Showing Posts For epoc.7941:
this has been in gw2 since i can remember and its meant to be a thing. until you are dead you can command your pet. i dont see any issue with it plus having no access to commanding your pet just leaves you with a static AI till you can use lick wounds for it to help res you. it helps since you can use the f3 key to call back your pet to you so when lick wounds is off cd saves time having your pet run to you and possibly dragging a boss onto your head.
sounds like you dont like getting feared by the wolfs f2 when you’re trying to stomp if its a problem pop a stab skill and there problem solved
Easy to say but not everyone has easy access to stab…so when you blind or just let them use their down state cc to get the secure stomp and all of a sudden wolf swaps out and fears u…it’s bs….if I were playing Mesmer and I used my f3 to daze you with my clones while you tried to secure a stomp you’d be livid.. And would kitten about it but technically it’s how the class works. But that’s not the case the clones won’t do that bc when you’re down you’re down you have a set number of skills
I’ve asked around and everyone agrees it’s intended.
No it def isn’t if it were intended there would be a task bar available displaying it. Not be some secret thing that you find out by accident or testing (like finding out a skill hits more than once or the cd is broken) there would also probably be traits for it. I’m not saying it’s an exploit I’m just saying its a function that is currently not working as intended.
the only people who will say that it’s meant to be that way are people who like taking advantage of it.
In my opinion, this is not a bug but a class mechanic that should go on the Ranger’s forum for people to discuss. Rangers downed state has been this way since 2012. It’s something that is special to a range because they have pets. The other professions don’t have pets. To me the feature makes sense, just because your downed you should be able to give vocal commands to your pet. Being downed doesn’t silence your voice xD.
I get what you’re saying but again I feel like this mechanic isn’t lost when a ranger is downed…you call your pet to res you…and it can actually fully res you which is more than many other downstate abilities can do…so in turn the synergy with the pet is still there with the down state skill. I’m aware it has been s way since 2012 and I’m dares sing it now bc I noticed nothing had been done about it….my view is this, either you add a taskbar in downstate to specifically to show it is a mechanic not just in regular combat but in downstate or fix it so that like every other class this unique mechanic only works in normal combat.
Because anet has never acknowledged this with the taskbar and no one has ever really brought it up anet has just failed to notice…and this happens….I mean the tonic exploit is still doable and they supposedly fixed it but no ones really spoken about it so anet hasn’t notice….I bring it to the attention of anet on this forum not to complain but for it to be fixed….either to show it that this IS the way that it’s intended and showing us evidence not just having it be a hidden thing to discover or remove that function from the downstate because that isn’t how it was intended…it’s not a cry to remove it just simply to address it in a clear manner.
Hopefully this explains what I mean with this post a bit better
I’ve asked around and everyone agrees it’s intended.
No it def isn’t if it were intended there would be a task bar available displaying it. Not be some secret thing that you find out by accident or testing (like finding out a skill hits more than once or the cd is broken) there would also probably be traits for it. I’m not saying it’s an exploit I’m just saying its a function that is currently not working as intended.
the only people who will say that it’s meant to be that way are people who like taking advantage of it.
This has actually been a problem for a loooooooong time.
I am aware that each profession has It’s own mechanic and the Rangers pet
Serves as that mechanic. However in downstate every class is limited to the
Downstate skill bar. Some are better than others. Rangers’ in particular in my opinion of you or a buddy can stall out enough you can fully res. That’s fine. The problem, glitch,
Whatever you want to call it is, Rangers still have access to their unique profession mechanic where every single other class does not.
What do I mean?
Example. If thieves could steal for an additional teleport in downstate
If necro could death shroud
If guard could pop invuln
Basically the f skills
Rangers can currently swap pets and use their pets effects while in downstate. Making it so that they can stun you have their wolf fear you and then use their pet to help res them which can provide significant amount of stall on a point in pvp to keep you from capping or provide time for a teammate to come help.
It’s irritating. I’ve asked around agree and everyone agrees that it’s actually not supposed to function in downstate yet no one has made a complaint about t and it is abused I’m pvp all the time.
Please fix this.
Ps I’ve also made a separate thread on this completely if you only want to discuss this
This has actually been a problem for a loooooooong time.
I am aware that each profession has a u owe mechanic and the Rangers pet
Serves as that mechanic. However in downstate every class is limited to the
Downstate skill bar. Some are better than others. Rangers’ in particular in my opinion of you or a buddy can stall out enough you can fully res. That’s fine. The problem, glitch,
Whatever you want to call it is, Rangers still have access to their unique profession mechanic where every single other class does not.
What do I mean?
Example. If thieves could steal for an additional teleport in downstate
If necro could death shroud
If guard could pop invuln
Basically the f skills
Rangers can currently swap pets and use their pets effects while in downstate. Making it so that they can stun you have their wolf fear you and then use their pet to help res them which can provide significant amount of stall on a point in pvp to keep you from capping or provide time for a teammate to come help.
It’s irritating. I’ve asked around agree and everyone agrees that it’s actually not supposed to function in downstate yet no one has made a complaint about t and it is abused I’m pvp all the time.
Please fix this.
Well, they arent amazing right now but they can work for a venom condi build. But with the removal of ricochet and lack of cleave, yeh…
P/p venom condo builds are hilariously bad. I’ve never died to a p/p thief and I don’t think I ever will…even if they do get you the first time is the surprise of someone actually running p/p you laugh and then it never happens again. P/p is best left for pve imo…if u wanna run venoms there are better ways
Because that is not the theme of the class. Same like necros don’t have a lot of it. Same like reaper has a lot of chills because that’s the theme.
Don’t expect it unless they make an Elite Spec around it for you.
Im sure they could squeeze it in I always thought cluster bomb when u explode it could add bleeds and burns even if it’s just one stack since u can spam cluster bomb. Or maybe even add it to the trait that increases bow damage, “increase now damage and cluster bomb also adds one stack of burning when detonated” I don’t think it’s too op it would be really strong but not break the class imo
Dont worry, Arenanet decrease pistol range on 600 because Thief dont need ranged weapons.
No really, Thief want only better ranged weapons but ArenaNet say no and remove only one good trait on ranged weapons (Ricochet) and make this horrible staff specialization
Staff is fantastic most ppl who qq about it qq about its animations which I agree with or qq saying that it sucks which it doesn’t most thrives are horrible and spam all their skills ftw. Staff is an attempt to slow that style down and make it more deliberate and allow for more strategic play…I think they did that well after making the adjustment I was running a s/d staff build and was doing great I do think staff can use a small damage buff but it’s fantastic right now and I just think most thrives are terrible and don’t know how to make the adjustment bc they’re so used to either spamming 521 222222 or p/p and hide behind other players so they don’t know how to be in a sustained fight
Ehhh….idk I manage initiative quite well I think DD helps a lot too bc you can time evades and dodges to help manage your Ini a lot better. I was toying with staff and I slowed down my fighting style a bit to be a bit more deliberate and I had a blast and never rlly ran out of initiative
I’ve mained thief since I started playing the game I love it. Despite how underwhelming it’s become I cannot bring myself to comit to another class. When daredevil was announced I was excited at what it sounded like and daredevil had its good and bad points being that it was its first beta I’m not going to be like the rest of the community and QQ about the things I dislike. Instead I’ll try to give my best feedback that might catch the dev’s attention and hopefully inspire some positive changes.
I’ll start with the good points.
So many evades!! and with dash thief kiting might now rival the Warriors. It’s pretty cool if say. Being able to drop condis on dodge is great too although correct me if I’m wrong it reveals you…that’s counter productive. Bound is cool I didn’t find much use for it.
The damage bonus traits are great in my opinion and the removing condis on evades is pretty good although on dodge would be nicer.
Now for a few bad points.
Let’s start with staff…I understand that the style of play that devs sought after with staff was slower paced and after adjusting to it I found it quite fun. I specifically was fond of staffs stealth skill as it coupled well with Sigal of impact and made for a good way to do damage and let off s decent rotation. I would like a few more flashy animations tho and my gosh please make them hold it differently. Lastly staff three could be increased in distance a little, staff 2 should have s bit of a homing system I missed that skill sooooooo many times it’s irritating. If I’m locked on to my opponent why don’t I charge at him? And lastly and the biggest is the damage I will repeat I had fun but if I’m going to slow down my play style, which I have no problem with, I would like to feel rewarded for it.
Now the dodges
The concept of the dodges is sound they just need to be smoother that’s it really I’m not gonna kitten about not being able to do all of them at once I like it as is just make it smooth. Daredevil has a lot of potential and staff I believe will be tons of fun with a damage increase and as someone who is a fan of aesthetics I would like flashy animations.
I hope this helps I feel like they’re reasonable adjustments and not out of anets reach small yes impactful…just how they should be
I’ve played this game since beta, and spent most of my time in spvp, but recently I’ve found myself getting bored with the game and have been playing the game very briefly on and off for a few months now. Recently I got back into the mood and tried doing some matches with my thief, who I’ve spent over 1300 hours playing, and find myself unable to kill anyone. Every fight I do, it feels like I have to greatly outplay my opponent to accomplish anything at all.
Annoyed, I jump on my engineer, who I’ve played maybe 30 hours with, join the same room, and I steamroll everyone with complete ease. I can even do 1vxs without much problem. Alright, maybe engineer is just stupidly powerful, so I try a d/d and d/f ele. Same result. I try a axe/sword longbow warrior. Same result. And power and condi necromancer. Same result.
Confused, I go on my thief again, and I can’t kill anyone like last time. I found a little more success with s/d than d/p, but not by much. Has anyone else had similar experiences with their thief?
Yup theives have gotten consistently nerfed and it’s really bc players just gripe about how strong they are…theives are strong I do think so, but it’s not the class that makes the player it’s te player that makes the class…they were op then they were fine then they just kept it pouring on. The lastest thing has kittened me off the most about blinding powder not blinding every second…like if ur dumb enough to stand in it u deserve to be blinded…wtf why make it easier for stupid players? I wouldn’t stand inside a lavafont that’d hurt.
What: Thieves.
Why: They are too OP. Why do we even need this class to ruin the whole game for us? Lets just remove the whole class so that all the other ones won’t feel like the underdog.
Most theives suck….if u lose to cheese theives then maybe you gotta check on what you’re doing wrong…the issue with this game is that too may people rely on meta builds and don’t try to build according to their playstyle…sure meta works but is it optimal to how your mind works? You’ll find more success against theives when you 1…pay attention to their patterns which most theives follow the exact same ones and 2 stop playing cheese meta builds and find something that suits you best.
Originally by: VIVorcha.7853
What: Hide in Shadows
Why: You get high healing, DOT removal, regeneration, and stealth. It dominates, and condition builds suffer the most. I’m thinking the healing should be lowered slightly (maybe equal to Shelter) and the condition removal should be limited to removing one DOT condition.
Thread: https://forum-en.gw2archive.eu/forum/professions/thief/I-think-it-s-time-to-nerf-Hide-in-Shadows/first#post3308620Wow with the current condi meta…one would think adding condition removal is paramount…hide in shadows is nothing compared to certain heals eles remove a condition per pulse with 1 heal and that’s 8 pulses! It’s only bleeding burning and poison that come off specifically with hide in shadows. Also it has a reasonable cool down. 30 seconds is a long time to wait as a theif…and lastly it’s freaking interuptable…just time stuff dude theives really are not that difficult to beat. And to good most theives aren’t even good
Originally by: VIVorcha.7853
What: Hide in Shadows
Why: You get high healing, DOT removal, regeneration, and stealth. It dominates, and condition builds suffer the most. I’m thinking the healing should be lowered slightly (maybe equal to Shelter) and the condition removal should be limited to removing one DOT condition.
Thread: https://forum-en.gw2archive.eu/forum/professions/thief/I-think-it-s-time-to-nerf-Hide-in-Shadows/first#post3308620
all about 30% – 40%
- reroll a warri or another class 20%- 30%
- quit game 5%- 10%im ok with a few people quiting the game but we really cant handle them all rerolling to warrior because you know thats where they will go its the easy mistake friendly version of the thief that has a valid place in all game modes as opposed to the mists and pve (non instance) places where thiefs are actually welcome i honestly feel bad for the class as a necro i know im OP and i know a good thief is the only way to to stop me in WvW tho their ability to stealth isnt really OP its incredibly annoying when they are in the keep you just captured but that is its only real use other than roaming and camp stealing i would accept the thiefs in my guild not being able to stealth as they do now with an open heart if they gained damage reduced when taking damage from multiple sources or gave them increased range on short bow and some decent targetable aoe utility so they could do something inside a zerg vs zerg battle as it is now my thief will still get leveled to 80 next but only for the support venom build i see no point playing any other role in WvW on the thief
I find your honesty refreshing. Surprising as it may sound some ppl don’t find necros OP. And your views on theives I believe are pretty accurate.
no one has an opinion about how skill 2 changes will affect us?
So many posts about it already people are aready tired of discussing it cause we know anet wont hear reason
It makes me so sad theives are quite fun to play as opposed to other face roll classes.
Too the few S/D thieves out there, how do you think the changes (especially sword 2 and bountiful theft vigor reduced) will influence our thief?
I am running:
10 (III) mug
30 (I) furious retaliation (X) Critical haste (XI) Executioner
0
0
30 (V) Thrill of crime (VII) Bountiful theft (XI) Hastened replenishmentSkills are : Withdraw (healing) , Signet of agility (incr prec), Shadow step, Blinding powder.
I have been using the “might from signet use” trait as well, but I will deff use critical haste from the 10th of December. With food and al lot Fury (70-90% crit chance) , that haste will probably give me a higher damage output than that 3 stacks of might.
Since we are getting more initiative regen, I am considering swapping Hastened replenishment (4 init) for Flanking strikes to get even more sustained damage out of both my number 1 and number 3 skill.
Currently I am using precision + crit damage food and bloodlust sigil, due to the new opportunity haste offers, I will probably start using precision stacks instead of power. This will give me about 85% crit chance without fury and 100% crit chance with fury on.
Why will that haste influence a lot? Well, 1 hit takes 0.5 second, within 2 seconds you should gain 2 seconds of haste, technically within that 2 seconds of hast you can hit 8 times, which means within the 2 seconds of haste it is likely you will be able to get into haste again, since it has no CD. We will be able to get a lot of damage from that!
On the other hand we will lose survivability due to the 0.25 second on skill 2.
What are your thoughts!?
I don’t think the 2 skill nerf will be a big issue in 1v1 situations but in situations where ur getting attacked by multiple opponents and taking heavy damage those .25 seconds can get u killed and worse in my opinion can get interrupted :c. The vigor nerf I think was overkill a nerf wasn’t so terrible of an idea but jeezus not by that much
I agree this is awesome that he’s so hard I think people have such a hard time with the new event is bc of how insanely easy it was before
This is what we asked for.
I never asked for this.
I would like to second this sentiment.
1 +5’d it
You lot may not have specifically, but any player – or dev – reading through these forums doesn’t have to browse long until they see people spamming “Harder harder, oh give it to us harder!”. Erm, the content, I mean.
I support the change to Tequatl. Not beaten him. Might never beat him. Even as an achievement hunter I don’t care too much, but at least now he’s what he should have been all along. Tell you what, though – I’d love to see a 1v1 between Tequatl and Zhaitan. Based on fight difficulty, seems to me, Zhaitan should have been the lieutenant.
Back to my original point – harder content. I’d rather like to see an open world zone, the size of Labrynthine Cliffs. Inside is an “unbeatable boss”. A boss even the devs can’t beat. If a server manages to beat it – it should be buffed, the boss should “learn” from it’s beating and become stronger for it. Reward: a Legendary of your choice. If people want rock hard, give them excruciatingly, tear inducingly, buttock clenchingly, groin grabbingly rock hard, and give them suitable rewards for completing it. Why this suggestion? It would keep such encounters out of mainstream open world PvE, which I believe should remain a relaxing experience to play through. At the moment it seems like any general PvE-er in Sparkfly Fen is getting abuse for “taking up valuable space”, which is truly horrible.
I don’t see the problem I mean, to say that we can’t do this because most people aren’t capable is ludicrous. Events like this help us get together for a single cause are awesome. It gives us a chance to show people who don’t know how to do these raid style bosses how to coordinate and communicate with others. This promotes server unity and creates a chance to meet new people and allow you to have an overall better gaming experience. I think this is a great thing it’s far better than stupid attack sponge bosses (for example shatter is the coolest most awesome lookin dragon in game but he’s like toddler difficulty.) In conclusion i say if you want easy attack sponge bosses go fight sb or wurm, but the dragons should be dragon difficulty. Oh my only complaint about this is the time limit….it takes time to gather 80 ppl especially in smaller servers.