I too don’t recall that ever happening in GW1.
This is what I’ve been saying.
S/P needs attention pronto.
S/D still looking for some in spvp as well but man oh man, that haste nerf.
People walk out of it as if I was using it without haste.
So what do?
Stop using haste.
Nothing gives anything significant save wot? Ambush trap.
God kitten
No you can only get 10 per monthly regardless if you do pvp or pve.
Which means for us who did the pvp monthly we have to do the pve one to get 10.
Since you can still get laurels they don’t have reason to compensate you.
Those who did the Pve Laurel this month can’t get the pvp one.
@MrBig
Did you consider the attack time to go HS, f1, backstab under haste?
The 25% attack speed is still fast enough for that particular combo since D/ executes it’s main damage in 2-4 hits. The haste nerf can’t kill D/ because D/‘s hit volume is so low that it’s untouched the least. If for instance you try a gank with HS stealth We’re talking less than a second from the first hit. You won’t be able to swap two attunements between the first Basilisk to the backstab. The Initial 3 hits literally happen in less time.
I’d say if someone plays mainstream D/ the quickness nerf only a minor irritation in practical effectivity due to the low hit-volume and already fast attack speed. You’ll still be able to gap shoot.
@ shimmy
I don’t want to be a bit of a mud-slinger, I’m just deeply suspicious that this was PvP-related (after all, there are burst specs that can still kill people in pretty short order with or without quickness). I think the very telling part is this: “In PvE, the increased attack speed can trivialize a lot of content that would otherwise provide a good challenge.”
It sounds like they were miffed about people speedrunning dungeons, and decided to take an asinine route to fixing it.
Nah brah. Quickness was a universal issue that shouldn’t of made it past betas. The issue is that while we all know Quickness shouldn’t of come out in it’s current state, as profession balance is now and build diversity, there was a lot of unfortunate necessity for it to remain in that state. They’ve brought it down to more acceptable levels but the main builds that used it fell out, and you really have to consider “so what can we use”.
(edited by ensoriki.5789)
no.
thieves and wars are now utterly useless and bunkers will rule supreme.
Burst nerf without compensations for burst classes & nerf to bunkers is FOOLISH at best.
D/ thieves and if I recall you play D/P can just utilize Assassin’s signet and remain relevant. In addition because of the short amount of attacks required to begin with Haste is still good for compacting damage into a smaller window for D/ thieves.
This nerf won’t remove thieves from the game.
Now that additional second on reveal however, is annoying as hell.
Nerf is more crippling to builds outside of D/ on thieves and on other professions.
Which is probably why little will be done, since they know the majority of thieves are still potent.
(edited by ensoriki.5789)
It is 1… 1 freaking second on a combo that is still so ridiculously powerful no other class can match it. People here are QQing about still being really powerful.
You are aware there are 4 stealth skills in the game.
Please inform me of this all power Sword or Shortbow combo that wrecks face that no one else can match.
Reality is, it’s a fairly poor fix, it isn’t that big a deal in WvW & PvE to be frank if you’re using a Sword since 3s daze vs 1s downtime aint bad at all, but this is all encompassing and regardless spvp, wvw, pve. All your natural timing is thrown off.
Wrong direction to go as I see it.
Finished my monthly the first day of march.
Those are the breaks.
Instead, Thief got nerfed completely and utterly in to the ground. All PvE stealth rotations are dead.
When you add in the extra #1 spam and using the extra initiative spent on 2nd best attack, the dps on the PvE rotations don’t actually go down very much. Increased vulnerability is the main thing, but in a dungeon setting periodic stealth wasn’t much protection anyway with how mobs want to keep chasing stealthed players.
There is no 2nd best attack that is better than autoattack. In fact, the autoattack is the best DPS for sword main hand.
Figure the damage/initiative and damage/second done on Pistol Whip and Flanking Strike. It’s not that bad and has more output than autoattacks. And we were talking PvE…MH sword stealth cycle is pretty wimpy dps anyway compared to other weapon sets. If you’re worried about dps and performance in the dungeon, you shouldn’t even be using it in the first place.
Your skills on a sword are more or less built to handle different situations, not to replace the auto attack as dps sources.
Outside of balanced they have been polishing up the game.
Towards the professions outside of the Engineer it felt very lazy.
Honestly the patch was just lazy.
The quickness nerf was a good one on the whole, but they didn’t even bother trying to balance it around the new numbers. They could have just removed it from the game and had the same practical effect with a lot less work on the programming side.
Deciding to just take a dump on stealth when it’s being used in a way that has counterplay instead of putting any actual effort into closing the stealth abuses? Lazy.
I’m really disappointed. This is the kind of work I expect to see from a F2P Chinese MMO company, not A.Net.
Honestly the patch was just lazy.
The quickness nerf was a good one on the whole, but they didn’t even bother trying to balance it around the new numbers. They could have just removed it from the game and had the same practical effect with a lot less work on the programming side.
Deciding to just take a dump on stealth when it’s being used in a way that has counterplay instead of putting any actual effort into closing the stealth abuses? Lazy.
I’m really disappointed. This is the kind of work I expect to see from a F2P Chinese MMO company, not A.Net.
Come on guys…. just nut up and learn to use it, we needed this nerf.
We needed the exploit cleared up, and they didn’t do it (wtf).
They have to stop stealth chaining eventually.
Is there evidence that this was PvP-related? My suspicion is that it probably wasn’t (I have a feeling it was to do with TW), and that sadly PvP got hit by it regardless.
It’d be nice if the devs could at least communicate a little clearer about changing game mechanics like this.
Reduced quickness from 100% attack speed to 50%.
As we push to improve balance in both PvE and PvP, a few mechanics in the game will be receiving updates to promote fun and balanced play. In the past, quickness has granted double the action speed normally available to players. In PvP, this speed gives most players almost no chance to react to incoming abilities and allows for massive spike damage in extremely short periods of time. In PvE, the increased attack speed can trivialize a lot of content that would otherwise provide a good challenge. Therefore, we are reducing the speed that quickness allows by half of its current potential while slightly increasing the duration on player-activated skills.
Which is all true.
Problem is
“as we push to improve balance” kinda knocked some things out of favor.
There are 3 professions based on versatility.
Engi, Ranger, Ele.
All of them are actually quite strong in pvp where being able to do multiple things well is a benefit.
In PvE, content doesn’t really demand versatility, because encounters are relatively straight forward in comparison So it’s about what you bring that is special and Rangers fall apart at that point. So the versatility is wasted because linearity demands specialization as I see it.
Just did it bro.
You need to check your claims.
Huh? You can move and use Steal…
Why are you lying bro?
I for one welcome our engi overlords.
I am pleased, your life shall be spared.
Thank you Mastah, just avoid the Thief tryina throw some Pistol whipz.
^ This.
You left exploitation that needs to be removed from the game at some point in another because it was unpredictable? The longer you wait the greater it gets used, the more people who will resent its eventual removal.
Don’t half kitten what you are supposed to do.
Throw us some more balance stuff today, or this week. Next week at the latest.
You can start with 15% dmg on Pistol Whip, and Tactical strike back to 2s, today.
Frenzy is a second more of double damage which is not cool. In a game where you cannot Cancel Frenzy like you could GW1 (time for a chain skill!).
Haste is fine.
You’re taking CH for Burst not dps lettuce be serious.
Critical haste lets you attack 25% faster every 30s.
Stop whining holy smokes, bunch of babies here.
There are more pressing matters in this patch for the thief then that flippen trait. Good lord.
It’s in the patch notes Noctis.
banner bonuses don’t stack, right?
You have to cover the whole map in banners.
So there is no escape.
^ If they’re not being lazy it’ll take them just a week to look at haste on Warrior/Thief/ (not so much Ranger/Engi since they have new buffs to account for).
and change some numbers around the following week to hot-fix in…
Probably even sooner if that’s what they wanted to focus on.
The quickness nerf means that the next patch leaves room for toning down bunkers without the huge backlash it would have caused this patch. It’s frustrating having the changes be so slow though..
You’ll just get
A) D/P Backstabbed with Assassin’s Signet.
B) D/P Backstabbed with Haste.
Only the haste part is a little slower.
Bannerway.
Take a team of 5 Warriors.
3 of them run 4 banners.
1 of them runes 3 banners + kick.
1 of them runs Kick, Rampage, Frenzy and Fear me. His role is to kick people into your banner range.
Quickness nerf affects the pet swap patch.
However Zephyr is as I see it a better skill now.
Felt it was stupid from day 1 that it wasn’t a stun break.
Quickness changed?
Oh yeah baby give me 15% dmg on PW in all formats and 2s on Tactical strike in spvp.
It’s what Abbadon wants you to do.
You guys are nuts.
Bannerway is here.
Only defense against turretway.
^Exactly.
A skill requiring a brain isnt bad.
I for one welcome our engi overlords.
As an Engineer main, I feel very very extremely sorry for you guys
GG haste nerf.
Hows that shiny new stunbreak?
What they originally proposed sounded “healthy” for the game.
This change is meh. I can see the reason of increasing the reveal effect. Though I don’t think it was necessary and the wrong direction entirely. If you can still stealth chain, then you let the thief remain with exploitative strategies.
I play PW thief.
People need to get real. Quickness itself needed a nerf, it was outrageous.
It was a bandaid fix to relatively poor weaponsets and the fact we even accepted this speaks poorly on ourselves. From day flippin 1, Quickness should have been nerfed and the sets that rely on it should’ve been adjusted to compensate instead having this bandaid effect to make up for things.
Anet certainly has the ability to naturally
a) increase the speed of certain skills.
b) increase their damage
c) give them additional effects.
I see no reason why they should leave a broken mechanic from now until-the-end-of-time.
Instead of asking for the bandaid, should tell them to heal the wound.
The warrior with quickness certainly wasn’t overbearing in the slight (I didn’t have an issue with it, nor did basically everyone past rank 20) but if we’re being serious here, Quickness could not remain in it’s previous state.
If Anet really cares they have some quick buff hot-fixes they can do within the next week or two, to quick fix some sets. They can revert some Tactical Strike & PW nerfs and we can all be happy.
What i recommend is they simply MUST reduce the negative effects of the debuff. ADjust frenzy damage debuff to 25%. Adjust thief haste to only take off 50% of endurance and stop regenation for 2 seconds.
Adjust no healing to 50% healing debuff.
Agree with day on this, generally.
Yes.
Quickness was outrageous and needed a nerf.
Hopefully they don’t take long to fix the builds that pretty much needed it to be great without it, so Warriors don’t have to copy & paste Frenzy to 80% of their builds.
Same thing happened to Sword/Pistol thieves. Not sure where this leaves me….I’ll try to work around it, but I may end up rolling one of those stealth/burst thieves that everyone loves so much. :/
I too play a Sword/Pistol thief and it’s a dang shame, but look at something it seems they changed it so “Endurance can no longer be negative” so that would mean endurance immediately regenerates after haste :o.
However when I think Backstab haste combo for instance and the rendering issues that had on top of it’s absolutely ridiculous speed of execution? Lol had to happen.
Here’s hoping for Tactical to get reverted to it’s former glory with the reveal nerf and for Pistol whips dmg nerf to be reverted.
I don’t know why they didn’t revert them this patch shoot. Haste is reasonable, Reveal is reasonable. Revert the Sword nerfs…
Like I said in another thread, nerfing burst is good for the game in the long term. It will likely require even more changes to warrior and thief down the line, but burst was a pressing problem, particularly for new people trying to get into structured PvP.
You also have to consider that, in a weird way, this change also buffs warrior’s and thief’s survivability.
The warrior burst with GS was not a problem as a result of being easily telegraphed. However making quickness more reasonable was a necessary change. Here’s hoping it doesn’t take them long to bring up the builds that were a little contingent on it, to be more respectable without it.
Great patch.
What I got from this patch.
Now that Reveal is 4s, they can buff back Tactical in Spvp as I see it.
Yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah.
(lol optimism)
Now that Haste has been kitten they can put back 15% damage on Pistol whip.
Yeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah.
(lol optimism)
Finally Corrosive traps works with Ambush. It drives me nuts when things do not work.
Healing seed change is greatly welcomed, If the range is increased I can cluster bomb heal allies better it seems.
yeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
D/P & D/D Haste combo is no longer outrageously fast.
yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah.
Caltrops nerf + Reveal.
Now they have to actually make P/D a decent set that I don’t laugh at .
Yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah.
But lol the trash bleed build is now moar trash.
Stahp.
When its ready.
Or, let us pvpers simply donate a few extra bucks for balance and moar manpower.
Money makes wonders, after all. Just look at pve.
I do believe I’ve given 200 or I’m closely approaching 200, to GW2
Where my Custom Arenas at?
Think I paid for Sharp to get some new Nikes…
Knowing most gave the 60$ treatment and finished I wonder if this money makes the world go round is really true or not…
Whatever these things happen.
Hell the Assassin got hit with nerfs left and right popping in and out of grace.
It looks like they have a better handle of things in GW2, so I’m not worried.
Mug is toxic like Kit burst is toxic, has to be brought in line sometime. If not now then when? Might as well get it out of the way
I don’t need no stinking awards.
Give me some Bar Brawl.
I recognize professions by animation, weapons, and when I select them.
By armor? Lol wot.
If you have 3 casters next to you, it’s not the armor telling you who is who unless you’ve already previously seen their animations/weapons and recognize them by their individual look. At a face value the armor doesn’t say much at all.Go get a Mesmer, Ele, Necro all in same armor, same dyes, wielding staff.
Armor isn’t telling you jack squat.In GW1 they were all recognisable by their armour though, that’s what he’s saying, because each profession had specific armour skins (even if they were wearing the same class of armour). Also they were EXTREMELY recognisable by their animations, much more so than now. Watch some gw1 vids on youtube, you’ll see what I mean, each profession’s casting animation was iconic.
Im talking GW2 context in that in that grouping profs by armor has made distinguishing them on armor alone a poor way of figuring the prof.
Brb planned since launch for quickness nerfs.
My body is ready.
(edited by ensoriki.5789)
^5s
Why does RTL move you 1500 instead of 1200?
Is that intentional or another mess up?
Tbh I no longer mind that it is not affected by slows.
1500 gap closer every 20s vs 6s Projectile destroy every 30?
Meh.
I do believe you can run Spike trap, Tripwire, Needle trap, or Signet of Dom, Line of Warding/ Ring of warding, Focus Pull, Slick shoes, Illusionary wave to stop the Ele from scoring with RTL.
I can’t appreciate Spirit watch so long as I have to walk on a bridge to chase the Guy I could’ve just teleported to if the map wasn’t broken.
That being said if you hold 2 caps, all you have to do is do some minor stalling to beat out the orb. So you don’t have to run it yourself or throw in a couple quick neuts on the third pt generally to crap all over their orb pts. If anything to me, Spirit watch is a bunker map, because having 2 guys able to hold pts, while you send others to either reinforce,neut or stall is quite effective, where in Temple you’ll want people moving around to pts, and Khylo the treb will bust bunker face.
If Foefire was insta-win, You’d start sending people to upkeep the lord leaving pts free for ghost-capping. Wot.
I agree on increase the orb capture time, It’s unreasonable short.
(edited by ensoriki.5789)