all classes can move quickly.
false. thieves and eles can teleport halfway across Khylo in like 2 casts.
wait for the 14th balance patch. i have a feeling we’ll be seeing a burst nerf across the board. J. Sharp seemed to really care about the casuals. i dont think Thief Wars 2 will be allowed to go on for much longer.
no because i havent died to a 100b in 2 months. you have to have zero awareness to die to a 100b, or you have to be chain cc’d for the warrior to land it. youre obviously disconnected from the situation cuz you should know that offense > defense, especially when youre invisible most of the time. cant really kill what u cant see or pin down. good caltrops spamming thieves are pretty tanky.
if you guys are dying to the 30/30/10 glass cannon, then your team needs to l2p. the necro glass cannon can be focused down in seconds by two good players. and thats not even the deadliest necro spec.
glass cannons are just silly because, well, theyre not really glass. thieves and mesmers can more or less build for full damage because they can reset the fight whenever the hell they want. devs either need to allow attrition to occur and nerf burst all across the board, or just nerf invisibility for these two profs.
along with caltrops, thieves can stack 20 bleeds in a matter of seconds. they get do it again and again. while invisible for most of that time.
you want team DM but you flooded forum with QQ thief threads? really?
get over it. the thief, along with d/d ele’s and bunker guards, is out of hand. burst across the board is out of hand. you will see the thief getting nerfed in various ways on the 14th. you have to be mad ignorant to not see the imbalances. there’s plenty of productive discussion in the threads i created.
Hey! I run a squishy roamer guardian in paids =/
lol so do i!!
Ye necros tottaly UP… every team rolls one lately plus first focus is always on necro in teamfight becouse they are UP right ?
theyre just a little UP yes, for the reason poster above me mentioned. if the changes to LF gain via Gluttony are good, more builds might become viable. the glass cannon wellmancer can be dispatched easily.
(edited by nerva.7940)
i tested a very similar build for a few hours, and it wasnt bad. i also have to echo the others in saying that u need Focused Rituals for a wellmancer.
i came to a conclusion that i dont like any tanky builds that dont have 30 in Soul Reaping, and i dont like damage builds that dont have 30 in Spite. someone said it before and you’ll realize it as well: hybrid necros just dont work. you either wont be generating enough LF , or you wont be downing people quickly enough. you need one or the other to survive basically.
make fear non scaling with condi duration, reduce cast time to .5s and reduce the fear duration to 2s.
this seems like a great suggestion. 2s is long enough to cause some serious disruption and damage, but not so long that a necro bunker is virtually nullified by one thief. perhaps because there arent many necro bunkers out there we’re not hearing much support for a change like this. but believe me, the 4s fear is atrocious if youre the only one on point.
i agree with you completely that the glass hybrid necro is subpar compared to a tanky condition necro, but we’re not really talking about that.
well i think youre wrong. necros are hands down the best bunker busters in the game. theyve got loads of sustain. where people go wrong (as someone mentioned before) is in building their necro as a specialist. u gotta build the necro for high sustain AND DPS. glass cannon builds work as well. full bunker builds are good, but a little subpar to other bunkers imo.
in PVE, necros are beasts. ive play guard, ele, ranger, mesmer all to high levels, and necros have the most sustain + aoe dps, in addition to some amazing support.
mechanics that do need to be addressed though: minions, dagger, axe, power builds in general, and siphoning.
…
http://intothemists.com/calc/?build=;0_-34;1IkI0p33JkJ0;9;6JJT;413-27-09AW-k6W;1jwmAjwmA9cp
http://intothemists.com/calc/?build=;044Z;2IkI0p3-KkJ0;9;5TJJ;213A13-27;2KZV8;2hoHAhom92Vn
Attrition play clearly works reasonably well (harhar) on necros.
hey i love that first build, been playing with it for a day. it’s amazing for dueling and bunker-busting. sustain is pretty high, and im actually able to drop single targets much faster. for some reason i seem to stay alive for longer compared to the full well build, even though i have significantly less protection and protection uptime >.<
i dont think the meta is healthy yet, but it;s getting there. it’s slightly less frustrating than it was 2 months ago. you can only push control point play so far. what we need is team DM. that should have been out first because the meta would have been a lot more exciting from the start.
boring stuff: guard bunks still top. eles are wrecking with ridiculous mobility, burst and survivability. roamer attrition/BS thieves. mesmers are just ok now.
bad stuff: necros, warriors and rangers are still bottom of the barrel (not necessarily useless, but UP in current meta for sure)
interesting stuff: necros are actually kinda good.
anyway, in the latest interview, Mr. Sharp seemed to have accepted the bunker as a legit role. i dont think bunkers are going away. and they shouldnt necessarily. if both stability and knockbacks were nerfed together, i think there’d be a lot less derping around on single points. but then we’d just be seeing more roamers >.<
dungeon finder wont fix anything. the world is DEAD right now. they need to keep the action in Tyria, not dungeons. if anything, rewards need to be better in the open world. id rather have a mindblowing open world and mediocre dungeons than having all focus shifting to crap like FOTM.
Someone explain to me why did they planned a beatiful dynamic world and then introduced a dungeon that requires spamming Lfg in a single city hub leaving the open world empty?
well fotm kinda killed whatever was left of Tyria. answer is simple. they concentrated ALL of the ascended gear rewards there. if you make it farmable, they will come. ascended gear needs to be available in the open world, and it needs to be obtainable easier than in dungeons.
this all stems from the fact that they left DE’s to rot. they havent fixed any of the scaling problems, AOE tagging, and many of the bugs. basically, they created another WoW, where everyone is stuck inside of instanced dungeons. but it’s actually worse than WoW because we dont have an LFG tool. sigh
dungeon finder wont fix anything. the world is DEAD right now. they need to keep the action in Tyria, not dungeons. if anything, rewards need to be better in the open world. id rather have a mindblowing open world and mediocre dungeons than having all focus shifting to crap like FOTM.
i dont have an issue with thieves across all of my profs, have about 400 hours logged in tpvp alone. im just noticing some “broken” mechanics, i.e. ones open to exploits. please stay on topic, thanks.
necros arent perma invisible while applying their bleeds.
If you play this game just for the spvp, you gonna have a bad time.
i only do spvp and wvw. having a great time still. frustrated by some profession bugs and imbalances, but still enjoying my time. 600 hours logged, 2/3 in pvp.
no amount of condition removal can help you with caltrops. it’s so easy to re-apply all the bleeds, almost instantly. in addition, if the thief is forcing a few people on point to actually blow their CD’s by spamming caltrops, then isnt he winning it for the team?
evolution requires action, dynamism, things to be moving. thats exactly whats happening. didnt you see the devs telling you like 10 times now theyre working on spvp content and that it’s one of their top priorities? complaining about it on the forums every day wont make the “evolution faster”. it would be different if they werent actually aware of these issues.
look at you thinking youre actually helping things “evolve”. dont make me laugh. walk away for a bit, wipe those tears, see you in Feb!
walk away, come back in February. you dont have to have it in you.
youre stealing a fear that doesnt exist. there is no 4 second fear on the necro. this could be a misnomer of the ability. should be called “steal and buff”. or we could just reduce the fear’s length. thieves just dont need it.
7 seconds is an eternity in spvp. you definitely need loads of toughness and healing to get you through between the DS’s
Their mobility is part of their survivability.
uh, no it isnt. mobility is part of their domination. stealth is part of their survivability. why thieves can teleport all over the place while stealthing most of the time is beyond me. if you dont see how broken this is then youre obviously biased.
hope i dont get punched in the stomach by the devs again on the 14th. once was enough.
bows broken, pets broken. sounds about right!
the ranger “thing” is a whole issue that im choosing to ignore for the time being. on the inside, im hoping there’s some major revamps for ranger trees for the 14th. the prof is just so far from viable in tpvp that i cant see small changes making any difference.
they should get what they steal: a one second fear.
i would like to see dagger siphoning and power builds being viable.
no prof is as mobile as ele and thief. theyre outright OP in this department, making them the best roamers, and allowing them the most survivability in the game, hands down. you just cant argue that.
4 seconds is longer than necro fear. what exactly are you stealing? not the necro fear, thats for sure. it’s as if the thief steals it and makes it 4 times better.
good suggestions. most of your suggestions are either being worked on, or not. theyre aware of all that stuff, they just need the time to do it. the game released with no PVP polish. bugs, horrible imbalances, and no infrastructure. in 4 months, we should be good to go. Dec 14 balance update should be good, and Jan/Feb for spvp features.
in fact necro seems to have a few viable builds, which is cool. but we’re talking about the thief here who has everything and then some. even the stuff they dont need >.<
you wait till all his CD’s are blown, u wait till all the boons are up, when hes standing still line it up and fire. when it hits, you burst him down. thats how it’s meant to be used.
I have a question here; How come Mr.Sharp was so eased on saying “we need to do a better job communicating with the players”, but he has yet to agree with the fact that having ranking/matchmaking at launch would have made the ‘state of the game’ much better than where it’s at now?
I spoke of this on Friday, but let me reiterate.
We could have had rankings, but without tournaments or a way to get teams playing against each other in an organized fashion, they would have ranked…..nothing. Just the pub play matches. That’s why we wanted to set down a framework first, then add in the custom arenas (for practicing/developing organized matches) and rankings. Having rankings without tourneys or a matchmaking system literally wouldn’t do anything…you would just have rankings based on random pub matches where teams would be anything from 1-8 players. Seems bad to me.
That’s why we made that decision.
Does that make sense?
J
No, fake. Instead of making the tournaments system, you had the time to make a simple 5v5 ranked, and a solo q ranked.
You are in denial, the whole tournament system was a bad idea, and people told you that before the bwe1, only recently you realized how important was the ranked system, that’s why you changed your priorities, that’s why we don’t have the private servers, because you are now working on rankeds.
A simple elo system with a soloq, and a q for premades was much easier to code, don’t even try to sell us the story that we could’ve rankeds but with nothing else.
You wanted to be different for the sake of being different, and it backfired.
i dont like this guy’s tone, but i fully agree. now we’re in the coulda shoulda woulda stage. we should have done a simple 5v5 ranked, and ranked soloq. people would have been happier for longer.
but it’s ok, you guys see it now and youre working on it.
that first one is like a really offensive bunker, and does more damage against single target. not as much protection though. love it.
now if power builds were only as good as condition builds….
also, with the greater marks trait, it’s virtually impossible to miss your marks on moving targets. and they cant be blocked. DS can be used both for tanking and dps’ing.
if you can dodge the mind wracks, then no, theyre not unbeatable.
Banish must be overpowered too. Right?
nope. it’s hella easy to dodge and it’s a part of an entire weapon set. a 4s fear is utterly broken and if u dont see that then youre obviously maining a thief.
Same guy that was complaining about caltrops and that being broken. You are seriously not helping at all. Apparently all you want to do is complain about thieves so maybe you should talk about this with a wall because know one wants to hear it.
thats a lot of “thief” in your sig buddy. sorry im pointing out broken game mechanics. reasonable thieves and many others agree with what im saying in the caltrops thread. some good discussion going on there, maybe you should follow suit or not post?
lol there was a patch to fix siphoning? that was…unnoticeable. im kinda worried now.
The first time this happened to me when I was playing necro: “wow, didn’t know I had that in me.”
In all seriousness though, they should swap stolen fear with doom. Would love to hear about that on the forums. At least they fixed the bug were you could do a 20s fear with it.
this exactly. i dont mind thieves stealing doom. but 4 seconds is basically certain death for the affected target, if the team is coordinated.
imagine how it makes necro bunkers feel to be feared off their point for 4 seconds
(edited by nerva.7940)
Edit: Skull fear is far from being overpowered, its totally situational, like all steal skills. It depends on having necros around, for example. And it takes quite a while to cast.
lol, how is stolen fear situational? it’s useful is every situation, and necros are plentiful.
it’s a brainless mechanic that gives high rewards for zero risk, in addition to actually being effective in denying points for non-bunkers. what makes it broken is that you can do it to no end. there is no tangible/noticeable cooldown.
(edited by nerva.7940)
thieves are completely out of control, and eles shouldnt be able to achieve perma swiftness so easily. they gotta give up some tank, or something.
Well I will give you a somewhat counter argument but the thing that always has to be remembered is that mobility is not dps it doesn’t win fight it helps you survive them. That being said…..
mobility absolutely can win fights (i.e. if youre about to die, you jump out, heal up, come back and rez a teammate), and it absolutely wins matches. there’s an obvious imbalance here, especially when it comes to mix maxing for tpvp, leading to teams just picking the fastest roamers to complement the bunkers.
a 100% increase to amount siphoned is all i really ask for. so after 10 slices of the dagger, you get about 1k HP back, which is perfectly reasonable. and it should scale with healing.
well ideally we’d get caltrops nerf along with a slight buff to other condition application abilities
thieves are completely out of control, and eles shouldnt be able to achieve perma swiftness so easily. they gotta give up some tank, or something.
I rather think that Necro’s fear is underpowered. I kinda lol’d at the 1 sec fears they have.
necro fears are great as they are. theyre short interrupts and off of global CD. the thief one is just garbage, cuz for 4 seconds, the entire team can pound on you.
thieves already have enough going for them, a 4 second fear is absolutely excessive. is daze not enough?