoy playing mine) down to par with the rest of the professions in terms of escaping and simply buzzing around like a mad man.
I smell a non-ele fellow, despite what you said. But I do agree to some extend, especially vs D/D, I believe one of the reason we will not get to see any major buffs to ele’s damage (staff) is because the class, overall, is really safe to run away with when things get tough.
What I dont agree with you on is saying that we can scape easier than thief or mesmer. If any of them truly decides to escape, there is absolutely nothing you can really do to prevent it, since stealth has no counter in this game, and they also have a lot of mobility, yet they seem to out damage us in any way.
Once again, please dont use the “as a fellow ele” excuse, it is a lie, a dirty lie to gain the forums “trust” but we can all see through it. As long as we dont have the damage of a mesmer/thief, I will not agree with the only thing that makes playing eles bearable; running away when things get bad (that unless you play D/D, things WILL go bad for you all the time)
Stealth has counters…aoe and game knowledge. I started as a thief, and am leveling up a DPS elementalist. If you have not played a thief extensively then you will have no clue what the thief is doing, or where he is moving when stealthed.
Coming from thief class to ele, it’s a lot easier to read where and what a thief is doing from having played the class.
Theres always much hate on the Stealth class in any game.. and thats mostly cuz of the low risk, high gain aspect.. nothing gona change that.
What you meant to say is it’s because of the PERCEIVED low risk. Most of this perception of it being low risk are from players that have not played thieves themselves.
Totally agree with this video. I don´t get the mania about thief being OP. I think that mesmers , guardians, elementalists are more close to be OP.
Woah woah woah!
Eles are no where near close to OP, the way ele is, you either survive a long time by being a punching bag and do very little damage knicking away at bads or you balance it out a little.But yeah, thieves ar eno where near OP.
Mesmers on the other hand, Confusion is like empathy + backfire on steroids. -.-
Not to be ‘that guy’, but Eles can tank and do a lot of damage. Refer to BitCloud1 on twitch for his new build showcasing such.
What “new build?” I am curious.
Already started my D/D elementalist. Waiting for those “mobility buffs” the developers harped on about.
How can people say that? S/x is way better because of Infiltrator’s Strike.
Infiltrator’s Arrow is only good for bypassing terrain or fleeing in stealth. It costs 6 initiative for Christ’s sake.A 600 range Shadowstep that can only be used towards an hostile target isn’t good mobility …
It’s the strongest thief mobility in the game currently. The ability to shadow step in and out…it makes for a very dynamic thief playstyle. They should mimic infiltrator’s strike with other weapon sets like p/p that currently has 0 mobility.
You also do not need a target for infiltrator’s strike btw. If you do not want to target something activate the ability and do your thing within 14 seconds you can shadow return back from any location that you are at. That’s why it’s more powerful than even the shortbow’s mobility (though shortbow is a close second and more of a “jack of all trades” type of mobility).
The biggest problem with ‘boon hate’ is that so many classes have boons on procs that are relatively unavoidable or core to their defensive spec. You can never make ‘boon hate’ good because there is such little player input involved on either side. Turrets and Minions have the same problem. You can’t create a competitive system where one player can punish another when the mechanics involved are side-effects of other ubiquitous elements like dealing or taking damage.
Boon hate is indeed a very bad idea because what they are going to do is create a cluster…you know what.
If they go through with this…they are essentially gutting their own boon system, making it bad for you to have boons…which is entirely contradictory to the concept of applying a boon to yourself.
A new player, or even veteran, expects that if you apply a boon to yourself you are getting stronger, not being suddenly opened up to being damaged more. It’s completely unintuitive and goes down the slippery slope of, “oh so we added boon hate, what’s next, we have to add in boon love?”
“Boon Love” – this has been added into the game, we are planning to add traits/abilities that allow players with boons to not take as much damage from players with boon hate.
So you see the problem anet? The concept of boon hate is unnecessary and going to make your balance design overly complicated for no reason.
Instead of doing this, let’s be real here. Address the actual balance problem instead of trying to avoid the issue. And that of course currently is the d/d elementalist with lots of boons for the most part.
I honestly do not think the d/d ele is a problem overall yet, but if they believe it to be they should tone down the d/d ele’s boon, or obvious things like the arcana trait that gives 5 seconds lingering attunement bonuses..etc.
You get the picture – address the issue of the d/d boon ele instead of introducing a concept that’s adversely going to affect your entire class system.
Hmm…all the “boon hate” is a bad idea because what’s going to end up happening is if classes gain “boon hate” it means thieves that utilize boons…get negatively impacted as well, and even more squishy…if people can imagine how bad that will be.
The fact they are looking at the lowest level is very disturbing because you never are supposed to balance a game for the lowest common denominator – it does not work…EVER. Those are the “noobs” and they have no clue what they are doing in the first place so making balance changes that cater to players that have no clue while impacting the actual real competitive balance of the game is a terrible idea.
On that note…pvp even exists in this game? I come from SC/SC2 and RTS background, there is 0 incentive for me to play competitive PvP in gw2 because it’s off in it’s own little land with it’s own entry barrier. PvP should not be a sideshow to PvE/WvW, and i think that was a mistake that was made imo.
As for Thief mobility…yes they can improve a lot. Currently the Thief’s most mobile weapon ability and strongest ability in the game is infiltrator’s strike. This gives you more mobility than infiltrator’s arrow.
They need to add similar types of mobility to other weapon sets with shadowsteps/evades because
a) it does not rely on stealth, which means noobs will perceive there is more skill involved (whether there is or isn’t)
b) some weapon sets mobility options are terrible
Look at pistol/pistol. There are 0 evades in that set. Off the top of my head what would be cool for pistol pistol is adding an evade to body shot maybe? Make the thief able to roll in a direction while using that ability? That would add a skill cap to the set, add mobility to the set, and evasion to the set that is sorely needed.
P/D…the shadow step in this set, how about instead of requiring you to stab the opposing player, make it like infiltrator’s strike where you simply target the opponent and it allows you to shadow step backwards as the skill already does. That would be along the lines of mobility and an escape mechanism for the set that doesn’t require you to have to be up in the opponent’s face, but you still have that option for cnd.
D/P…same thing here. They can improve this by slightly tweaking it to be like infiltrator’s strike as well. Make it so you can target a player and you will shadow step towards them the current distance of the ability even if you’re not currently “in range.”
S/D…fix flanking strike please, or make it more reliable in some way.
S/P, besides being completely obsolete after the 15% damage nerf + the recent haste nerf…how about doing the obvious with this ability by increasing it’s current damage to more than what sword’s auto attack is – make it so it doesn’t root you in place. It’s a bit strange and ridiculous that one of the classes that is supposed to be the most mobile has an ability that roots the thief in place and can whif so easily vs good players.
Oh, and lastly, the shadowstep utility. It’s ok but how about increase the time allotted for a player to shadowstep back before the ability is put on cooldown? I think it’s funny that infiltrator strike from the sword is much stronger thakitten0 second cool down utility.
Shortbow…nothing needs to be changed at all lol. It’s already the jack of all trades, AOE PvE beast + mobility forwards and backwards.
To sum up my thoughts from my experiences playing the game…sword currently is the highest mobility weapon the thief has. You can shadow step forward, shadow step back, you can do a stationary infiltrator strike run around, then shadow step back…so why not add similar type of mobility to the other sets, as that is a stated goal of anet.
(edited by avilo.1942)
Stop. Stop. Stop. Stop. Stop. Stop. Stop.
The only problem they have is Stealth. They can’t stand an invisible attacker. So long as Thieves can stealth, they will complain. And for that reason alone, ANet should not have touched the Stealth debuff.
Exactly. Noobs will not be happy until stealth/thief class entirely is removed from the game. And with the way anet’s been patching lately, it seems they are giving into the whiners and destroying a few classes in the process.
Thief class is very unique, just because some guy with 30 apm is complaining who can’t even micro his microsoft powerpoint presentation…doesn’t mean the thief class needs a nerf.
Staff is terrible, that’s all that needs to be said.
The signet build has one big weakness: Conditions! Especially immobilize.
You can bunker like crazy against physical damage with signet of stone and 30 points in earth, permanent protection uptime, armor of earth on 50% hp etc. But ele still has a crazy low hp pool.My first attempt was signet of water, signet of air, signet of earth and skipping on the 10 pt in air due to having +25% movespeed. Then I swapped out signet of air for cleansing flame and got the swift and fury on aura back… Tried loads of stuff, as soon as your opponents start constantly applying conditions, you are done for.
Well, wouldn’t signets go better with a burst scepter/dagger build instead of a bunker ele?
The raft ride down the river reminds me of FF6 when you take the raft down the river and fight enemies all the way down
I play Super Adventure Box now
i lol’d, man, at this point a storyline can be written about the super adventure box within gw2, that it’s a type of mind control device warping and enslaving the minds of the good people of Tyria. (seen other people theorize similar epic storylines).
Super adventure box is amazing.
1up
Super adventure box is amazing. Other developers should take note! And make it motherkittening permanent! Oh mai gawd yes.
Are you kidding me? Anet has reminded us all that games are indeed for…fun. People would purchase a copy of gw2 just for this super adventure box game alone.
Sick stuff, hope they keep it permanent as is and add to it what other developers are crazy enough to put this much hard work into FREE CONTENT that’s of this high quality.
Holy kitten. Super adventure box alone blows most other stand alone games out of the water _
game within a game gameception man.
They need to keep content like this in the game permanently more often. Super adventure box feels like something they could keep permanently and only would make gw2 more kittening awesome.
Hey, nice build! I just made an ele a few days ago and have started to level it (i have an 80 thief and 80 guardian). My main is a thief but anet seems intent on destroying that profession so i started my ele
I use thief as my main and i’ve seen all the d/d carbon copy heal elementalists, and i was always curious if burst was possible with the ele or if people were just too locked into their healing bunkers…glad i read this thread and watched your video!
I was going to use a d/d burst, but it looks like the scepter may be even better mainhand with the lightning bolt deal. Once i hit 80 though i’m planning to go the fiery shield+perma protection+signet route with 25% endurance on signet/arcane use, i’ll let you know how my burst ele turns out when i get there
Wow, i’m seeing more and more people starting to spec their ele’s into burst with the fiery shield + protection I am a thief player as my main, but since anet is nerfing thief every patch, i just made an ele and am going to make a burst ele and have similar traits/design on my build.
Just have to hit 80 now i’ll let you know how my burst ele comes along when i’m there!
Hey now no hate for the wonky signet builds Haha, they are really fun in PvE! WvW is a whole different beast though.
But I think the point Taril is making that the 1 shot BS thief is a myth, not that he endorses this build or “thieves-are-now-broken-f-u-arena-net-rage quit” (and there were disturbing amounts of those posts on forums after the patch). I agree with this assessment.
What drives me personally bonkers is when I’m facing a thief, I land some pretty heavy hits on the guy and he used up his heal, I go in for the kill AND THE GUY STEALTHS… AND HE’S GONE!!! Wait no he’s back, why is his health back? Burst him down again and he pulls this again!!! AHHHHHH!!!
10 seconds later the jerk gets a hard backstab off and this time I make a mistake and I die. My fault entirely but infuriating!
And I hope you realize that if the thief made 1 mistake in their he’s dead too. Not as easy as you think, go play a thief yourself.
You may also want to consider this.
Yes, the thief literally relies on the stealth mechanic to have a chance in that type of situation. What would the non-thief be doing? He’s able to stand there and actually take hits out in the open or utilize their own special class mechanics.
So yeah, that thief can stealth and possibly live, but the part where your thought process is wrong is that you think it’s cheap or bad like a lot of other noobs, when instead you should realize stealth is essentially the way the thief is keeping their health pool around the same amount as other classes, considering thieves are usually very squishy.
So yeh, just think if you’re that 17-20k healthed person, the thief is at 10-15k HP (if they are berserker) so their stealth is basically making this “balanced.” They can try to burst you down (thief class is designed to do this..) but usually thieves cannot sustain a fight with just burst, and they’ll have to run or stealth which is your chance of course to kill them.
Too many noobs around here going “omg he got away, how imba!” when really the stealth is balancing out the situation otherwise the thief would have…ZERO PERCENT chance to do anything.
Too many people around here just want this game homogonized with every class being exactly the same. “Stealth omg QQ, omg shatter QQ, omg 100 blade QQ, omg death shroud QQ, omg ele mashing 20 button QQ”
-- maybe those people should go design their perfectly balanced game where all 6 classes are the Warrior. They don’t seem to be able to handle a game with asymmetrical balance ^^
(edited by avilo.1942)
But she C&D spammed at one point. Noob.
i lol’d
Well, they basically decided to blanket nerf the entire shadow arts tree / stealth solely because of noob complainers. There actually was nothing wrong with stealth or “OP” about it – culling was the issue.
What they should have done is waited and realized culling was the culprit to most people’s complaints of thieves being “perma stealthed” and aside from that it has always simply been a “learn to play issue.”
Most of the people complaining had not played thieves themselves probably or they saw those HIGHLY EDITED YOUTUBE VODS of glass cannon thieves 1 shotting upleveled wvw people.
Of course in these videos they never show the edited out parts where the thief dies over and over to people that know what they’re doing, or anyone that knows how to simply dodge their burst.
Ironically, most of the knowledgeable / best thieves play S/D as their main set without even “abusing” stealth. Although, there are a lot of good ones that play d/d glass cannon but that is actually difficult to play and sustain because you die so quickly if you mess up any initiative use or your burst.
TLDR; yes you have a legitimate right to complain about the most recent blanket nerf to the thief profession, let’s hope they don’t continue down this road.
Otherwise we will only see warrior/mesmers/guardians in PvE -_-
I already started a d/d elementalist in preparation for more thief nerfs. Pretty clear what’s going on, i expect some more QQing from the ignorant noobs will push anet further down the path of removing the thief from the game.
Don’t take this as “oh lamer just switching profession!” I still like thief the best, S/D has the best mobility in the game, etc. and thief is definitely fun, but no thanks to blind nerfs that are not thought through, and just cater to bad players that didn’t know how to deal with stealth.
The people that are leaving the thief class aren’t leaving because we think it’s underpowered now or bad. It’s because we know anet will continue to butcher the profession slowly into unplayability.
Makes sense. 4s reveal nerfed thief DPS indirectly because less backstabs, less daze from sword, the list goes on.
It also messed up all auto-attack chains into cnd and such. Would be a good idea to put another attack in considering they basically outright nerfed thief DPS with the revealed nerf.
While they’re at it, fix the shadow arts tree. They blind nerfed the entire tree as well with this last patch.
Yeh, map completion should not require wvw. I play with my gf and she has 100% of the pve map, and it frustrates her to no end right now (and me by proxy now lol) that we can’t finish map completion because our server can’t cap points we need for map completion.
And we do not want to transfer servers, because that defeats the purpose and sense of accomplishment, not to mention it’s not guaranteed that we’d be able to get map completion even then!
It’s understandable that the brainstorming on this was, “how can we get our pve players to get a taste of wvw! Oh, let’s make them come here for map completion!” But really it just annoys everyone and completely turns them off from wvw because instead of testing the waters themselves you’re making them all oppositionally defiant by default because everyone is like “EFF THIS I’M NEVER COMING BACK WHEN I’M DONE THIS MAP!”
-_-