chuckles
Guess you don’t live near any 7-Elevens chain stores.
Still think ANet needs to fix our base map mechanic, but at least you’re honest about your solution being boring…though possible…
How would you propose on letting the inhabitants of each World server know that they now need to come in and play on new store hours?
Close all “servers”, create new ones with clear opening hours and have people register to them again.
I’m not proposing removing WvW from players at odd hours but instead empowering them with their own servers and their own matchups selected to be competitive for when they play the game.
The solution for nightcapping is closing the servers at night. And opening new server regions for those places where the night is at a different time.
See, the current system can match three servers at the extreme part of the populations : you could have a server playing exclusively from 16 to 24, another from 0 to 8 and the last from 8 to 16. The current system would declare those three servers equals yet we’d be having the most boring and uninteresting WvW matchups possible.
Time sliced base WvW with corresponding matchmaking is the solution.
I have 10 seconds in PvE with DA/CS and T.
And it says 5 pulses for 3s stealth each – so it should be 15.
Edit: In wvw with CS/SA and T it’s 15s – also noticed that in PvE my stealth icon starts to blink almost immediately after CnD, so I guess it’s 2s there.
It is 15s in total but once SR finished pulsing, you already used 5s of the time no?
They removed Ankle shot bonus range by nerfing the alternate version of the pistol skills equipped when you use the trait. But they forgot to buff those alternate skills damage like the baseline skills were buffed.
Cause HoT mobs have high toughness.
I feel like it’d be a nice idea to keep all the DD skill/traits/utilities bugs in a single place, so here it is :
- Brawler Tenacity says it restores endurance on the first physical activation but seems to restore it at each activation instead. Including the charging of Distracting Daggers and each usage, the 3 strikes of the elite etc…
- Impairing Daggers cost 3 initiative on use
- Impaling Lotus costs 1 initiative when used in combat
- Driven Fortitude heal doesn’t show at all in green numbers or in the combat log. It still seems to work though
- The new dodges are disabled by daze. Also they kind of lag like skills do instead of the lag free dodges which is jarring.
Blocked by Daze, no client side lag compensation. Yep, they are skills :p
Would we be able to reskin our titles so we get the bonus we need with the title we want?
The gadzooking worthless low-damage null-value badly animated total-junk Staff DOESN’T EVEN HIT MORE TARGETS THAN SWORD DOES. You have to spend Initiative to get Weakness on Staff, instead of it being baked into the AA on Sword, the Staff deals half the damage Sword does…
Actually it does. Vault hits 5 targets. No sword, dagger or pistol skill hits 5 targets. Ergo, is more AoE than sword is.
As for the damage values, it’s meaningless to talk about them too much and complain so hard, when nothing is set in stone. Remember that the revenant staff basically nearly doubled all it’s damage values in a patch :o
I don’t see how useful that’d be tbh. Changing dodge is likely to mean changing build anyway. Especially when you go between the lotus one (condition damage) and the direct damage one.
Dodge and Evade are practically the same, the only difference is, for dodge to actively evade, you lose endurance, which is limited by it.
Evade instead isn’t based on Endurance, but for the thief limited on initiative and for other classses on the skill cooldown..However, the mechanic is the same, you avoid getting damaged and its the avoidance effect, that I think lets proc here the effects of the unique dodge style…
No it’s NOT at all the same. On Dodge is each and every time you press your dodge key even if there’s nothing more threatening around than a white rat critter. On Evade requires you to actively make an attack miss because you were in the evade frames of some action.
The only link those two things have together is that currently, every dodge includes evade frames but that’s all. There’s a lot of skills in the game that include evade frames but aren’t a dodge.
So to be clear, the DD GM trait will make it so that each time you press your dodge button, you’ll throw daggers. And Death Blossom has NOTHING to do with dodge so it’ll not be throwing daggers when you use it, whether you evaded something or not.
Death Blossom will receive a significant buff though synergy with the daredevil Gm trait, that lets you on evade hurl multiple daggers at nearby foes.
That makes no sense. There’s no real synergy here since the Gm trait is on dodge, not on evade.
Although it make some sense since both are condition damage attacks so they go well together somewhat.
As for the OP post. No it shouldn’t. P/D #3 is a distance making skill. D/D is a purely melee set and doesn’t need a distance making skill. And D/D #3 is a melee skill. The only melee skill P/D should use cause you are in melee is a distance making skill :p
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ANet can easily change the behavior of Improvisation in a way that the change to reset an utility category remains the same with or without an elite spec. Since it’s 1/5 and we are capped to 5 utilities already.
Thief mechanics (there are more than one) are :
- F1 Steal
- Initiative
- Dual wield skills
- Sneak attacks in Stealth <= so Stealth is a required component of the various thief mechanics
And now DD will get a 5th one :
- customisable special dodges
Those are traits…
Semantics. All that matter is the big picture.
The mecanic is that we replace our dodges with other skills. The traits are here to customise that.
Actually no, the damage multiplier isn’t strange. What would be strange is having a trait that does bonus damage for all weapons AND benefits for a staff.
Technically, Feline Grace was probably much much better than the basic +50 endurance. But DD mecanic is the new dodges, not that small bonus.
Maybe because the entire Elite Specialisation has been BALANCED around having dodges that can do frontstab damage or put down lots of conditions or remove chill/cripple and gain loads of Swiftness? “OR” being the key word.
Being able to swap what kind of dodge we have on the fly would be broken. It’s just right the way it is.
No, that would not be broken, its just a matter of COOLDOWNS.
In the scope of the current discussion which is to give all dodges in the minor trait and getting another GM trait, yes it’d be broken. Or at least much much stronger than the current DD. Cooldowns on changing the dodge don’t matter since currently you cannot change them at all in fact. So even if you stick to a single dodge and never change, you are still improved by one GM trait for free with 0 drawbacks. Aka, it’d be much stronger by one GM trait worth of strength.
Now, your suggestions are a complete rework of the class anyway and aren’t concerned by what I just said. But a rework that will never be used anyway unless you somehow get a job at ANet in the next day or so, and even so :p The best hope you have is to get that in another elite spec but that will probably not happen cause it’ll be too similar to an existing spec
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At the risk of repeating myself, the new dodges are GM power level. You are basically asking to choose two GM traits in a single trait line. This won’t happen without heavy nerfs on the dodges themselves, or by giving us GM traits that barely do nothing.
I like the dodges as they are and I don’t want ANet to change them. So I don’t like your suggestion at all.
Here’s the deal. I don’t think DD is weak at all. So giving DD access to the current grandmaster trait in their first minor, AND giving them another set of grandmaster traits to chose can only be done with some nerf somewhere. The most likely is a nerf on the dodge effects themselves which I don’t want to see because those dodges are fun. Don’t make them weaker just for the sake of some symmetry between the elite spec traits.
Maybe you didn’t check but some runes cost individually a LOT more than the exotic armor part you put it into. Which causes a small issue when that exotic armor part you bought was not salvageable like those you get for WvW tokens, or Ascended/Legendaries.
Might be linked to the new costume that seems to bug with charrs : https://www.reddit.com/r/Guildwars2/comments/3j11mp/bug_weaing_the_royal_guard_outfit_as_a_charr/
Okay, you hate the Daredevil, got it. The only thing I agree with in your post is the healing skill is lackluster. However, apparently you can move while you cast it according to WP. No idea how that would work, though, and he did not seem sure.
I’m pretty sure you can heal. The first instance where we saw the heal skill in action if I remember well was when they were killing the NPCs in the mists as a demo and not when going through all the new skills. And there we can clearly see the thief run and channel the heal at the same time.
Found it : https://youtu.be/bcEoC0j8mlU?t=755
I wonder if Basi and Devourer venom sharing would be good ways to slice through a break bar.
For Basi, considering you’d be applying the equivalent of 10s of stun at once, I do think it’ll eat through the break bar nicely indeed. Until the very specific stun type of Basi gets nerfed on it’s break bar effect I suppose :p
I think at first they merged ricochet with ankle shot, then they neutered the ricochet part for purity :o
Ankle shot does give 150 more range on all pistol skills.
I guess one of the thief elite iteration has our physical skills cost initiative without cooldowns
Well Shadow Step might not be the best stun breaker in the game for long once HoT releases with it’s 8s cooldown stunbreak on Daredevil and 10s cooldown on Berserker..
Sinister with venom, calltrops and D/D Death Blossom is ok. Very high single target bursty damage that falls of after a moment. With venom share it’s high DPS against outdoor PvE champions.
Weaknesses : the venom cooldowns make it a better build to deal with occasional somewhat strong mobs (veteran/champions) than loads of trash since venoms are single target by nature.
The build is very effective in SW. Especially because of the many mobs weak to conditions and the liberal cripple you apply.
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Build team “Overskill”? Really?
Is the skill in knowing when to roll your face from right to left on the keyboard versus when to roll it from left to right?
Or is the skill all in the one Thief player having to actually try to match the OPedness of the four Elementalists?
LOL!! How to troll a balance team.
Well, there are some counters mentioned in the build. You could study it if you want to do better against them!
Right. Because its just outright impossible to balance a rifle on a thief to keep it from being OP. Lets give them a stick instead.
Whatever dude.
A stick is much easier to balance (with).
Joke asside, you do know there’s quite a lot of thief players that would rather get a melee weapon than a rifle right? And it’s only one specialisation, they can’t make everyone happy anyway.
The berserker seems more about attacking very quickly and burning stuff down that huge brute force slow attacks.
Here’s the party composition for those that need the info : http://metabattle.com/wiki/Build:Team_-_Overskill
What are you saying? Thief got Dark and Smoke field utilities.
Stop the strawmans. The point is that since Feline Grace reduces the cost of dodging, the longer it gets the more dodges it gives you in comparison to DD.
Look at it that way : with DD first minor trait vs everything else, you get one extra dodge. That’s it. The fight can last 2s or it can last 2 hours, you get one extra dodge.
With old Feline Grace, assuming you never let endurance go to waste. In the course of a 2 hour fight, it gives you 300 extra dodges. What is better : 1 extra dodge or 300?
This doesn’t even take into account the insane synergy it has with Vigor that the old acrobatics line had good access to. Whereas DD extra 50 energy has 0 synergy with vigor.
No it won’t. The new dodge tooltips shows a 3/4s cast time which is the same as normal dodge.
But that’s not something inherent to condition vs power!
Now tell me how the old Feline Grace is better than having 150 endurance?
Are you the kind of people that won’t see the benefit of having 33% damage mitigation compared to having 50% more HP?
Here’s the hint. Once you dodge three times, you use Signet of Agility. What does it mean?
- With Feline Grace, you’ll be able to dodge 3 times again with a small pause.
- With the DD minor trait, well Signet of Agility gives 100 endurance so you’ll be able to dodge twice only.
Net result : 1 nearly full dodge advantage for Feline Grace.
For all purposes, DD gets more like 4 dodges than 3 since F1 will give you one dodge instantly.
Also, you make the same mistake many players do about conditions and direct damage. You can dodge direct damage. You can also dodge condition applying skills.
Condition removal is the equivalent of toughness for direct damage. Dodge is dodge and works the same for both like Vitality.
Man… you still don’t get it. It doesn’t work like that… Megaserver cannot possibly create so many maps. Doesn’t matter, as others explained, it is just TRIAL. And I am quite okay with that.
You obviously don’t understand what are servers and what does the megaservers mean.
Look, a GW2 map server can say, handle 100 players. Once that server is full, all players that join that map go on another server.
It doesn’t matter if there 100 or 10000 players in the same map. At most, you’ll only have 100 of them on a single server.
Which part of “just make the PvE look a little more like PvP” did you not understand?
Actually, the old Feline Grace was MUCH stronger than the basic +50 endurance DD gets.
Same that going from 10k HP to 15k HP is much weaker than getting 33% less damage : in the long run it gives you a LOT more dodges once you take regen into account.
What about an immovable, uncritable object that spams AOE knock-back as its auto-attack? That sound fun to you? On, and you also have a debuff that kills you if you don’t cleanse it by a fire, that the object targets soon as you light it. Oh, and it has adds and literally blinds you every 25% of its health…. Yeah… tons of fun with no stab.
I was saying that having PvE work closer to sPvP wouldn’t be bad. So can you tell me which class and spec you use in your scenario to make that monstrosity? oO
I think you are confusing Fun with Frustrating.
As long as there’s no D/D Celestial Elementalist it should be fine :o
It’s not bad really, and said from the point of view of someone that doesn’t really PvP recently.
I mean, the game balance is more PvP oriented? Sure, just make the PvE look a little more like PvP. It’ll only be more fun to beat I think :p
Well I did it after. With a class with no stability of it’s own or blocks or invulns. And I did the achievements.
It’s not that bad really.
Since there are no details of ever adding new Elite Specs for the same profession, where are you getting this information from as if they are going to add new Elite Specs for the same profession?
I guess GW2 could crash and burn suddenly which would prevent ANet from releasing more elite specs yeah. But saying they aren’t going to is some serious denial.
Heck, the interface where you choose which spec to equip has room for 7 more specs (6 once we get HoT) for no good reason other than having room for more elite specs.
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8 dodges take at the minimum 6s to do and you have the issue where after a dodge, you are kind of too far to face dodge again.
I think hating the new thief elite spec on the basis that it’ll get nerfed is kind of going a little far.