4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Please do not add loot to the mobs.
I do not want to play Guardian loot stick.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
For the love of all that is holy, google a topic and post in one of the other thousand threads instead of opening a new one to have the same exact conversations over and over and over again guys.
I’ll say this again, no reason at all for open world PvE dueling. PvE players don’t want it. Nobody is against HotM dueling except Anet. Dueling already exists in custom arenas, obsidium sanctum, and soon to be guild halls. Requesting to have dueling in open world PvE as well when that community has clearly stated they are against it is just being selfish.
Speak for yourself. I play PvE and I want dueling.
My main game mode is sPvP. I nor you need to speak for anyone, they have already spoken for themselves in many threads just like this one and provided reasons. Now do you intend to contribute to this thread or just troll.
Then you have zero idea on what PvE players do and do not want.
PvE players don’t want it.
You can cross this out.
Also, you can cross this out.
no reason at all for open world PvE dueling.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
i wish it existed too. threads come up all the time aboot it, arguments fo both sides come up. no logical reasoning can convince the people against it that it won’t affect them. but there is still no dueling so, i guess they win and the rest of us can continue to click around hotm with our clicks in our hands, bored waiting on matches. or click around a pve zone waiting on events to start
PvE players don’t want PvP in their area. Simple. They have replied with logical reasons time and time again. Just stop trying to force it on them. Dueling in HotM, sure. Literally no one objects to that but anet. Not to mention dueling already exists in custom arenas, obsidium sanctum, and soon guild halls. Requesting to have it in open world PvE too when the PvE players are saying they don’t want it is just selfish.
Also, does nobody know how to google these topics and post in one of the many threads already open on this subject?
Speak for yourself. I play PvE and I want dueling.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t know. Merging both wouldn’t solve much. Pulsing Might to begin with is pretty lame, and even though Engineers have pulsing Stability, it thematically fits the name of Juggernaut which was on the trait long ago. Granted, it made you walk back then.
Flat damage boost of 20% vs foes under 50% health and be done with it. Quickdraw is too good so Most Dangerous Game might as well be turned into a PVE direct damage trait since even Quickdraw is utilized on the Sinister build.
I definitely do not want another executioner clone. MDG should be unique.
Merging both wouldn’t solve much because…?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Actually, I would mostly want some mobility, plus I’m not enormously fond of guardian utilities and virtues. Besides, preferring longbow over other range weapon options (elementalist staff, for example) already is an aesthetic choice. If you really want to criticize me for making choices based on aesthetics, start there. Just be sure that you haven’t made any choices regarding favored professions for similar reasons.
For the record, though, I don’t like the way this game all but forces players to use short ranged weapons for most parts of the game. For example, sPvP and dungeons are both dominated almost exclusively by melee-range weapons.
The thing is you still don’t get how illogical those statements are.
You want more mobility – you said. Which Ranger doesn’t have, or has only as a melee fighter. The other thing is that you say you prefer Archers. And you are not a fan of guardian virtues… While Dragon Hunter is a specialization about Traps (And the Longbow that you seem to love so much).
Furthermore, you seem to like the Aesthetics, so much that you are willing to trade effectiveness for it. So since you are a fan of Longbow…
… How about playing the Ranger with a Longbow? Just suck up your feelings and accept the pet that is far more class-mechanic than a Longbow. Longbow is just one weapon of the many. Pet is an inseparable mechanic of the class itself.You want Ranger (pet-class) to be pet-less because you don’t like Dragon-Hunter (pet-less Archer) specialization. Do you know how absurd that sounds?
No, I want ranger to be petless because AI-reliant setups are inherently inferior in sPvP and dungeons. The pet lowers the skill ceiling and skill floor of the class; they can’t buff rangers enough to make them competitive, because the pet does too many things for them and can ‘carry’ a poor player. I have said this before, and everyone keeps ignoring it and acting as if my only reasons are a personal dislike of pets. Every setup that relies on AI companions is pretty much useless from a high level sPvP standpoint. Turret engineers (which were really just a gimmick anyway), minion master necromancers, spirit weapon guardians, phantasm mesmers, the entire ranger profession…none of them have ever been viable without being both overpowered and stupidly simple to use. Looking at this evidence, I am forced to conclude that pets are holding rangers back in sPvP, and probably always will.
So. You just want to nerf rangers?
Where the hell did you get that idea? I want them to change pets to an optional, change the mechanic to preparations, and buff rangers so that they are competitive in sPvP. If they keep pets as permanent, not optional, they can’t make rangers competitive. This is because AI setups are not, and cannot be, balanced in this game. We see this with spirit weapons and we see it with minions. As long as rangers are forced to use pets, they cannot be balanced either.
From reading your post.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
For the love of all that is holy, google a topic and post in one of the other thousand threads instead of opening a new one to have the same exact conversations over and over and over again guys.
I’ll say this again, no reason at all for open world PvE dueling. PvE players don’t want it. Nobody is against HotM dueling except Anet. Dueling already exists in custom arenas, obsidium sanctum, and soon to be guild halls. Requesting to have dueling in open world PvE as well when that community has clearly stated they are against it is just being selfish.
Speak for yourself. I play PvE and I want dueling.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Or don’t duel.
Because other people absolutely don’t want you to duel.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What I liked:
- Mobs not dropping loot. I felt freed when I didn’t bring my Guardian loot stick. Instead, I brought a class that I enjoyed playing.
- I like the rate of blooms right now. Compared to 5 blooms per half an hour.
- Rewards are actually interesting to grind for.
What I hate:
- No rewards for doing an event. If I dc, I will lose all my claims to reward.
- I absolutely hate how the tagging works. I want to help, not tag. But I get rewarded less for helping than tagging.
- Not enough high health mobs. I couldn’t get a single hit on my warrior. I had to change into ranger so I can hit something.
- Invasions are immersion breaking. The other npc stand around like nothing happened. I want to see them all hide and talk about the invasion.
Improving Invasions
- Remove waypoint cost.
- Let all wp be unlocked temporary.
- Put a challenging boss at the end. It doesn’t need to be at Brisban and Kessex. But, at least one boss at Dissea where the finale ends until the next rotation to break the monotony.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It would make raids harder. But it would not make raids get out of their stacking meta.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Actually, I would mostly want some mobility, plus I’m not enormously fond of guardian utilities and virtues. Besides, preferring longbow over other range weapon options (elementalist staff, for example) already is an aesthetic choice. If you really want to criticize me for making choices based on aesthetics, start there. Just be sure that you haven’t made any choices regarding favored professions for similar reasons.
For the record, though, I don’t like the way this game all but forces players to use short ranged weapons for most parts of the game. For example, sPvP and dungeons are both dominated almost exclusively by melee-range weapons.
The thing is you still don’t get how illogical those statements are.
You want more mobility – you said. Which Ranger doesn’t have, or has only as a melee fighter. The other thing is that you say you prefer Archers. And you are not a fan of guardian virtues… While Dragon Hunter is a specialization about Traps (And the Longbow that you seem to love so much).
Furthermore, you seem to like the Aesthetics, so much that you are willing to trade effectiveness for it. So since you are a fan of Longbow…
… How about playing the Ranger with a Longbow? Just suck up your feelings and accept the pet that is far more class-mechanic than a Longbow. Longbow is just one weapon of the many. Pet is an inseparable mechanic of the class itself.You want Ranger (pet-class) to be pet-less because you don’t like Dragon-Hunter (pet-less Archer) specialization. Do you know how absurd that sounds?
No, I want ranger to be petless because AI-reliant setups are inherently inferior in sPvP and dungeons. The pet lowers the skill ceiling and skill floor of the class; they can’t buff rangers enough to make them competitive, because the pet does too many things for them and can ‘carry’ a poor player. I have said this before, and everyone keeps ignoring it and acting as if my only reasons are a personal dislike of pets. Every setup that relies on AI companions is pretty much useless from a high level sPvP standpoint. Turret engineers (which were really just a gimmick anyway), minion master necromancers, spirit weapon guardians, phantasm mesmers, the entire ranger profession…none of them have ever been viable without being both overpowered and stupidly simple to use. Looking at this evidence, I am forced to conclude that pets are holding rangers back in sPvP, and probably always will.
So. You just want to nerf rangers?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Give mdg pulsing fury so it works with remorseless. I’d actually consider taking that over quick draw.
I wouldn’t.
Because of the 50% less hp condition. If Fury is added, MDG will still be very niche and situational. Pulsing Stability allows for some defensive utility, so that it can be much more flexible.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Are you all fine with grinding now? Because this event is absolutely atrocious.
Anets no grind philosophy always only applied to ‘no gear treadmill’. Everything past that is fair game to them
Which is funny because Ascended Gear is grindy.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But since this thread is about “Removing the pet full time” I was sticking with the theme, not pooh-poohing ideas from people.
Play Dragon Hunter.
That doesn’t fit the archer archetype that people are going for, so stop saying that.
Dragon hunter has bow. Archer archetype uses bow.
I’m pretty sure it is a DH is a archer archetype.
Only so far as d/d elementalist fits in with your typical idea of a dagger-wielding melee-range combatant in the fantasy genre…which is to say, not very far.
Not really comparable.
- DH shoots arrows with their bow.
- D/D Ele shoots spells.
- Archer archetype shoots arrows with their bow.
- Dagger wielding melee range combatant stab stuff.
If you replace Dagger wielding melee range combatant with Final Fantasy Ninja, Naruto Ninja, or Ninja wizards. Then it would be comparable.
Try again.
DH longbow skills are spells. A better comparison would be if warrior was not part of the game, or ineffective, and you were trying to argue that guardian is pretty much the same thing. It isn’t close enough to satisfy many warrior players.
When I was playing Bow Dragonhunter, I saw arrows shooting out of the bow. Not spells. I didn’t see a Drake’s breath. I didn’t see a lightning whip, I didn’t see a water blade, nor did I see a earth spike hitting from below.
I saw arrows.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What if these two traits merge?
New Skirmish GM trait: Most Dangerous large game.(until someone comes up with a better idea)
If you are below 50% hp, you gain pulsing Might + 1 stack of stability + you get very large. Engineers have pulsing stability, Revenant have stability on dodge. I can’t see getting stability when below 50% would make ranger super OP.
With these two traits together, Enlarge + MDG becomes useful both offensively and defensively. This means that the Enlarge + MDG combo isn’t niche anymore. It can be used for escaping, kiting, and getting that player down.
What goes into Enlargement trait slot? Enlargement can still exist or some other trait. But instead, enlargement happens when you are struck with a critical hit.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But since this thread is about “Removing the pet full time” I was sticking with the theme, not pooh-poohing ideas from people.
Play Dragon Hunter.
That doesn’t fit the archer archetype that people are going for, so stop saying that.
Dragon hunter has bow. Archer archetype uses bow.
I’m pretty sure it is a DH is a archer archetype.
Only so far as d/d elementalist fits in with your typical idea of a dagger-wielding melee-range combatant in the fantasy genre…which is to say, not very far.
Not really comparable.
- DH shoots arrows with their bow.
- D/D Ele shoots spells.
- Archer archetype shoots arrows with their bow.
- Dagger wielding melee range combatant stab stuff.
If you replace Dagger wielding melee range combatant with Final Fantasy Ninja, Naruto Ninja, or Ninja wizards. Then it would be comparable.
Try again.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
In the treasure room of Obsidian Sanctum, there is a relic. By attuning to this relic, will grant your server bonuses. That bonus could be that WvW camps/tower/keeps/castle upgrade 50% faster, all siege blueprints become superior siege, maybe Obsidian Sanctum can be worth grant 50 points on the timer, or something else, but the bonus has to be significant enough for Obsidian sanctum to be worth fighting over. This means, WvW servers will have to fight over control in Obsidian sanctum. However, Obsidian Sanctum can no longer be an overflow server. But that is okay because Obsidian Sanctum doesn’t need to be one. EoTM is already a overflow server for WvW players to zerg around in. If Guilds want to GvG, there is always the guild halls that is coming.
Hopefully, this will breath life back to Obsidian Sanctum.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Okay, lets do this.
Attachments:
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
But since this thread is about “Removing the pet full time” I was sticking with the theme, not pooh-poohing ideas from people.
Play Dragon Hunter.
That doesn’t fit the archer archetype that people are going for, so stop saying that.
Dragon hunter has bow. Archer archetype uses bow.
I’m pretty sure it is a DH is a archer archetype.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
[Suggestion]:Return best burn to Ele/Tempest
in Guild Wars 2: Heart of Thorns
Posted by: runeblade.7514
ANet listened and gave you your wish.
Hope you like the title of best burning.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I’m not that mad about no healer class (I love to be healer). But I don’t see why they didn’t just make every class have a healing tree in order to combat this. So instead of a singular monk class you just had 8 classes that could be monk.
Every class have a healing tree or most of them do.
Warriors- Vigorous Shout
Guardians- Battle Presence
Necromancer- Life steal and transfusion
Mesmer- Mantra heal
Ranger- Tons of regen and that F2 pet heal.
Engineer- Blast healing
Elementalist- Water magic
Thief- Stealth res.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t really care.
Paying for that skin means less grind to get that skin.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Or just make smarter mobs really.
Gw 1 whoch is heas old had much more diverse and smarter mobs that did more than just auto-attack every 5 secs and sit there taking damage.
I’m curious to see how HoT fares in respect to that.When I was in the base game’s beta I felt it was cheap how mobs would move out of the DPS fields. When it steps out of the lava it’s depriving you of DPS and takes longer to kill and progress.
Mobs have four second knockdowns (that are still highly telegraphed but in a big chaos is hard to see), stunlocks, shorter cooldowns and much higher numbers than the player so their bad AI is a form of balance.
Dungeons however are a different story, I say don’t cheat the player by having the boss go friendly at a quarter health left. I remember in a fractal where we were all transformed into charrs and I waited to see for an opportune time to kill things. I shadow refuged abunch of friendly NPCs for stealth and healing so that group of mobs wouldn’t be trouble. Instead I was apparently supposed to ignore the mobs and take out the door. Oh well, live and learn. In dungeons things have way upscaled health and damage so even there an AI improvement would be cheap in many situations. They could be programmed to counter against certain charge time moves, but if those never come up then that could be “exploited” by just autoattacking for example.
Good. This is what teamwork is for. Someone use immobilize. and you bring the nuke AoE.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
After seeing this video, I am going to give staff daredevil another try. I really really want to play a Monk, but I couldn’t find a viable build.
This video looks exactly how I envision monks to be.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Staff needs an overhaul.
I don’t like the concept, how they work, the numbers, anything.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I agree. Condi is boring because they get killed all the time. Dying is boring.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If I am overencumbered. Please move the overencumbered box in a corner. Not in the middle of the screen. That is where my inventory goes when I want to salvage things.
Please, it is a big Quality of life change.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I disagree that the decreased life decay should be baseline.
Maybe take some of the decreased decay and make it baseline.
20% baseline. 30% more if traited.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
How about this:
Walls apply a buff to anyone standing at the top of a wall called ‘High Ground’. Players affected will takes 20% less projectile damage, 40% less AoE damage and 75% less PBAoE damage from any source that does not have the ‘High Ground’ buff themself.
That way you could fight back if enemies attack your keep, and if fights between groups happen ontop of the walls everyone will deal damage as if it is plain ground.
Then the enemy break in, they go up the walls and die because the buff still works there.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
There was a video of two eles killing each other because both had lightning rod and lightning aura.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Something like this is coming with HOT and is part of one of the mastery lines. I should imagine that such a system could be good for some sort of a “trading” aspect or mini game to the game but I can’t see them doing that. Still, it’s an idea or something they could think about.
No, no it isn’t.
The one in mastery lines are more like vendors that sells items, but they don’t travel around.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
We have immunity to conditions.
Its called dodging.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
And that is well and good. I’m glad mesmers can be mobile.
That shouldnt cripple his combat capability.
That is the line of reasoning people are using to say thieves being bad at 1v1 is okay though. Meanwhile mesmer is oneshotting people from stealth, something that was still risky for thieves when they could do it, given that they did not and still do not have the evades and invulns that mesmer boasts, and that is apparently okay. And in terms of mobility, not only can they teleport large distances, they can bring their friends.
With a 72 second cooldown.
I will never understand the thieves that keep asking for the ability to 1v1. PvP is a team game. If PvP is a collection of 1v1, then D/P would never win tournaments.
I will say this again. I’m not asking for instagibs. I’m asking for enough sustain to let my skills pay off against these kinds of advantages.
Thieves have tons of sustain. It is called stealth, evasion, shadowstep. They have enough sustain to get the job done, just like every other meta burst build with a bonus of unparalleled mobility.
I’m willing to put in the work, but right now we cannot deal with what the game now throws at us, because our prior line for dealing with those things was deemed too strong by the community, and the dev responsible for our balance listened.
Skill floor is fine, but there’s no point when getting the win is feasibly impossible vs any respective class.
Its quite easy. Get another player to distract them, and then instagib them. PvP is a team game.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Necros are waaaayyyyy better team fighters than thieves ever will be. Necros can stay in big scale fights, thieves will never be able to nor they ask for it.
Once again no thief is asking to be able to 1v1 every single class in game but at least have fair chance vs some of them. Also, once again WHERE DO MESMERS FIT IN THIS WHOLE ARGUMENT OF YOURS because they can fill exactly same role, have actually more stealth than thieves, more CC, higher burst and better survival.
I have yet to see a single post in any thread that managed explain why it is ok for mesmers to be how they are but not for thieves.
Mesmers don’t “fit in my argument” – I was under the impression we were talking about thieves. Attacking my argument by drawing in mesmers is a straw man.
My point is exactly the opposite: You can’t compare classes like that (or at least imo you shouldn’t be able to).
I think you should be a bit more specific about what you want to be able to do … in one build. And what you want to be able to do “in general”.Actually we should be dragging mesmers into this. Mesmers and thieves used to share a role of decapping and 1v1. Now only mesmer is capable of 1v1, whereas thief doesn’t survive long enough to kill anyone 1v1 (except other thieves). Mesmer and thief are a natural comparison, one was buffed, the other was not.
And as others have said a thousand times… We only want to be able to win 1v1 at least sometimes, not just against other thieves. Or is thief supposed to only decap empty points? What is your justification for that?
There is a big difference between Mesmers and Thieves.
Thieves have way more mobility than Mesmers. Mesmers have only a 30 second cooldown teleport. Thieves have multiple teleports in the shortbow, and panic skills in the utility bar.
Teleports should not be directly proportional to combat capability.
I’m not going to argue about portals, invulns, or on demand stuns because that isnt what this is about.
In Conquest and Stronghold, mobility is a major key. What good is a mesmer if he can’t reach to the place where he is needed most in time?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Necros are waaaayyyyy better team fighters than thieves ever will be. Necros can stay in big scale fights, thieves will never be able to nor they ask for it.
Once again no thief is asking to be able to 1v1 every single class in game but at least have fair chance vs some of them. Also, once again WHERE DO MESMERS FIT IN THIS WHOLE ARGUMENT OF YOURS because they can fill exactly same role, have actually more stealth than thieves, more CC, higher burst and better survival.
I have yet to see a single post in any thread that managed explain why it is ok for mesmers to be how they are but not for thieves.
Mesmers don’t “fit in my argument” – I was under the impression we were talking about thieves. Attacking my argument by drawing in mesmers is a straw man.
My point is exactly the opposite: You can’t compare classes like that (or at least imo you shouldn’t be able to).
I think you should be a bit more specific about what you want to be able to do … in one build. And what you want to be able to do “in general”.Actually we should be dragging mesmers into this. Mesmers and thieves used to share a role of decapping and 1v1. Now only mesmer is capable of 1v1, whereas thief doesn’t survive long enough to kill anyone 1v1 (except other thieves). Mesmer and thief are a natural comparison, one was buffed, the other was not.
And as others have said a thousand times… We only want to be able to win 1v1 at least sometimes, not just against other thieves. Or is thief supposed to only decap empty points? What is your justification for that?
There is a big difference between Mesmers and Thieves.
Thieves have way more mobility than Mesmers. Mesmers have only a 30 second cooldown teleport. Thieves have multiple teleports in the shortbow, and panic skills in the utility bar.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The game is already too Sylvari focused. I played TA Aether path last night and it REALLY reminded me how kittenty a character Scarlet was. Awful antagonist in every way.
Can’t wait for Kralky arc. Then it’ll be very Charr focused.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Under “Roll Check” section, I found this……
“…and some encounters may even require a member of your group to dust off that toughness gear to bulk up and tank some heavy hits to protect the condition-build players in the back…”
https://www.guildwars2.com/en/news/designing-challenging-content/
So… … yeah,
Please stick to your original game design with no trinity.
We have a holy trinity in this game.
Nomad leechers/Zerkers/ressers.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
When you play D/P thief, you have to think like an assassin. Your job isn’t to tank damage. Your job is to assassinate and finish the fight. You also got utility skills that can save your friends like stealth.
Go to places where you are needed. If you think the battle is hopeless, go somewhere else. Decap a empty point, +1 on someone else battle and finish it quickly. If you realize that it won’t be a quick death, stealth away.
Remember, you are an assassin, not a tanky warrior.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Might and faceroll dpsing makes up a large part of PvE.
And yet the meta is not 5x ele.
Some say that it doesn’t happen because it would break the fabric of reality.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
HI.
i want to thank everyone for their support AND constructive feedback.
While i do agree that thieves have a very good mobility lets not forget that other classes can have similar mobility ( mesmer portal, that also serves as an escape and port to decap/cap), D/D ele WHILE maintaining a capacity do instadown ANYONE WHILE evading. This is ridiculous im sorry.
Which is on a 72 second cooldown. Thieves can do a shadowstep up a balcony and leave. Find there is an enemy on a balcony. Drop down and watch the enemy follow him down, and shadow step back up the balcony to see the enemy can’t follow him because he is a ranger and rangers can’t shadowstep.
Thieves were supposed to be from the start high risk high reward class and although I DO AGREE that thieves should be able to be a bunker thief IF they spec purely on support/tanky line…. SHADOWFORM ?!?!?! anybody? :P
D/P thieves aren’t really high risk. You can simply press Pistol 5 + dagger 2 for stealth and get away. If you get stun locked, you have utility skills for panic buttons.
One problem as of now within the thief class is that we only have 2 roles : dmg and supp BUT if a thief decides to go full DMG they can never even reach the level of a mesmer or ele or burning guardian ( but burning guardians should be nerfed and nobody should look at them as a place to be.) AND IF they go full support, they come to the realization that they are out-classed as support by at least necro and guardian ( even water ele ) so even if spec fully for support they feel subpar.
D/P is both support, damage, and most importantly control. It is a difference between Ele and thieves. Ele have sustain and damage. Ele do have some control skills, but their control is no where near the level or reliability on thieves. Basilisk venom and panic strike make the enemy become an easy target. Sleight of hand gives a instant interrupt. Head shot if you want to interrupt a stomp.
Now a number of you have said and correctly : Thieves are a constant in PVP tournaments and teams at least one. to these people i say that please do remember that pvp tournament are high-end i can express myself correctly so let me recall and example : Saying that a high-end LoL player is LEGENDARY on poppy DOES not alter de fact that to the general masses poppy is awfull. the problem is that Thief played high-end is good but unless u are a high-tier PVP player the thief class SHOWS A MASSIVE dificulty to achieve the same reward when compared to other classes that people call balanced example : dd ele and perma clone zerker evader mesmer ( yes i do hate them)
D/P thief isn’t really hard.
another problem in the thief class is the Subpar "power"of Steal , while it provides a usefull and free shadowstep the stolen skills which were due to be the thief unique passive falls rather sort when compared to the other calsses uniques. i can safely say its the weakest "passive, but its skills are also relativity weak.
Ability to steal boons and instant interrupt = weak?
So in the end we thieves main ARE NOT asking to be a uber-zerker kill all be all we are just asking little buffs to increase of survival that is severely denied … in order to at least having a mediocre chance 50% of dueling another player of the same skill level as ours IF WE SPEC THAT way. A EXTREME mobility thief should not be able to duel. but forcing one class to 1 role ONLY is really bad is with leagues ANET want gw2 to become an esport
If thief wants sustain, it has to be in a form where any class can see you. Sadly, shadows art is the survivability line. So, I suggest a Seeking effect.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Also garbage. Tired of people on the outside looking in trying to tell me how I feel.
I have no sustain.
Every other class got a dps boost.
Its painfully simple.
I dont care how long the kitten fight takes or whether or not I do a little or a lot of damage to a specific build. I need to be able to sustain long enough to make either leaving or winning an option.
Right now I can do neither.
EDIT: I want to tack on that I find the fact that every other dev is providing dps increases for the respective classes they oversee, but for the most part thieves are getting clunky ways to avoid that damage without any baseline sustain or baseline methods to deal with it.
The old feline grace should have been baseline. Fleet shadow should be baseline. Instead we got the former avenue crippled and the latter in a line that nobody wants to take because it’s borderline useless when considered practically.
I
Shadow arts d/p have a ton of sustain. Stealth up, shadowstep away, dodge away, etc.
I hardly ever die on my d/p thief unless I didn’t see a zerg on me. Even then, I have a high chance of getting away. If I was on any other class, except mesmers, I would probably fail hard in getting away.
Er… no offense, but I don’t consider being good at running away as having “a ton of sustain”. Sustain is not running away. Sustain is being able to stay in a fight and keep yourself alive. The fact you refer to sustain on a Thief as simply running away is EXACTLY the problem.
So yeah, I mean it’s all good guys, Thief doesn’t need buffing at all because AT LEAST they’re good at running and kitten. I mean, being able to do anything other than being able to run pretty quick would be totally unfair to all those poor D/D eles and Bunker Guards and signet Necros running around right now. Sorry we were so selfish and unreasonable. How dare we ask that we can actually fight you.
Being able to run away gives back 100% hp. If your allies are still in the fight, you can go back in and finish it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Berserker Discipline Defense
That spec sucks
…..in pve
In PvP too
That is because you didn’t slot in Berserker. You probably confused it with arms.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The burst is fine.
It doesn’t knock the enemy back far enough to be annoying. You can use Hammer 5 right after and hit the enemy just as easily.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Berserker Discipline Defense
That spec sucks
…..in pve
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Because runeblade that would give us WAY to much mobility and perma imob almost. Oh and the healing. Dont forget the healing
Nerf the healing and turn the imob to cripple done.
This change still wouldn’t compare to Warrior mobility or any other profession mobility. The flight travel is very short.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Also garbage. Tired of people on the outside looking in trying to tell me how I feel.
I have no sustain.
Every other class got a dps boost.
Its painfully simple.
I dont care how long the kitten fight takes or whether or not I do a little or a lot of damage to a specific build. I need to be able to sustain long enough to make either leaving or winning an option.
Right now I can do neither.
EDIT: I want to tack on that I find the fact that every other dev is providing dps increases for the respective classes they oversee, but for the most part thieves are getting clunky ways to avoid that damage without any baseline sustain or baseline methods to deal with it.
The old feline grace should have been baseline. Fleet shadow should be baseline. Instead we got the former avenue crippled and the latter in a line that nobody wants to take because it’s borderline useless when considered practically.
I
Shadow arts d/p have a ton of sustain. Stealth up, shadowstep away, dodge away, etc.
I hardly ever die on my d/p thief unless I didn’t see a zerg on me. Even then, I have a high chance of getting away. If I was on any other class, except mesmers, I would probably fail hard in getting away.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It is always right until ANet adds dueling so that duelist can never be interrupted ever.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Mad King tower isn’t hard, it is just gimmicky.
Take away the time limit and watch how easy Mad King tower becomes.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Ummmmm 8 second F2? No kittening way. That would be so OP.
It is OP because….?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
All three could use a shorter cooldown.
If it turns out to be too OP because of absolute resolution, go ahead and put a cooldown that wouldn’t interfere with Virtue of Resolve.
- Spear of Justice- 20 second cooldown
- Wings of Resolve- 8 second cooldown
- Shield of Courage- 20 seconds cooldown.
I put shield of courage with a lower cooldown because it only protects in front of the guardian. This makes the skill useless for disengaging.
I put wings of resolve as 8 seconds because it is the only skill that can disengage reliably. Plus the skill is very short range. I also want to spam this more as a DRAGONhunter.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant