A few answers to OP:
- Stealth is nearly useless in sPvP.
- A Thief is suppose to get in, hit hard and the gtfo. It’s how the profession is designed, nothing will ever change that.
- Thief is squishy as kitten, and stealth is no invulnerability. A good player will kill a thief when he enters stealth to run away since his hp will probably be about 10%..
I mean, really? Complaints about stealth in sPvP. Wow…
Stealth is definitely not useless.
A good thief would never be predictable to a good player once they go into stealth.
A good player could only kill an average thief.
There are complaints because it is annoying, and the thief can take a risk, and fail only to stealth and recover whereas a warrior or other class would get downed if they make a major mistake.
FYI Thieves, Mesmers, and Necromancer do not need to play Asura as the animations are not really needing to be masked.
Thieves use stealth to mask their play.
Mesmers half their skills look the same regardless of race. I.E. no difference in shatter animation.
Necro-Tell me the different mark animations lolSo the TP argument is invalid.
Thieves aren’t always stealthed, and there are still the other half of the mesmer animations that have an advantage from asura.
As for necro…it’s actually the main reason I thought conditionmancers were overpowered even before the super buff. Can’t tell what they are doing, and most of those attacks are aoe. However, their best healing skill takes forever to cast, and everyone miles away can tell when my charr does it vs nobody noticing when an asura does it.
Three out of eight classes don’t get the same amount of advantage as the others, but they still gain a huge advantage regardless. That certainly does not invalidate the argument.
I’m quite frankly sick of fighting bouncing shrimp all day long.
Same thing has happened in every MMO I’ve ever played with a stealth class.
There is a reason that stealth is so consistently complained about in almost all mmos.
On paper, it sounds like stealth would be fun. In reality though, fighting something that you can’t see, or slips away constantly is a test of frustration. The same applies to something that hits without warning, and hits hard and can run away fast.
Put them all into a single class, as is what every mmo seems to do, and complaints will be guaranteed regardless of how balanced the class is. I honestly don’t get why every mmo I play repeats this mistake over and over.
balanced stance for 8 seconds of immunity to cc. Also gives swiftness.
bezerker stance for 8 seconds of immunity to conditions. Also gives adrenaline.
healing signet gives constant healing, so they don’t need to stop for even a split second to heal.
Huge cc on a short cooldown.
Turning them into a bulldozer with immunity to conditions and cc “might” make them stand on equal footing with the other classes, but is it the best option? Too much cc is annoying to fight against. Can’t move. Again, can’t move. Woopsie, you can not fight back for several seconds.
Trying to fight back with some cc of your own will only result in “immune”.
Forget about even using conditions against them.
If this continues, they may become more frustrating than thieves to fight against while still remaining underpowered compared to the other classes as always.
My honest opinion is that warriors were in a great place and didn’t need buffing or nerfing, just a couple changes to make some skills more fluid. It was all the gimmicks of the other classes that made the problem appear to be underpowered warriors.
I just want to know what absurd mathematical algorithm makes it possible for a person to get 4 skins and another no one… Never mind, it’s a waste of breath …
Your question is not a waste of breath, for low and behold, I can give you an answer on what could let this happen!
This “absurd mathematical algorithm” probably goes like this.
If an entirely random number between 1 and 100 is <=5
give rose
else
too bad, your chances will not improve with each box you open.
give people respawns and should avoid that. plus prevent long boring waits in ghost form.
Respawns would remove the excitement of trying to survive. The minigame would become very bland.
Jump in, kill, die,respawn, repeat. That’s not survival.
While i do think no hunger would be nice maybe once or twice, the matches would drag on forever and ever.
Imagine two survivors on the opposite ends of the map, refusing to move anywhere.
That would be incredibly boring.
The desert rose is something a lot of people have gotten, and because of that it is cheap on the tp.
You can easily get it without relying on the boxes. The bags of coins can guarantee that you have enough to buy one.
Hmm, good question, but the answer I’m afraid is subjective. Some may find it fun regardless, like me, while others may not.
A possible fix for that could be for karka to be ‘attracted’ to the rations. So staying too long in one spot could call them to the player. Fixes the camping because it’d be too dangerous to do it.
The last one, I agree. Hmm, maybe 6-7 be made the cap so killing other players for food still effective, but not THAT effective?
Games themselves are subjective. one culture might find one game fun, but another would find it revolting or boring.
Considering the number of people complaining about it though, an answer may be in that.
The attracted karka idea is ok.
Something less forceful and more subtle to remove people from hiding would feel much more natural. A sudden karka to make you move out would really feel out of place, and annoying. Especially if you were at the end of a jumping puzzle way up high for example. How does a karka get there? I don’t really have any ideas to throw around that are any better.
no good grammar makes trolls like you stop nagging….you probaly are too young to ever take anything seriously…l33t is the culture of the internet, embrace it or shaaaaadup =p
if its hard for you to tell im being analaytical because of grammar than you have a learning disability foreign to my vast knowledge of childhood and adolescant mental disorders, humans read by looking at the start and end of the word and the “shape” of the word as a whole, they do not read each individual letter
ahem…duke…Might be a good time to let it drop?
You need to redo that first question, it’s confusing as to whether or not you’re asking for both ghosts to have the mechanic, whether everybody has the mechanic rather than just one person, etc.
The second one isn’t fun. Which is why there needs to either be a lower cap on rations a person can hold (5 would be perfect), or there needs to be a move for ghosts to use that can hit somebody sitting still, OTHER than the karka…like something that as an earlier poster suggested, rots the rations if they stay in that spot.
It was a question from a previous post of mine, and I did reword it badly. I was referring to the ghost and the person the ghost is trolling. Is it fun for both of them? or just the ghost?
Ghosts hitting campers would not work because they wouldn’t seek out the campers in the first place. They will go for the nearest player for score to get the achievement, or to avoid traveling across the map to find a camper because it takes too long.
I would somewhat agree on a lower cap on rations, however that would reduce the effectiveness of killing other players for thier food.
I was making an unintelligent comment to combat an unintelligent combat. Also, I fixed your post somewhat. You’re welcome.
I actually was starting to wonder when you’d stop the indirect insults and avoiding questions you can’t answer, to turning to direct insults and not even addressing what we were talking about in the first place. Guess it finally happened. Correcting grammar is more important than considering both sides of a conversation I guess.
let me repeat a couple of unanswered/dodged questions.
How is it fun for both players to have the ghost mechanic rather than just the ghost who cannot be countered against?
How is gathering 10 rations and sitting in a cave because of ghosts fun?
nerf them, and nerf the tactic of hiding, then this game will be near perfect
If the ghosts get nerfed, then the hiding tactic will also indirectly get a nerf because everyone else won’t get trap-splatted to death.
Nerfing them both directly might be too far in the other direction.
Then it’s just normal PvP. If you want PvP, go play PvP in Heart of the Mists.
Hyperbole isn’t useful to anyone in a discussion.
You just can’t have fun without winning or nerfing something, can you?
You missed the point entirely.
We can’t have fun by gathering and sitting in some remote spot for 10 minutes.
Despite the voting I’m still pretty sure that we won’t have truly branching storylines as this would require the dedication of two out of four Living World Teams to a single update (one for the Evon storylinbe, one for the Kiel storyline). This would also mean that the work of one of the dev-teams would never get published which would essentially be a terrible waster of resources.
I think it’s more likely that we’re either going to get a very generic storyline, where the winner/loser of the election are interchangeable placeholders or the election is going to get manipulated in one way or another so that our vote doesn’t really count.
Either way, I’m pretty sure they have a fixed storyline that will not be influenced by who wins the election.
My guess is that whatever storyline is affected by them is a good ways down the road in order to give them time to adjust it as necessary while some other event happens.
There IS a counterplay to them. Don’t go killing people. You don’t go killing them, they won’t be right next to you ready for revenge. You’d be surprised how many people waste their nodes on getting immediate revenge on the person who killed them, leaving them without them at the end of the match.
So the counterplay is…don’t provoke them?
Amazing counterplay!
I guess I’ll grab 10 rations and sit in a cave in that case…
at least ghosts will have the option of ending the game.
at the moment, we have no choice but to wait it until.
boring!
Agreed.
However, when this is just throwaway content that will slide out for the next living story, they can’t really polish this gem and remove the tiny annoyances that prevent this from becoming something great. They have to toss it and create the next living jumping puzzle story and it’s minigames.
Soooo much wasted potential just to keep living story living.
It also prevents needless whining from them because even when they’re dead, they’re not out of the game. You may need to be one of the first ones to lose more often so you’ll stop with this whining.
An option to enter a new game, or stay in the current one would probably work instead of this to keep them entertained during death.
I do not have fun getting revenge against people who can’t fight back.
I do not have fun getting chased by an invincible, invisible, instant trap laying, super bug summoning, dead player.
There is no counterplay in this. With no counterplay, it will be obvious that only one person of two will have fun.
I love having a duel. Whether i win or lose, it is exhilarating regardless. It is a display of who can control the situation, and who can be the trickiest, and who can take advantage of a mistake. Both players usually have fun in such battles.
Take away the ability to counter a tactic, or in this case a dead player, and you utterly destroy half the fun. If the other player doesn’t like an unfair kill by dropping karkas on people, you destroy both sides of the fun instead of just half.
If nobody can modify the outcome, anybody who values sportsmanship, and enjoyability for both players, will be turned off.
It doesn’t matter that the other player has already lost. Thinking that you technically won won’t make things fun. You are still battling another player who cannot be harmed. Whether you win or not doesn’t change the battle itself.
If you have a reason as to why ghosts are a great fun aspect for all players rather than just the one player who can’t do without revenge, do tell. I’d like to know.
which is why, ghost needs to be able to see the location of every survivor.
at the moment, ghost can only see player if they are close enough.
“The person hiding on the other end of the map requires a long walk. It’s easier to attack this person right next to me, so i will.”
Is what would happen if they knew the location of all the players.
Traveling half a map to attack an uninteresting camper won’t happen. That is enforced by the score achievements as well.
I don’t like how the ghosts’ karka skill = certain death. You should have the chance of escaping the karka trap, IF, you have the skill/speed (..like in Hunger Games) But no, the karka’s range is huge, their attacks are literally, inescapable (you can’t dodge/outrun them at all. i once died when the attack didn’t physically hit me -_-) and of course they one-shot you.
If you run just as it spawns, and dodge it’s first shot, you can get away quite easily. It’s really not too hard to get away if you act fast.
However, if a ghost decides to get 14 orbs before attacking and uses the knockdown trap around the time they summon the karka…good luck with that one, I don’t know of any tricks to survive that.
Best case: you survive but lose your supplies to the trap. You starve.
Lucky not quite as many people know to do that when they are a ghost, but even without the karka, the traps are a death sentence.
if you watched the hunger games, do you remember,
what happened when the girl wandered off too far?
the organizers had to burn up the forest to move her back inside?not enough killing happening, the organizers let some some mutant dogs to chew up the tributes.
the ghost players in southsun survival play the role of the hunger games organizers.
The ghosts kill the people they can see, and the people not doing anything or running away from the hot spots are very safe. The only role they play is “He killed me, I’ll spam traps on him and summon a karka in his face” or “afk until this game ends”.
This is the opposite of what you suggest they do.
i think some people are just being … how you say it?
sore losers?
I’m not a sore loser. I’m a sore winner.
“Go away ghostie!”
All jokes aside though, the ghost form kind of encourages sore losers by letting them troll to their heart’s content if they lose.
This game is 15 minutes, and I believe the mechanics of ghosts and revenge motes are in place to do 1) give everyone in the game something to do until the next round starts (think about the complaints of waiting at the finish of mad king tower, winter wonderland, sanctum sprint), and 2) end the game as soon as everyone is ready to move on (if you want to wait around, you wait; if you are sick of waiting, you kill survivors, which ends the game).
You probably would’ve won that game if you holed up somewhere. You wanted to kill someone so you got killed by being in a more populated area. Being more powerful dead isn’t unfair. It balances on the style of play. Hunting players are high risk because you need to worry about other players both alive and dead, but you get higher point rewards; hiding is lower risk, and you get the guaranteed 50 point for your wait.
I saw another thread with suggestions of using bigger maps, more players, ambient creatures to kill for food and armor, more hunting/evading, no ghost. I’d wholly support a game like that and will enjoy it, but that game is not the same as this game.
If the game is too long, then increasing how fast hunger stacks near the end would be ok.
Giving dead players the ability to kill without anyone being able to see them or fight back just breaks the game and puts it all up to luck and chance instead. Why should the dead players determine who wins?
If I died from going into a more populated area, I’d expect to see a player or two attacking me, and me fighting back amidst the crossfire, or me getting sniped by a lucky player. This was not populated. There was nobody around except me and a single stalker ghost who followed me from the start of the game after i killed him when he chased me.
I don’t mind dying from a high risk action. I don’t mind trying to figure out how to evade or chase a player, or trying to flush out a bunker hiding in some corner. If I lose, it will be my mistake, or their skill.
When there is no way to fight back and when there is no tactic I can use to stop them, that is when it is no longer fun. I suppose i could stop gathering for food and stop moving so they can’t collect orbs or spring traps, but starving isn’t a better option.
If it came down to a duel between two players, the winner would be determined by whose ghost stalkers have the most orbs, not the two players themselves. The players probably wouldn’t even find each other before they get squashed. The tension and excitement of keeping an eye on your back and watching for dangers while traveling is lost because you can’t see the ghost attacks coming.
Isn’t this supposed to be player vs player survival, not player vs randomly spawning karkas and traps?
An option to get your reward and go to a new game, or spectate instead would be much better than this.
I really wish the ghost attacks were removed.
Minding my own business, on my way to a victory. Had enough supplies that i started thinking of hunting down some other people.
All of a sudden, I get knocked down, lose all my supplies and a karka spawns on me.
I escaped, but with 6 rations all gone, and no easy rations nearby except for the ones near the karka, it was game over.
All this from a dead player who i cannot see or dodge.
I am often more powerful dead than alive. How is this fair in any way?
I really want to play the survive and hunt game, but i am always either gathering food, or running from ghosts. Shouldn’t it be gathering food, and hunting/evading players?
Stability is already far too large. Constant immunity to cc during combat causes many skills to not have their primary effect because of a tiny buff icon that lasts for extremely long times.
Blind is a major problem, but I’d honestly rather see blind,cc, and stability all reduced so skills work more consistently rather than crossing your fingers and hoping you aren’t blinded or they aren’t stabilized.
I very much dislike having total immunity to anything at all for more than a split second or two.
long story short: Nerf blind, do not buff stability.
After my first four races i was finally good enough to make second place. I got to the line, and it turns out that the first place guy was sitting there. Because of that, i got the achievement. The very next race, i managed to get first place despite all the falling mid lightning jump because of lag and other irritating problems. I passed the favor on to the next person and waited. If i managed first place despite those nasty lag problems, then what about the people behind me? What frustrating things were they enduring?
The great thing was that, at the time, there were no extra rewards for first place for awhile.
When there is no competition between the one person and everyone else, what’s the point of grabbing first place? It’s no accomplishment, and all it does is frustrate the other players.
If people had demanded that i let them get first, then I’d try to take first every time for as long as they were in the room.
I gave up and used regen food. Playing to the best of my ability, i still lost twice using the food before winning.
If he has the buff when you lose, when you retry, you will still be unable to bluff for awhile even though his buff is gone.
The final boss, and the charr were actually fun though. They have obvious tactics that you can counter against if you have the right skills. The Norn is all luck with a cheating ai that is lots worse than the other cheating ais.
No, not everything is good in dungeons.
Define “’good”. Then we’ll see if your definitions of “good” match the rest of ours. If someone is polite, listens to instructions and are trying their best, they’re good. Period. I don’t care if the run takes 2 hrs. It was fun and people did their best.
It’s obvious he doesn’t care about that strange thing called “fun”. Speedrunning the same dungeon over and over till his face turns blue is much better than this thing called “fun”. After all, it’s a game, we aren’t supposed to have “fun” in it. We are only supposed to farm gold as fast as possible and be close-minded when someone wants to do something “differently”.
Seriously though,
Intolerance to anything that isn’t what everyone else uses just promotes stale gameplay and a hostile atmosphere. I hate that more than anything. Especially when this is a game, something we play for fun.
It’s also ridiculous that people spend this much time crying in the forums about how hard it is to do these things instead of just doing them. I spent a couple of hours over 2 days getting all of the Aetherblade kills. Stop reading the forums and play the game.
It was never about how hard it is to do it. A person could stand at a cache for a very long time to grind it out, but do tell me, is that fun?
People who say “work for your reward” could say that about anything, but this isn’t a job. It’s supposed to be a game.
If there are horrendously boring aspects of the game, people should let the developers know.
I do agree about the spelling though, they have a spell checker, why not use it?
Because you can lay traps, tell your pet to attack, and auto attack while still winning most of your fights.
I don’t think it has to do with damage or minmaxing the best build, just the lack of tactics required for a good level of play.
That, and it seems to be quite responsive for a ranged weapon.
Yes, we are all bad because you cannot counter the single most predictable class in the game.
I think you are projecting.
When did he say he couldn’t counter a warrior?
I find it near impossible to win a 2 v 1 or 3 vs 2 because of downed state no matter how bad they are or how i outplay them.
Even if i down one, I’ve still got him attacking me and the other one rezzing him faster than i can finish him.
It turns most fights into fights of who has the most people, not skill.
It is certainly good in pve though.
It only takes a tiny movement for the attacks to go on a short cooldown without firing even if your attack would have hit if it went off.
Jump shot often doesn’t activate when i try to use it.
It is only slightly better than my staff ele.
Probably not an issue in pve though as monsters aren’t moving around you to mess up your skills.
Please know and understand the mechanics of this game before making comments like these. You’re obviously new to the game, and stealth may seem OP because you’re not accustomed to it and don’t know how to counter it.
But, in high (and even mid) tier sPvP, stealth is FAR from overpowered. The thief has been in a bad spot for the past few months, and only recently (since Jumper’s build) has there been any shine on the thief.
You might want to re-read the original post. You missed the whole point.
It is not how powerful stealth is that is the main problem.
It is how annoying it is to deal with.
Even if i was guaranteed a kill every time I fought a thief or mesmer, i would still avoid them because they aren’t fun to fight.
^ your one to talk comparing gw2 thief to wow thief this is gw2 not wow if I wanted wow thief id play wow get over yourself.
If we forget about old games, we will repeat mistakes in new games. That is why the comparison was made. I haven’t played wow but from what i can tell, wow thieves had similar problems that gw2 thieves are having now, and just about every thief style character in any mmo I’ve played had the same problem.
Should developers ignore those problems, and the solutions used just because they are different games? Should developers repeat history just because those were “other” games?
Also if you had listen also explained meaning op. If you still don’t understand do you think boon hate means people that hate boons….
What other way is there to interpret the words “thief hate”?
/sarcasm
“Grandmaster trait: Thief Hate: deal 3% more damage for each thief in the area.”
/sarcasm
More than all that, there is no need for personal attacks against the posters here when you asked for them to answer a question and they spent the time explaining it.
You asked for an answer, but acted rude when some nice posts were given explaining why thieves are hated. That is the reason this thread has been set aflame. You torched it.
I have insane amounts of glory, and nothing to use it on.
The only medium armor for a charr that doesn’t have some sort of skirt is the T3 cultural chest piece.
I guess I will never be able to acquire it because of the harsh leveling curve.
I’ve been stuck at rank 39 for almost a whole month because I only play pvp when I feel like it.
Just did a tiny bit of math, I am almost 10% of the way to tier 3 cultural armor.
I’m just going to get to rank 40 and forget about ranks once i get those 18 slot bags for all of my 8 alts. Nothing else to use glory on, and the time it takes for one single medium chest armor is not worth it.
Even something as simple as a chance to get an endless tonic, or a skin you can only get in pvp, but can bring back to pve, from the reward chests would be great.
Augh, too many black with white edges armors, or pure white armors, around here. Can’t tell the difference between them, and the last thief I fought couple minutes ago because they all have the same style.
This is what I’ve got, i went for the brutal look with yellow/red colors and the nastiest daggers I could find, rather than the cloaked stabber + particle effect daggers look.
The first picture is what I currently have, and the second one is what I’d like to have. The t3 charr cultural armor is what i want because it is the only armor I’ve found that doesn’t have a skirt, and looks much better from behind. I don’t like my character looking like a solid color from behind even if he does look great from in front. All i usually see in combat is the back. I won’t be able to get it for my pvp wear though, because cultural armor is in some high rank that nobody in their right mind will EVER get to.
I’ve already got a few pieces of this set in pve, and the weapons, but still have to get the hardest pieces.
I found an interesting bug and actually figured out how to replicate it:
Step 1: loot a corpse.
Step 2: use or end a tonic
Doing this leaves an image of your character behind.
I tried this out with ruminant tonics and the infinite cat tonic.
When i kept creating damage guardians, I always brought some cc because my guardians always needed it. This time i went all the way to cc land.
I decided to create a guardian with all the CC he could possibly hold with the exception of using mace/torch instead of hammer or scepter because I wanted to try out symbols, the best CC is summon hammer’s active effect so I needed the Eternal spirit trait, and then I saw the retaliation when you activate a virtue trait.
The wacky result actually worked much better than my normal damage guardian and is rather unique despite the fact that i used the two regularly used trait lines.
http://gw2skills.net/editor/?fUAQNAR5flYgCCnESEEf4ESmiVCBrUsPyD2DNyj+IA-T0AA2CoIsRZjzGjNSbs2MsYZxugDFPLA
I’m using greatsword and mace because of the symbols. With both symbols down and you standing in them, you will be getting healed each second for 130 for each symbol + 30 from the dolyak runes + 128 from the virtue + 168 from the mace symbol’s regeneration. You also have the heal on dodge trait and good amounts of vigor thanks to a decent crit rate.
Considering this build only has 300 healing and it only got that from the trait line, it is actually rather good.
So long as you swap as often as you can and use the cc well, this build is a huge damage dealer with loads of aoe. I never knew I’d actually like using a mace. Greatsword’s leap in a symbol and activating virtues creates a good amount of retaliation.
This build has one rather major weakness, mobility, but mostly makes up for it in all the cc it causes. If I can’t run fast, I’ll just deny them of their fast running. A good kiter with stunbreaks can mess you up though, as your symbols are stationary and you only have 1 gap closer.
I just can’t believe ele’s find something to complain about.. good grief. Play a necro mang then you’ll have something to cry about. Srsly lol. No offense but ele’s mesmers and engi’s are the dev’s favorite children. They work so hard to keep these profs above the rest and you actually complain lol. No real surprise though.
When was the last time your precious “underdog” necromancer found a staff ele to be anything more than a free kill or an annoying tank that runs in circles not damaging anything?
You obviously haven’t tried using a staff ele at all outside of WvW.
Many times, i see people calling one class or another overpowered. On the forums, when people politely ask for advice on how to beat the fotm builds, all people say is L2P.
So I got wondering what made some builds so popular and/or powerful.
From my point of view, I’ve noticed that all the “op” builds always have a large amount of get out of jail free skills or traits.
The thief jumps you, but fails and gets smashed? shadow refuge and restart the battle in 8 seconds at full health.
You manage to catch a guardian off guard and almost kill him? A couple of the guardian’s numerous heals and blocks while healing can fix that.
You catch a warrior off guard? he dies.
It is not that they kept control of the battle, nor is it a well timed dodge. It is the ability to recover from a major blunder that should have killed them that makes them frustrating to play against, and easy to play as.
I am quite sure I haven’t seen many p/p thieves, or eles without 30 arcane + 30 water, or mesmers without staff or sword + 2 to 3 utility stunbreakers, and so on. It’s just too easy to recover from multiple major blunders and return with some hefty damage if you use one of the fotm builds instead.
This is what I see as the difference between the powerful and the unused builds.
What do you see as the difference?
If it was based on luck and chance, there would be no reason for a few certain players to get first place over and over, and run through 5 players, without using the dash skill, while holding the crab and still make it away from them untouched.
You can play the way you want. There are enough achievements elsewhere to get your prize.
Just because you don’t like one aspect of the game doesn’t mean that the prizes for playing it should be removed, especially when you can get those prizes by doing the Pve achievements.
While I am sure there are some people who fit that description, I doubt the majority are like that.
True, but they tend to be the most vocal and it only takes one of them in a party to ruin the fun, causing people to feel that the whole party is rotten even if they know its only one person. Steriotypes will have their way.
I got one today. A shield from the frog boss’s chest.
Out of about 140+ chests, this is my second one.
My first one was on my very first Sab run. It was also a shield from the frog boss’s chest.
I don’t have good or bad luck, Just weird luck.
Ok, thanks!
That was a very fast response.
Every time i get to one of the boss fights in one of the first two zones, shortly after attacking, a bauble flies up from the center of the cage.
I was just wondering, what’s that all about?
Asuran’s height is a HUGE advantage, but from my point of view, it’s not quite as much of one on a mesmer. When a max height charr with 3 clones out moves, it will be harder to see than an asura moving among it’s clones. You can see past the clones easier.
However, in a teamfight rather than a solo one, it makes a large difference because you can’t see the style differences between their armor and weapons. When i fight two mesmers and a thief and they are all asuran and all decked out in almost identical pink, purple, and/or black armor, that’s when I get frustrated.
“How does this person keep healing so much when he stealths?..oh, wrong person…”
This is nearly impossible to accomplish with random strangers if you aren’t using asura.
Only issue I run into with Thieves is that most of them end up being pretentious jerks.
meh, it happens with every single class. None more than others from what I’ve seen.
no offence sir but you obviously have no idea what other classes can do if you believe that. The class with the highest endurance regen is the engi. 10% end gain per tool-belt use with permanent 100% faster endurance regen + perma vigor up time. That’s right, 200% faster endurance regen 100% of the time. With an endurance on weapon swap sigil, you can use the swap effect on kit swaps so there should be no reason not to use it.
Adrenal Implant is only a 50% endurance increase. It doesn’t stack with vigor. Toolbelt skills usually have long cooldowns.
All i see is vigor with 10% per toolbelt skill and perma swiftness.
Weapon swap sigil is something any class can do, so i excluded that.
A thief’s dodge returns endurance, so they can nearly dodge up to three times in a row regardless of endurance regen. Add vigor on top of that, because it stacks unlike the engineer’s trait, using the vigor on steal and vigor on heal traits and you will be the most frequent dodger. Using withdraw instead of hide in shadows because of the 15 second cooldown also helps a ton.
Vigor, and dodge costs 2/3 of it’s normal cost, and a instant casting heal skill that also dodges and removes snares. Also has perma swiftness. Quite a good bit better.