…I do not know allot about thief’s, only profession I never level to 80….
Should better have refrained from making suggestions then
Wait. Map completion requires WvW maps too? WTF? Okay, starting to get ticked off.
It’s not so hard as it sounds, just not as much in your control as the rest. Maybe it shouldn’t be part of it but for now you’re stuck with it and the best thing to do is just doing it.
I had a friend find this out ~5 months into the game after reaching ~70% world completion. They never logged in again.
Not the smartest thing to do. Some world zones are harder to get completion on then the wvw maps.
Well at least leave us ability to WASD so we can at least “function” in some way
But only keyboard turning!
…It’s been said many times over but it is simply way to easy to gear up for toughness/vitality/condition damage to achieve great survivability and great damage.
You can gear up with Toughness/Vitality/Power gear and achieve great survivability and damage. The fact that power builds have the choice to go even deeper into damage with critical hits while condition builds do not have a similar choice could be interpreted as an existing imbalance favouring power.
Too many conditions are AoE or on auto attack and it gets to a point where even classes with decent condition cleanses simply can’t keep up.
Regaular damage is applied through auto attacks as well – and regular heals will not keep up with those either.
Not too mention that by their very nature conditions allow for a relatively no brain passive game play style where you can just drop them and kite around while they destroy people.
They can be dodged, blocked etc …
Unfortunately Anet has made it very attractive to run bunker builds that can be combined with super high condition damage.
It’s a type of variety analogous to what you’d see in biological diversity, condition bunkers are like an evolutionary answer to glass canon specs.
I’m not sure how anyone could sit down at a planning table and come up …
It’s possibly an attempt to promote diversity and change. If it leads to more build diversity and choice it’s probably ok, even if some particular, overly specialized builds become extinct. If however it leads to less diversity it would not be ok.
LOL…. wow. Just looked at the health on that build, Viking. …
Armor and healing do for defence what power and criticals do for offence.
Do you like to play with sword mainhand?
Sorry, just trying to ask the nasty questions that I think are at the core and only you can answer. You could always wait a bit with making the decision.
Off course they won’t. Do you really believe they care about this.
… it pains me to see people playing thief that evade endlessly. …
What are they doing when they are evading?
What would you use more frequently, C&D or Sword main?
Conditions in general are already way overpowered and ridiculous….
Overpowered?
Hardly, you are just looking for an easy way out of taking them into consideration in your build. It would be so much easier for you if you didn’t have to take condition cleansing and could focus on mitigating regular damage. Which is exactly why condition damage should remain a threat.
It is, though not intended as such, a compliment.
…How is it even possible in this day and age to record a video at such a miniscule resolution? …
Guildwars’ rather non-optimal optimization is possibly why. Guildwars uses the cpu more then the graphic hardware and running a software recorder has a very noticeable impact on this limited resource.
No, Shadow Arts is quite common in builds and Shadow’s Embrace is almost as common. I think one of the more well know video-thieves switched to Shadow’s Embrace (from Infusion) after the december patch.
stealthed thief doesnt get revealed if u trigger his trap
Triggering spike trap will reveal the thied. The other traps don’t deal damage, afaik.
Forward the response to your ISP, see how it rolls.
“But the AoE limit is 5!”…
Wow, lol, if they’d ever used one of those they’d have known it’s quite a bit more then 5 …. Seeing all those bleed numbers popping up is a pretty sight for the defender’s eyes.
Meet vertical progression in Guildwars.
Berserker gear has three stats that multiply with each other. Armor is one of the defensive stats you can increase (the others being vitality and healing power).
Ascended berserker hits 30% harder then exotic berserker.
This thief won’t be the only offensive pc you’ll see hitting you harder then a few weeks ago, you just notice it more because, well, it was unexpected.
You can switch weapons around in between combat and a power build can use nearly any weaponset – even P/D, occasionally.
The heals are mostly situational, HiS is a general purpose heal, good in duelling, you see it used in many video’s. I like Withdraw, has a short cooldown, the general heal to take with on-heal traits and runes. Signet of Malice is good with D/D deathblossom, pistolwhip and shortbow clusterspam. With other uses, I’d switch to HiS/Withdraw.
Shadow Refuge is excellent, for ressing players or getting to places unseen and undisturbed (skill challenges, chests, harvesting).
Blinding powder, general purpose oh-kitten, can help other players as well
Caltrops – npc murderer, works nice sith Signet of Malice as well
Thieves guild, in sticky situations (baiting champs)
SoS – basic runspeed, hard to live without it….
If these are not enough, there’s always the pre-cast and after-cast delay that we can add to further nerf this weapon’s skills.
Using a shortbow should knock a thief down every shot. Using pistols should too, we’re squishy thieves after all, no meat or mass.
Collision Detection is a nightmare, I’m assuming the majority of people that keep suggesting this have never expierenced just how bad it makes gameplay. Collision Detection would amplify lag alot, I for one would hate to see this implemented.
If done right it’s fine. Distributed architectures make it scalable server side with good performance, and it adds only minimal extra data that needs to be passed to the client, if any (depending on supported features).
No, you can’t. It’s not about server side performance but about the time it takes for a change of movement (direction or speed) by one client to be communicated to another – which would be in the order of .5 seconds.
I never said it was about performance, I said scalability, they are two different things.
I agree the amount of data sent is the hardest problem to solve, but it’s been solved in various degrees already by several projects, one of which I work on. Most of the advances in this area FYI have not come from the game industry, and the biggest market for it is not the game industry either.
It’s not about any of that, the problem is the time it takes for a command one player gives on one client to travel to another client. No amount of server performance or scalability will alleviate the large delays introduced in transcontinental connections.
Body blocking on the otherhand would be pretty epic!
Could be fun indeed, roll forward from the right distance and knock someone down …
Well, they already have confusion (added after release I think), which is more a hex then a condition.
Collision Detection is a nightmare, I’m assuming the majority of people that keep suggesting this have never expierenced just how bad it makes gameplay. Collision Detection would amplify lag alot, I for one would hate to see this implemented.
If done right it’s fine. Distributed architectures make it scalable server side with good performance, and it adds only minimal extra data that needs to be passed to the client, if any (depending on supported features).
No, you can’t. It’s not about server side performance but about the time it takes for a change of movement (direction or speed) by one client to be communicated to another – which would be in the order of .5 seconds.
They could make it a lot faster imo.
I have played several games with collision detection. It’s basically the same mechanic as making sure your character does not run through walls etc, but just functions as a moving wall.
Also, in zergy areas, they could simply instance wvw maps.
There’s .5 seconds between the wall changing direction and the player seeing it on screen, there is no way you are going to make this work. It was horrible in Need For Speed, where everyone was basically moving more or less in the same direction, it would be worse in Guildwars.
@ Leohan.1096
This is just a game and supposed to be fun, wake up American boy, look for life In Real World, Problem is only in one GW2 mode which is called WVW and devs should look for night capping issue best solution.
There is no night capping.
When it’s night for you it’s day for somebody else, when you sleep, somebody else is awake. You can not expect them to adapt to your rhythm of life.
Collision Detection is a nightmare, I’m assuming the majority of people that keep suggesting this have never expierenced just how bad it makes gameplay. Collision Detection would amplify lag alot, I for one would hate to see this implemented.
If done right it’s fine. Distributed architectures make it scalable server side with good performance, and it adds only minimal extra data that needs to be passed to the client, if any (depending on supported features).
No, you can’t. It’s not about server side performance but about the time it takes for a change of movement (direction or speed) by one client to be communicated to another – which would be in the order of .5 seconds.
But the other zerg wouldn’t know it was a thief-zerg and just assume it was some OP thief-hack- and thus would likely do nothing but waypoint to the forum ….
At least make it so armor isn’t damaged! >:(
When will you fix your servers from lagging so often?
That’s just the point, I am looking at the spirit behind it! It’s the people twisting the words and meanings into something unintended then claiming the manifesto has somehow been violated that are the problems.
You are twisting words and meanings into something not intended by the manifesto.
No grind is quite clear, as is ‘everything you loved about guildwars’. I know what I loved about it and a lot of it is not in it.
I know what grind is and it’s what you need to do to get the current best-in-slot. Grind is gathering mats, killing x monsters, y veterans and some more of those every single day to get the tokens that will buy the trinkets, and daily champion trains and dungeon runs to acquire gold to buy the other stuff to craft the best-in-slot weapons and (maybe) the armor. Individually all of these activities can be fun, occasionally, but it stops being fun and becomes a grind when it has to be done every day.
A full set of the current best-in-slot (ascended) is more then 30% stronger then the previous best-in-slot (exotic). Eventually you will need it in Wvw when more and more players use it, and you’ll need it for new content, when all those players running on the next gear tier want content made for the power level of their hard earned gear.
I understand that every gear-treadmill starts with the first step, which has been taken. How many steps does it take to convince you that they have diverted from their manifesto?
…
Your posts are spiteful, usually filled with venom and always unreasonable. There is no way to communicate with you in a meaningful way – and that is your doing alone. In the long term the only way to handle you is simply by not reading anything you post at all. But that is what you choose.
As for a solo player levelling more slowly than a group, this is a MMO… I play it because I want to play with people – most of the time… Playing with people makes everything faster to take, so yeah, players in a group get more XP for the same playtime, but that’s not really a problem…
Wvw was supposed to be a PvP format, but with a zerg it’s more like PvE most of the times.
WvW was not made for solo roaming, but for “large scale battles”. Working as intended…
The few times opposing zergs collide it’s usually just chaos.
That is true, and I would certainly not recommend going celestial because two different ascended sets are too expensive. You’d actually loose out on it.
My intuition is that the condition build will suffer less from not having ascended armor - and will likely perform better with a full set of exotic dire then with ascended celestial.
That said, an ascended combination of Soldiers armor with Berserker weapons and trinkets will outdamage an exotic full berserker by 15% and offer substantially better survival. For full berserker ascended gear hits about 30% harder then exotic gear (not a sliver in my opinion).
The power difference between exotic and ascended trinkets is quite large. I would get the two sets of ascended trinkets, matching each build
Weapons see a step up in weapon-damage and attributes, because direct damage profits more from the damage increase I’d go for an ascended zerker set of weapons first, and a condition set later.
(edited by frans.8092)
Mhh, interesting, but then you can not score points unless somebody else flips an objective – and got points for it as well. Would reward more active servers, but would give little incentive to hold/defend.
(3) goes well with Signet of Malice / Toughness / Healing
(4) can be met by exchanging SoM for either Withdraw or Hide in Shadows
Toughness increases the effectiveness of healing (and your base healthpool), the combination ‘works’ for all situations. The difference is the number of targets to trigger SoM – when facing players while roaming you’ll usually only face very few at once and SoM becomes less effective. For camps SoM and caltrops are strong. For sentries and yaks it doesn’t matter much anyway.
(1) & (2) are primarily met by dagger #2 or shortbow #5 and stealth utilities, or dagger #5
So why two stacks as oppose to one stack, but twice as stong?
Different people apply different strength stacks, with different durations. The result is similar to what you describe, just easier to talk about. There’s also a set maximum number of stacks then can be applied to a target
What I meant about World Cup in soccer :
- If you chose not your homeland server (or nearest) you should adapt to host conditions.
Great, so, you’d agree that I should be able to play at 6AM CEST, or even 5AM CEST (4 and 3 AM GST) when I am really early without seeing my efforts trivialized. My brother starts work at 4AM, so he should be able to play according to his schedule, like from 4AM and my niece, who works evenings should be able to play after work, say until 5AM. Other people don’t live according to your schedule and their efforts shouldn’t be trivialized either.
(edited by frans.8092)
You know, I get the impression that you two are pretty much in line with each other but expression styles got in the way.
Bleed duration is listed in the tooltip, to make it even easier
many of us thieves think stealth is ridiculously broken in this game. the vocal few who want to preserve the status quo are who you mostly see on the forums.
Many of us thieves think you’re a silly troll who only pretends to play a thief. As a thief, I can tell you this much. Let me just say this last thing to you: people are starting to pay increasingly less attention to you, you might as well stop posting.
Okaishi that was totally rude, unjust and evil of you to say, I’m serious!! Sanduskel is not a machine, Sanduskel deserves to be treated as a human being.
Are you not human?
He didn’t say nothing about a ‘machine’, that is your idea …
Unlike Sanduskel I can’t speak for other thieves, but Okaishi’s words do seem to resonate with my thoughts, whether you like it or not.
Do you really expect your opponent to sit and wait while you take a nap?
Mr smart guy why World Cup qualification in soccer has different zones then, and why final is playing at host local time not at challenger’s time zones?
Game is a past-time, a hobby, for me, and I assume most of us.
World Cup soccer is played by professionals who can be expected to adapt their time-schedules to the local time of the tournament’s host.
I doubt my boss would agree to a change of schedule to accommodate Guildwars Wvw schedules.
… this is separate GW2 mode, you can visit your friends by questing etc.
Maybe they want to play in Wvw with their friends.
- I’m not sure how much effort is Rams v. Empty keep
How much effort is it for a zerg? It’s a lot more effort to take a keep for a single player, or small group, then it is for a 30 man force.
- The suggestion doesn’t affect your playtime
Yes it does, since it rewards my time less then your time.
- Currently the daytime players are punished – just compare the outcomes of a nightshift, and a dayshift
No they aren’t, you get the same rewards regardless of the time of day. Daytime players can face similar counter play as night players, just because on your server players prefer to group together on the same time of the day shouldn’t affect players
- No, but I expect the referee to do something – like even if I take the hits, at least it shouldn’t effect scoring
The referee should disqualify you for taking a nap during the fight.
You can not expect everyone else to adapt to what is more convenient for you.
Might as well remove the doors completely and replace them with walls as they’re never properly opened, only bashed in.
To reset a fight you either have to be out of combat for X amount of time or move X distance away from contact. The problem with that is a warrior can move X distant faster than anyone else so they can reset their health alone with the other person still in combat doesn’t have their health reset and then they rush back in and try to fight again with them now having the advantage….
I don’t know if it works like that, I assumed both players would ‘reset’, go out-of-combat simultaneously. That would be obvious, and fair. Well, mostly at least.
That is assuming no other players, and no NPC creatures, involved. Thieves are a their most annoying when adding to fights that are already under way. Alone in a 1v1 they’re much more manageable.
Anyone can join in and retreat, has nothing to do with the class, if a ranger joined his team-mates in an existing fight and then retreated to heal up you’d be just as powerless to stop him with his buddies training you.
- Currently nightcappers (or morning cappers, whatever) are being rewarded far more or their efforts then they should be
Same effort mornings as evenings. Maybe more actually as there is no Zerg train.
- A match-ups outcome depending on 20 people / server is not cool
So. let them get up earlier and play. Why should I have to shift my time table, let everyone play when they feel it matches their daily routine the best.
- The suggestion posted will not harm you in any way for 1 – it is a suggestion, 2- you still contribute (more) this way then anyone playing at daytime
It, does, you’re saying capping camps in the morning is not fair and not as valuable as capping in the afternoon.
I mean. At a boxing match, would you punch the opponent during the breaks?
Do you really expect your opponent to sit and wait while you take a nap?
To reset a fight you either have to be out of combat for X amount of time or move X distance away from contact. The problem with that is a warrior can move X distant faster than anyone else so they can reset their health alone with the other person still in combat doesn’t have their health reset and then they rush back in and try to fight again with them now having the advantage….
I don’t know if it works like that, I assumed both players would ‘reset’, go out-of-combat simultaneously. That would be obvious, and fair. Well, mostly at least.
Can I point out here that Full Ascended Berserker hits about 30% harder then Exotic Berserker. I didn’t expect the difference to be that big but, then power and crit multiply (in a way).
BTW, 2500 Armor is Soldier’s armor with Berserker trinkets and weapons. It is not at all that much. <- that was with 300 toughness from traits
(edited by frans.8092)
I guess its not a gear treadmill then because exotic armor is still plenty capable of getting any job done. Like others have noted in the forums in increase is really minuscule you can’t notice the slightest difference. You don’t NEED this armor to do anything.
Ascended gear is noticeably stronger. A mix of Soldier’s Armor with Berserker trinkets and weapons hits harder then full Berserker exotics (almost 30%!) , yet has more then 2K additional Hit points and 250 more armor (for medium armor). Don’t try to qualify that difference as ‘minuscule’.
ptfff…..If that’s the case, then Valkyrie Ascended armor should hit 50% harder than Full Berserker Exotics….but It doesn’t.
My bad, mixed up the columns, Ascended PVT/Zerker hits 15% harder then Exotic Full Zerker. Ascended Valkyre/Zerker hits 21% over and Acended Zerker 33%.
