Showing Posts For frans.8092:

Visible in stealth?!

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Posted by: frans.8092

frans.8092

Were you in a party together?

Human Gods...

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Posted by: frans.8092

frans.8092

It’s the statues that I’m referring to, not the priest(esse)s themselves.

Those statues clearly retain some element of divine power. The effect of each statue, when active, is related to the power of the god it used to represent.

And what makes it so certain that all of that is not Zaithan’s intention? He’s fighting a war, demotivating the enemy will help his cause. What could be more demoralising then making your enemy believe you have some control over his Gods and their power?

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

….Currently, I have to use my gap closers once she on the map again. Then she uses hers to get away …

Sounds like you were stalking someone, which is probably a violation of the game’s TOS. And you have the nerve to complain here that your victim managed to get away.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

80% of ppl “crying” that thieves are OP and the remaining 20% are thieves

98% of statistics on forums are made up on the spot.

I never saw a game where stealth was great it always were OP in every game.

On this forum I only care about this game, this forum is only for discussing this game.

They shouldn’t put in the game at the first place in GW1 assasin was great without stealth.

Guildwars 1 is one of those other games that this forum is not for. But sins were OP in PvE, and I didn’t enjoy playing them.

Bring down the stealth of thieves like if you come out from stealth you can’t go in stealth again for 6 second or you can have stealth but you cant stack it up fot 500 second

  • Stacking stealth is limited to 10 or 15 seconds.
  • There is already a mechanism that prevents stealth for 3 seconds when ending stealth by dealing damage.
  • Stealth is a precondition to some skills that will likely need to be buffed to compensate for being available less frequently or it would make the burst builds that everyone loves and which would not be affected the only viable thief option.

Why do people always make suggestions that would force every thief into the burst role?

and also they should have only 2 sec stealth and an elite for bigger stealth.

Little consequence, might require rebalancing of some shadow arts traits, to compensate for shorter duration, making stealth potentially stronger. Right now you have a trade-off between staying in stealth for up to 4 seconds, maximizing effectiveness of some traits, and hitting them before that time. By reducing stealth duration you make this decision easier.

You don’t play a thief, do you?

Human Gods...

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Posted by: frans.8092

frans.8092

It’s shown in Orr that Zhaitan can corrupt divine power, though.

These are mockeries, not corruptions. The priests are long dead and like the other Risen, no more then puppets, minions of a necromancer.

This does make me wonder about the sylvari origins, though…

They are placed on Tyria specifically to counter the Dragon.

What’s odd about the Sylvari is that houses similar to theirs can be found throughout the Maguuma Jungle in GW1

Do you feel bad for the Ghosts of Ascalon?

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Posted by: frans.8092

frans.8092

… have swept several villages that had barely survided the Searing and replaced them with cold steel structures that completely ruin the landscape that is again trying to be like it once was in Pre-Searing Ascalon.

Well, they ain’t using hides like their savage ancestors anymore

… the charr got the Claw of the Khan-Ur while humans got nothing. While the charr got a precious heirloom of their race, they didn’t give anyhting back

The truce is more useful to the humans anyway, and by giving that heirloom to one faction they’ve exerted more influence over the Charr then they ever have since the days when Gwenn and company helped Pyre.

for example, Rurik’s sword Sohothin that was stolen by Rytlock Brimstone, a very good example of the savage charr way of thinking,

It’s a good weapon and Thackery more or less sanctioned it being held by Rytlock.

And to finish, I also hate the fact that ArenaNet almost makes us hate Ascalonian people for wanting revenge, which is normal, since they saw their land be destroyed by wild animals

Wrong, Searing happened 250 years ago so it has never been their land.

Making us kill Ralena, Vassar, Nente and Kasha, is almost childhood destroying, since these characters were a part of Guild Wars Prophecies player’s in-game life.

Aye, I understand, though I see angry ghosts. Maybe it helps to remember they died a long time ago. Would be better if we were to find a rightful heir to the throne but I don’t expect that to happen before Guildwars 3 – unless they’re rewriting the Charr starter area’s.

And, it wasn’t the Charr that were responsible for the foefire, you have Adelbern to thank for that.

Like it wasn’t enough the Searing, then the Foefire, and now charr erasing humanity traces in these lands. Honestly, I think that the charr’s will to conquer Ascalon so that all Legions could be happy is horrible and that’s why I’ll never like the charr or play as one!

Thanks to the truce humans walk freely and openly on the lands that used to be Ascalon. Don’t forget that.

We now have a truce with the Charr but we still get to hunt Charr, on Charr territory. Yay. Win-win.

I played GW1 when it first came out and for me, Ascalon is home. I played GW1 so much. I remember Ascalon City and Ashford Abbey and Fort Ranik and Duke Barradin’s Estate and I remember interacting with characters like Ivor Trueshot and Cappo Farrah and Pitney. I really liked Ascalon a lot. And I think part of the reason why I purposely never progressed very far into the game is because the Searing really upsets me.

Aye, Gwenns flute in the ruins of the little village near the abbey … now it hurts to wander near Ashford, it reminds me of pre-searing Ascalon so much. ANet did well, here, by creating controversy and inciting these feelings with us. Considering it’s a game ….

Enormous backstab damage

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Posted by: frans.8092

frans.8092

The player in question has about 80% damage reduction, ….

Where did you get that, I don’t recall the op saying he had 80% damage reduction.

Does anyone use sword/dagger in PvE?

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Posted by: frans.8092

frans.8092

I run PTV …. one of the better PvE builds.

Mostly my build

Sword is fun, what more is there to say, more challenging then a P/D. And the Hall of Monuments sword skin is just to good to pass up.

I find the #3 misses rarely. Watch you combat log.

(edited by frans.8092)

Bunker Thief (?)

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Posted by: frans.8092

frans.8092

Defensively, I’d say go with P/D as Black Powder can be freaking amazing against anything use melee attacks.

Black Powder id for pistol offhand, I assume you meant D/P in your post?

Let's see some thief pics

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Posted by: frans.8092

frans.8092

What’s the armor that most of these female human thiefs are sporting? Cultural?
(Vydul and Auesis…. Few others. The “half boob look”)

Auesis has T3 chest and gloves, duelist pants and Orders boots (I think)
Vydul has T3 chest, vigil leggings, duelist boots

this is my thief : Night Executioner

May I know what leg armor is that?

Night Executioner wear vigil leggings with a duelist chest

Is Shadow Rejuvenation bugged?

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Posted by: frans.8092

frans.8092

Shadow’s Rejuvenation does not give a regeneration boon, that is Shadow Protector and that regen boon is not applied when another regen boon is active on you.
I did notice you do not get the first heal from rejuvenation the moment you go into stealth, I am not sure if that was the same before the patch.

Bunker Thief (?)

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Posted by: frans.8092

frans.8092

Healing power has a disappointingly low payback for the investment, if you try healing power gear in the mists you’ll see the SA-XI heal go from 300 something to 400 something.

Actually I think you’ll find that Healing>Vitality (You can pack on the toughness with either) with SoM. That stealth trait is awful and it’s not useful for what the OP is asking for anyways.

I never mentioned Vitality.

If I equip the healing oriented PvP amulet the amount of healing from Shadow’s Rejuvenation increases by a third – which is somewhat underwhelming. SoM sees an even smaller effect from healing power (half that of SR accoriding to wiki) and is only useful with AoE oriented weapons (shortbow and sword) and actually hitting multiple opponents or you won’t hit often enough to make it match up to a regular heal. It rocks with Cluster Bombs on groups though, no doubt, but you don’t need to spec healing for that.

Vitality would more than likely be the only alternative to healing.

And Death Blossom is what is making use of SoM and even against one target it works very well. Seriously, SoM for sword and shortbow? What are you thinking?

Vitality is never an alternative to healing.

LDB would probably work too, and caltrops. Clusterbomb yields large hitvolume, important for use of SoM. And of course only as long as you have initiative to create hits. SoM being effective depends on the situation – and one on one isn’t such a situation.

Transmuting PvE with PvP

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Posted by: frans.8092

frans.8092

The value of skins is how much you value their looks. And my though when reading it was that the notes applied to the skins you buy in the gem-store

Is Shadow Rejuvenation bugged?

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Posted by: frans.8092

frans.8092

It works for me. To tell you the truth it sounds like you selected Shadow Protector rather then Rejuvenation

Bunker Thief (?)

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Posted by: frans.8092

frans.8092

Healing power has a disappointingly low payback for the investment, if you try healing power gear in the mists you’ll see the SA-XI heal go from 300 something to 400 something.

Actually I think you’ll find that Healing>Vitality (You can pack on the toughness with either) with SoM. That stealth trait is awful and it’s not useful for what the OP is asking for anyways.

I never mentioned Vitality.

If I equip the healing oriented PvP amulet the amount of healing from Shadow’s Rejuvenation increases by a third – which is somewhat underwhelming. SoM sees an even smaller effect from healing power (half that of SR accoriding to wiki) and is only useful with AoE oriented weapons (shortbow and sword) and actually hitting multiple opponents or you won’t hit often enough to make it match up to a regular heal. It rocks with Cluster Bombs on groups though, no doubt, but you don’t need to spec healing for that.

Expert Thieves only Advice please

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Posted by: frans.8092

frans.8092

Offhand dagger is all yo really need. Dance around your opponent, go into stealth with cloak and dagger, get into position then hit them with your mainhand weapon #1, dance around, hitting them, avoid getting hit, when revealed wears off, get another cloak and dagger in, rinse and repeat.

Mainhand pistol is recommended for starters, keeps your distance and yo don’t need to C&D on your target. Tell him to watch some Wild Bill and other thief video’s on youtube.

Builds generally uses 30 Shadow Arts, condition removal, healing third major of choice, 20 – 25 Acrobatics, dodge is good, more dodge is better; feline grace. The first major has some good choices. Rest (15-20) in Trickery, caltrops on dodge, more intitiative doesn’t hurt either. Use the wiki page to find what you like.

Gear for P/D focusses on survival with condition damage as main damage source, toughness, some power and vitality never hurt, even healing fits in. Other weapon options do not use condition damage as much so you might want to go power/crit rather then condition damage – with the option of using Sword or Dagger in the mainhand, or P/P on weaponswap – until you know which weapons you like best.

Need help deciding on which traitline

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Posted by: frans.8092

frans.8092


I just switched my traits today, placing the 25 points I had on Shadow Arts to Acrobatics. I now have like, 16k HP and 1287 Toughness. But I still have doubts about it.

You really shouldn’t use traits for static attributes, there are too many useful major traits to select from to toss them away for something that can be gained with switching gear.

Switch gear, not traits. Which has the added benefit that a wider selection of gear in you backpack allows you to switch gear and change the focus of you build in between two fights.

Precision, Toughness, Condition Damage?

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Posted by: frans.8092

frans.8092

Toughness also reduces the impact of these mistakes. Rule of thumb is that toughness > vitality whenever healing during a fight.

Not revealing clothes for female plox

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Posted by: frans.8092

frans.8092

Not misinterpreting him; just trying to explain how we’re led to believe things are the way the are and how our world view can be shaped by society.

Doesn’t this also apply to the (sub) culture your intellectual friends ant their views?

I’d be interested to hear if his female friends thought that there was nothing wrong with the human female Masquerade set for example. If they honestly see nothing wrong with that, there’s something drastically wrong.

Don’t you think there’s something very wrong with this position of yours where you feel there must be something very wrong (with them) if they are of a certain opinion?

I think the human female light armors look great i like most of them but I’m a man.

Ah, I see, but I’m a man, so you are not entitled to an opinion in this issue?

Serious code solution to bots and DR.

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Posted by: frans.8092

frans.8092

/notsigned

I just want to play this game and not have to worry about DR.

T3 Human Cultural Armor - Success!

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Posted by: frans.8092

frans.8092

How can i attach more than 1 picture?

Use preview when you want to add another picture, it’ll enable attach image again.

Bunker Thief (?)

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Posted by: frans.8092

frans.8092

SoM only has good payback when you hit more then once per second, on average, and any stealth intensive build will not make that many hits. Hide in Shadows brings a stealth source and condition removal while Withdraw evades and breaks stun while it’s short recharge matches nicely with the vigor-on-heal Acrobatics trait.

What about Healing Power? In theory, loads of Healing Power combined with Signet of Malice should keep you alive for a good time.

Healing power has a disappointingly low payback for the investment, if you try healing power gear in the mists you’ll see the SA-XI heal go from 300 something to 400 something.

Is Shadow Protector bugged?

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Posted by: frans.8092

frans.8092

Are you sure that it does not stack with other sources? I know for a fact that it does work with HiS giving you a 9 second regen. Though it could just be that the trait fires before the regen in HiS does.

HiS’ regen stacks on Shadow Protecto’s regeneration. The health regen from Shadow Protector is not applied if you have any other health regen on you. It’s bugged.

Enough with the Thieves are OP QQ Posts!!!

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Posted by: frans.8092

frans.8092

Trying to silence other peoples opinions on the subject is not the solution for a reasonable discussion.

They shouldn’t be posting here, but in Wvw or Suggestions. This sub-forum is for thieves discussing their builds, weapons, issues they have with completing content. This is the only profession sub-forum that is, at times, overrun, with qq-threads from non-thief players.

The best thing to do is probably ignore these threads and report them as off-topic with a suggestion to move the thread/post to another sub-forum. That way they can have their cake and we can eat ours.

Is Shadow Protector bugged?

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Posted by: frans.8092

frans.8092

It’s also not applied when you have regeneration from another source, possibly to prevent the regen from stacking with Shadow Refuge. It does make the trait rather bad, unfortunately.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092


Usually when I fight a Thief, the fights lasts forever because they mostly can’t kill me, and every time I get them low on health, they can just stealth and run away….

Here’s the clue revealed, you want them nerfed because you can’t win from them now. End of story, go troll elsewhere.

January WvW culling & loading changes

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Posted by: frans.8092

frans.8092

Sending all that information to everbody would make things worse. Especially in such a dynamic game mode where many people are constantly joining and leaving.

People don’t join and leave at very high rates, it’s probably a handful per minute and everyone gets information constantly anyway. Can’t be a big problem to add a few dozen bytes to describe the character.

January WvW culling & loading changes

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Posted by: frans.8092

frans.8092

Personally I feel they should make the classes that can stealth the priorities for loading enemies. For example, make thieves the first thing the game loads, that way when they come out of stealth, the culling doesn’t give them an advantage.

That is an idea, additionally you could just keep it simple and prioritize giving a pc information about anyone within view (!) who targets them.

January WvW culling & loading changes

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Posted by: frans.8092

frans.8092

…reported to the client. Once the specific, detailed model for a given character is completely loaded from disk the fallback model will be replaced with the detailed model. …

While basic models is a nice optimization, one could off course start sending the detailed static info – including armor pieces – to the existing clients when someone joins a Wvw server so that the clients have this information ready when this player comes within viewing range. Similarly the new client could be given (all) this info when he has just joined. That way the server(s) will have less work when two zergs collide.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

Am I the only one who can see the contradictory between how ArenaNet wants the Thief to play, and how it is actually played? I’m not sure how anyone (other then a Thief maybe) can justify stealth, for the Thief, as being balanced. I mean, how are you suppose to fight a profession that you can’t see for 80% of a fight, and who can easily escape you during the 20% window where you actually do see him? How is this fun to play against?

One could say that thieves are visible 100% of the fight; whenever they stealth and go invisible, they don’t fight, whenever they fight and hit stuff, they are visible.

In general, most stealth applied can last 3-4 seconds, in a fight with a melee oriented thief this is usually far less, as it usually doesn’t take that long to manoeuvre around a target to land a backstab or tactical strike. Not to mention that time spent in stealth is time not spent doing hurtful things.

… the Thief is built around hopping in-and-out of combat …

That’s what stealth is doing, exactly as described.

“If you don’t know when to back off, you’re going to die.”
If that is not your escaping thief, I don’t know what is. He says it, know when to back off, thief is not bound to stay in the fight if he knows it’s not going to end well.

Bolt or Incinerator

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Posted by: frans.8092

frans.8092

Incinerator, pair it with the HoM dragon sword.

This happening to anyone else?

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Posted by: frans.8092

frans.8092

This happens now and then, on any profession, without stealth getting involved. Most of the time, killing ANYTHING will get you to leave combat, so just do that.

It doesn’t actually, or not always, it appears the engine keeps track of who you were in combat with. on occasion slaying a dozen mobs wouldn’t drop me from combat, until I looked around and got the right one.

A Noob Question About Thieves

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Posted by: frans.8092

frans.8092

Thief’s ranged weaponry isn’t all that ranged, shortbow performs best in melee range and dual pistols, the only set used at any range, has a very short range.

Infiltrator's Arrow Bug?!

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Posted by: frans.8092

frans.8092

It would be really broken if it worked any other way.

Wrong, the way it currently works is broken. Gw1 shadowstepping was fine, you could go, within cast range, wherever you could walk, even a long walk. You could not pass doors, or get onto ledges or bridges.

Infiltrator's Arrow Bug?!

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Posted by: frans.8092

frans.8092

Nah, it will not do stairs or slopes either. Shadowstepping in general is bugged

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

None-the-less, Initiative recharges much faster than you were willing to admit, and it actually doesn’t cost Initiative to use and maintain stealth in any scenario as you claimed it did, with the exception of the offhand dagger ability.

Yes it does, stealth from utilities is on cooldown, Shadow Refuge on 60 seconds, Blinding Powder and Hide in Shadows on 30 seconds. They can not be used to maintain stealth.

Maintained stealth is from weapons skills that eat initiative, cloak and dagger costs 6 ini, which can not be regenerated in the time the stealth lasts – 4 seconds regenerates 2.4, 2+1 from traits all together less then 6. And this hasn’t inflicted any more damage then that from cloak and dagger. Breaking stealth to land a backstab will put the thief on revealed for three seconds.

Black powder + Heart Seeker can be used to maintain stealth but this uses up any initiative that can be regenerated. And it still hasn’t done damage.

So, where does it leave us, retreat into stealth after a Mug burst? Hardly enough stealth to stack from utilities to bridge the cooldown on mug, and if you manage to fill the cooldown to a second burst with utility + C&D, there’ll be no utility stealth before the first and after the second burst.

The “Perma-Stealth” Thief exists and is overpowered, no matter how many false claims you are willing to make.

Maintaining stealth isn’t overpowering, no matter what you claim.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

(removed for post body length limitations)

I see, a couple of hours were enough for you to determine all that. I actually play a thief, I don’t just make one to activate a handful of utilities. Perhaps a prolonged stay in sPvP with your thief will show more of the value of staying in stealth 80% of the time.

1) Our stealth utilities

  • Hide in Shadows is our primary healing skill and while the stealth it grants is usually very much appreciated at the moment we need it to heal, it would be silly to use this skill in any half-serious combat situation just to get into stealth and without needing the heal. Pointing at this skill as a means to accumulate stealth, or consider it for such a purpose, is to be considered the result of practical ignorance more then it is useful.
  • Blinding Powder is meant to get us or nearby allies into stealth, it’s more of an ‘oh-kitten’ skill then a way to build up stealth duration but it can be used for it, I know I’ve used it to cleanse conditions or stay in stealth a bit longer when in need of an extra bit of healing, or in a situation where C&D was not available.
  • Shadow Refuge is our major group support skill, and yes, it provides a really nice long period of stealth. It’s also very visible and a bit of a risk to use against experienced players.
  • Shadow Trap (you missed this one I think) is rather unwieldy to use for your intentions, it might work, once triggered you could leave it on it’s second use until needed or the timer runs out, but, yeah, meh.
  • Black Powder + Heart Seeker forms the heart of build usually referred to as Perma Stealth. It accomplishes just that and occupies a weapon set with D/P which isn’t so great in PvP and Wvw.
  • Last Tefuge is considered a liability more then an aid by many experienced thieves.

2) Cloak & Dagger high initiative use, it breaks stealth when used from stealth so to perform as stealth-extender it has to be timed to land just after stealth end. Ai will still react at the moment of non-stealth though.

3) Shadow Arts

  • Patience has a major drawback, it regenerates 1 initiative every third second in stealth, but not when entering. This forces the thief to stay in stealth at least 3 seconds to gain one initiative, which isn’t very productive.
  • Infusion of Shadow is a strong trait and a necessity for those that use C&D to go into stealth.

The two combined with Shadow Refuge will regenerate a default pool of initiative, Shadow Refuge is on a 60 second cooldown though. But it looks great in the Heart of the Mists.

Combined the two will refund 3 initiative in a 3 second stealth, or about 1/4, adding the natural regeneration (~2 init) that is less then half, not 3/4. Looks like a lie on your part.

Clearing conditions?

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Posted by: frans.8092

frans.8092

Shadow’s Embrace and the #2 sword skill remove my conditions,

If I was limited in points to spend in SA, Shadow’s Embrace would be my choice, I think, Shadow Protector doesn’t ‘stack’, limiting your use of stealth, or the effect of the trait.

Smart Gear: Swap Stats & Skins

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Posted by: frans.8092

frans.8092

I give it 4:1 that Fine Transmutation stones are the number one after-sale money maker.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

By staying stealthed for the majority of a fight a Thief is able to recharge their initiative while preventing any reliable damage being applied to them. I don’t see what you don’t understand about that.

You are on slippery slope there.
It takes about 20 seconds to recover full initiative, they can not hurt you while they are in stealth – or they will be revealed – and, check this, going (and staying) into stealth uses initiative and, unless heavliy traited for it, it uses more initiative then they regain in the time they are stealthed.

Their Initiative recharges much faster then most CDs and, in order to survive the initial burst of a Thief I have to blow many of my CDs, leaving me completely open for the next round of damage coming just a few seconds later.

We’ve already established that initiative doesn’t recover faster then cooldowns.
The mug burst is on a 40 second cooldown, more then enough time for even your utilities to come of cooldown. The C&D + backstab isn’t immediately life-threatening and depends on C&D to land, or you to prevent it from landing, while backstab is a lot harder to land when the target is moving around swinging their weapon.

And I’m not saying you shouldn’t build with some survivability. I’m saying to counter a Thief’s burst you practically have to build for maximum survival, which for every class requires the sacrifice of huge amounts of damage. Off course Thieves are an exception because of the way stealth works in this game.

Thieves are a lot squishier then guardians even more at risk when build as glass cannon, stealth doesn’t protect from damage itself, only from ineffective players. You don’t need to maximize static survivability, but some attention to it along with situational awareness goes a long way.

When you kill someone they have to return a WP after a short waiting period of laying on the ground. This increases the time they would have to take to get to most other points on the map.

I never noticed a waiting time, one can map travel as soon as one is defeated. Map travel is also a lot faster then running. Seriously.

I mean, it only makes sense that in WvW, if you see an enemy you want to kill them.

No, that doesn’t make sense in Wvw. Meeting objectives make sense, the PK mentality is from MMO’s with open-world PvP where it is common to hunt (lower level) characters.

I’ve seen entire zergs chase down one person just because he/she was spotted, and I’m almost positive that, if you do WvW, when an enemy tries to run you try to chase them down and kill them.

Zergs are mindless flocks.

It’s pretty apparent to me that we are not going to agree on this subject. I assume you play a Thief, so I can understand why you wouldn’t want a fix to stealth. I, and many others, find the class to be the strongest PvP class with a low level of skill required to master.

There are players who have no problems countering thieves and every one of them cancels the opinion of hundreds of people complaining that because they can’t counter them thieves must be OP.

(edited by frans.8092)

Best Attributes for Crit Damage Thief

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Posted by: frans.8092

frans.8092

Just thought I should mention that when comparing bonus from gear to that from traits, Critical Strikes has a relatively much higher yield then the gain on critical chance through Precision, or direct damage through Power from Deadly Arts.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

When a Thief can remain invisible for roughly 80-90% of a fight, it’s pretty much as close to perma-stealth as one can get.

80-90% in stealth, so 10-20% out of stealth. Let’s see, hitting forces them out of stealth for 3 seconds, so to get to your 80-90% in stealth they’d have to be stealthed for 15-30 seconds. Even if this is possible, they wouldn’t be doing anything useful, except waiting for your cooldowns to cool down.

… The point is it greatly reduces the chance of an opponent being able to retaliate and successfully defend themselves more so than any other mechanic in this game and it has virtually no counter other than just building as tank as you can to survive as long as you can, which is hardly a viable way to build your character for WvW.

You are telling me you have difficulty defending against a thief who hits you with 15-30 second intervals?

Retaliation is not an objective, btw. And if you choose to build with survivability as lowest priority you can expect to get downed, often, burst thieves confront you with the consequences of that choice.

…I could also argue that by allowing an enemy to escape I am essentially allowing them to reinforce or harass a position they would otherwise not be able to if they were dead. So, there is also a practical reason to want a fix to stealth other than just personal reasons.

What position can they reinforce by running away? What objective have they met? Do they even return? Death is a very temporary condition.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

I’m speaking from experience dude. I’ve fought thieves that have incredible burst with the ability to stealth in between attacks to let Initiative recharge.

dude?

That is not what is generally referred to as perma-stealth, confusing use of the term. Anyway, while their initiative regenerates, your cooldowns cool down.

… They attack, stealth, attack, stealth, attack, stealth, and either finish the fight, or run depending on how well they r doing.

If they run, you win. Killing and punishing are not Wvw objectives. It’s not open-world PvP where the only goal is to duel and/or PK random pc’s.

Thieves that play patiently with their stealth are the hardest for me to fight …

Some players are just plain good.

So yes, you are right, they can’t stay perma-stealthed in the sense that they can stay stealthed while attacking, but for all intents and purposes they are stealthed whenever I have the opportunity to attack…..thus, I don’t ever have the opportunity to attack.

Isn’t this more a matter of still learning how to deal with them? Sounds like you’re actively finding out how to do so and you will likely succeed, even if they bring style that is hard to counter for you. We all have our weaknesses.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

In order for me to “Face-tank” I have to sacrifice huge amounts of damage. I can’t run a Zerker build and even hope to run into a competent group of people with the hopes of surviving longer than 6-10 seconds.

Neither can a thief, the key expression being competent group of people, which is not a group of people, not even a group of competent people.

Thieves on the other hand don’t really have to sacrifice much damage

A burst thief will go down in seconds, but they may down a player just as fast, and while a P/D may be an incredibly tough kitten, it takes them forever and day to down anyone. The damage numbers you complain about don’t show up in my combat logs, in part because of foods and in part because I do add in survivabilty, if I don’t the margin of error becomes very narrow.

Go perma-stealth with a Zerker build and in the worst of situations you can probably at least run away to fight another fight.

You can not switch from burst to perma stealth in combat, the latter requiring a lot of initiative and a build focussed on increased initiative regeneration and a suitable place to execute, neither of which coincide with a zerker style mug burst.

It’s perma-stealth in the sense that over the duration of a single fight a Thief can remain stealthed for the majority of said fight. They can stay stealthed long enough to kill their opponent and then have stealth back up and ready for their next fight when they need it.

Does not exist, you have all the qq on the board mixed together in one mythical demon-thief. A thief can not stay in stealth and kill their opponent at the same time. Killing means doing damage and doing damage from stealth means they can’t go into stealth for the next 3 seconds.

Human Zones and Totalitarianism

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Posted by: frans.8092

frans.8092

Hey, now that you mention good and bad and risen, has anyone ever see any risen or icebrood centaurs?

Human Zones and Totalitarianism

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Posted by: frans.8092

frans.8092

Ascalon belonged to the Charr, humans invaded, kicked them out and called it their’s.

Kittens happen. The humans that lived 1200 years earlier took Ascalon from the charr (who took it earlier). The humans that lived 250 years ago did not take Ascalon from the Charr. Likewise the Charr that unleashed the Searing 250 years ago are not the Charr of current game-time.
Humans taking their land 1200 years ago was no valid excuse for the genocide the Charr committed 250 years ago.

The Flame Legion comes along while the other three are enslaved and oppressed,

They were able and willing followers of their own believes, or more precise, their hunger for power. If any Charr were ever to believe they were ‘enslaved’ and ‘oppressed’ they should probably be banned for their weakness.

Culling?

in Thief

Posted by: frans.8092

frans.8092

I don’t want to be mean, but it’s obvious you didn’t play PvP ever,

He never said he did, he said he had no issues with culling outside large fights. Large fights implies WvW, not PvP.

Thoughts: Burning as a stealth counter.

in Thief

Posted by: frans.8092

frans.8092

The goal of the idea is to balance out the ability of thieves to enter a fight at no risk. ….

The risk is determined by the skill of their adversary, no skill == no risk.

The thief and its gameplay - Your feedback [Merged]

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Posted by: frans.8092

frans.8092

It has more to do with the fact that I don’t have the luxury of being able to escape if I choose to. I don’t have a mechanism that allows me to run away safely.

And thieves, like many squishies, don’t have the luxury of being able to face-tank when a situation calls for it. Thieves can attempt tp prevent repair bills by getting away, guardians by being though. Each class is different.

Also, it is much less rewarding to almost kill an enemy only to have them escape, especially if it happens frequently.

To each their own, but when you’re trying to downing pc’s in 1v1 you are not meeting the format’s objectives, while when you’re fighting for control over some supply point you win when the other guy runs.

Thief suddenly feels weak :(

in Thief

Posted by: frans.8092

frans.8092

The OP is clearly talking about big scrolling white numbers and short time to kill, not “better” or “easier”, which factors in utility, survivability, group size, and other factors. Thief clearly wins here…either that or it’s a l2p issue.

Utility? Survivability? Thief > Necro? Yeah, sure.

I guess you didn’t know that thieves excel in mobility and stealth. Two very good tools for survivability.

Really, with the necro surviving is easier and knowing the game better now is only part of it. Stealth is the mechanic that really counts for thief survival, mobility is something everyone can bring.

Now, utility, prove how thief brings better utility then necro. You can’t.