Showing Posts For stof.9341:

ground target stunbreakers (e.g. Shadowstep)

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stof.9341

Well there is this issue where you use your roll for initiative, and the same issue with disabling shot ; if you have been immobilized you won’t move away and the animation will actually play while you just stay right where you are.

Happens pretty often.

So yea i shouldn’t say doesn’t remove immobilize but immobilize prevents you from rolling away.

Might be some latency at work, and yeah you do not evade back the whole duration when you are rooted when you use it which should probably count as a bug. Still, for me, it does roll back at least for 1/2 to 3/4 of the normal distance.

Also, the skill evades during the whole animation anyway so even rolling back in place would prevent most of the 100 blades attack from connecting.

Although IMHO, the “remove immobilize” part of RfI and Withdraw are indeed flawed but not because it doesn’t roll as far as it should. It’s flawed because you cannot turn yourself while immobilized so you cannot control on which direction you roll. And rolling directly back is often the bad choice to the point I’d rather wait for immobilize to finish.

December 14th, Rise of the Pistoleer.

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stof.9341

Maybe Body Shot could be simply changed into a “spammable projectile combo”? Just reduce it’s initiative cost to 1 or 2 and up the damage to similar levels as a power based autoattack.

The thief and its gameplay - Your feedback [Merged]

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stof.9341

You know what is magic with condition ? Dealing damage without being there…. A p/d is able to deal constant damage, regardless invisible phase, because of bleeds. And the the fun part is : removing condition is useless. Because with the auto-attacks, he stacks bleeds one by one, so if you dispell, you do it when you have at least 3 stacks. When you remove the bleeds, 3 auto-attacks later, you have again 3 stacks. Even if you can reach him, he use cnd, dodge, or pistol 3 to get away. For the d/d condi, you remove the bleeds just after being hit by Dager 3 (9 stacks i think) so i dont have any issue with a d/d thief (HS or bleeds).

But bleeds aren’t that dangerous. If you take for example the Necro Blood is Power skill. It applies 2 stacks of bleed that last 30s on the target. Those stacks, you want to purge because they will do a lot of damage if you left them there.

But the Vital Shot bleed last a very small duration! Look at it that way. Look at the skill tooltips. You can have for example :

Random Ranged Attack.
- Damage : 500
- Attack Speed : 3/4s

Result : does 500 damage to the target every 3/4s

And then, you have :
Random Bleed Based Attack.
- Damage : 100
- Bleed : 1 stacks of 10s duration (40 damage per tick so 400 damage total)
- Attack Speed : 3/4s

And then you’d say : Oh no, this class can apply a 10s bleed with it’s normal attacks quicker than one per second, what will I do, it’s so OP! And then you notice that the damage output of both skills are in fact the exact same, except that the 10s bleed CAN be purged.

You’d then say : but he can reapply the bleed 0.75s later, why would I remove it! To that I’d ask you to think carefully at that and actually notice that you DID receive a lot less damage thanks to the fact you removed that condition, even if the thief applied more immediately after.

Currently, Vital Shot isn’t even in the situation of Random Bleed Based Attack. It’s mediocre damage that is easily beaten by pure power attacks. So what if he keeps you bleeding permanently with it? All that matters is how quick he can kill you with it, and it’s slowly.

The Pistol sneak attack skill is a different matter. And it’s not THAT strong unless used many times. Just don’t get hit by C&D and that’s all.

Improvisation Trait

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stof.9341

If it was reliable, it’d probably be too powerful. Imagine if it was : “Resets the CD of all the deception skills when you steal”. Or replace deception with anything other than “trap” :p

Move Dungeon out of LA to stop Overflow!

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stof.9341

The fractal runners actually like that the entrance is in an overflow. Because it’s hard enough to find a group just for the level you want, and that once you found one, if you have people from different servers you HAVE to join in an overflow map contrary to all the other dungeons to play together. Some servers do not have access to the overflow from their LA and this limits their ability to form parties for it.

But well, it’s just one of the big failure of the FotM dungeon.

Help vs DD ele

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stof.9341

I am using power/tough/vit armor actually..

You are using a partial power/tough/vit set then, probably different in the jewelry part.

Help vs DD ele

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stof.9341

If using blinding powder to stealth, you must do as with C&D, coz BP apparently increases dmg on next hit after stealth.

It doesn’t but the level 25 minor Deadly Arts trait gives you 10% more damage on any target that has a condition on it. It was probably that.

cleric ascended gear? where is it

in Fractals, Dungeons & Raids

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stof.9341

But but but, you got the awesome hybrid specs with Magic Find, Power, Toughness and Vitality. What else do you want?

If they add Cleric gear to ascended rings, they’ll have to add even more useless padding rings to make it not too likely you’ll get something useful. What do you think of a Condition Damage, Crit Damage, Magic Find, Vitality, Toughness ring?

Help vs DD ele

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stof.9341

If you want I can take a screenshot of my (Power/Tough/Vit) armor? There is a thief build that can one shot pretty much anything. I know what it is and how to do it however I am trying not to get it too mainstream or else people will be dropping like flies.

You just said on that other thread you only got 2500 in the Armor stat. You aren’t using Power/Tough/Vit armor or you forgot the fact half your gear stats come from your trinkets too.

The thief and its gameplay - Your feedback [Merged]

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In my opinion they could nerf thieves overall direct damage by 30% and thieves would still be above par compared to other direct damage classes.

You fail at game balancing and it’s fortunate that you aren’t charged of doing it for ArenaNet.

You know how a warrior dealt me 10k damage in a single Whirlwind Attack that somehow hit me 5 times for 2k damage each? It was nearly instantly too.

Suggestion: Ranger Pets see through Stealth

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stof.9341

That’s ridiculous. What next? Giving thieves an “unholy aura” : in 1200 radius all guardian boons fail, guardian healing power reduced in 50%? What about giving necros some “emphatic shock” F2 skill that debuffs a ranger pet for 30s during which all damage received by the pet is dealt directly to the ranger HP bar instead?

Famous last words.

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stof.9341

“Leaping Death Blossooooooooommmmmmm……..”

Path 3 CoE. Evolved Destroyer.

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I’d change it so that falling down the platforms would be far far far less lethal but instead would stretch the fight duration a lot for each falling playerFor example, make the destroyer regen health if his shield if it’s not destroyed quickly enough between burst phases.

Also, make the shield respawn not on a timer but on set HP spots. Mario tells use the sweet spot is giving the bosses 3 HP so make the destroyer recreate his shield every 33% HP lost since last breakage :p

GW2 and the concept of "Counter Play"

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stof.9341

The opponent is stuck waiting for the stealth to end to resume the fight

I think the problem isn’t with Stealth but with the user itself here. You shouldn’t act like an NPC when the thief stealths itself. Stealth only lasts 3s unless he uses the little doll house stealth or chains his stealth utilities one after the other. The second case is also very “cowardly” and probably more useful for a quick departure than a successful fight.

Also, chaining the stealths currently bugs out the “100% crit chance for stealth attacks” major trait.

Umm basically what I describe about stealth breaking is what happens in WoW and stealth still works just fine, because in that split second you go into stealth and it get’s broken, the enemy still drops target which in itself is pretty clutch.

Breaking target is pretty useless in GW2 with most attacks not carring at all for a target (including all melee attacks), others auto-acquiring a target as soon as they can, the channeling attacks that don’t lose the target during channeling and the targeted AoEs which don’t need a target in the first place.

The thief and its gameplay - Your feedback [Merged]

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All the rectangular shaped spells we got that apply a debuff on the people standing in it only work in a small circle in the middle of a diameter around half the total length of the trap.

COE path 3 destroyer boss boring

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Well the shield doesn’t get broken as soon as you fire so you can go down during that time.

COE path 3 destroyer boss boring

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stof.9341

But you are supposed to launch the laser and immediately jump down the platforms to ranged DPS the boss while the shield is down, then go back up and synchronize another shot of laser.

Crippling a Zerg

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Unless the thieves, who by the way by definition are superior players, dodge that mesmer coming up. Probably the only thing that’d really ruin that shadow refuge right now is a twitchy engineer with a Big Ol’ Bomb.

Mesmer got multiple ways to cause you that pain though. Into the Void has no cast time so you cannot exactly dodge it for example. Elementalist got Gust which is a 1200 ranged targeted spell so it can be really hard to see and is easily in range to be used etc…

Big Ol’ Bomb isn’t usable for that purpose. Too much delay really. Also, I think you can still dodge it anyway. On the other hand, shield engineers got an AoE pushback with very little warning due to no cast times.

Crippling a Zerg

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It only takes one player in the zerg to AoE pushback the thieves out of the shadow refuge they need to use every 20s or so to kill them though.

That or the zerg can ignore them and continue. They got 33% MS in stealth sure but they need to stop moving 4s every 20s too.

I don’t think it’s OP. It’s somewhat effective and counterable. Seems very legitimate for me.

Eternal Battlegrounds jump puzzle

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stof.9341

I never use a torch or the backpiece. equip an aoe skill and have the green circle active to guide you through the dark area. It’s much easier than using a small torch.

Though if you have to use a fire item than grab a torch from just outside the dark area.

You cannot use your two options while under the stealth effect of the Mystic Fountains though.

Crippling a Zerg

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Well, the zerg must be brainless if they cannot catch a few thieves stuck for 4s inside a clearly visible red circle with a tiny floating house above it. And they do that like, every 15s or so.

Eternal Battlegrounds jump puzzle

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stof.9341

So a jumping puzzle is supposed to be easy? It’s in a pvp zone so it’s going to be different from the others. Pvp is part of the jumping puzzle.

There really should be no issue getting through the dark room and the dome while cloaked. You don’t need a torch if you have the Halloween back piece. The only issue would be if people are spamming siege or laying traps but that’s on rare occasions.

No it’s not supposed to be easy. But I don’t like the kind of PvP you promote. All I see is skill less trap camping, spawn camping, using siege weapons against lone and small group players and the need to outzerg the campers to remove them. TBH, I don’t even care for finishing the JP in the first place! I go there to PvP and when I find I’m zerg camped, stuck with impassable traps between me and the other players or I see my team zerg camping itself, it just defeats the point of going there to have some fun.

Also, the dark room part shouldn’t be doable only for players that got the Halloween book or have the fire sword from HoM. Note that I have both and use them but it’s still something that feels broken and unfair for every new player that didn’t farm GW1. The ability to pass the dark room unmolested shouldn’t be dependent on one of those unattainable in normal gameplay equipment pieces.

(edited by stof.9341)

Eternal Battlegrounds jump puzzle

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stof.9341

Coordinate an attack. We’ve done this many times and have freed up the entrance.

Which misses the point about the whole thing really.

Also, the dark room and the room after with the cages is very hostile to pass even with the invisibility fountains. And even with a coordinated attack.

Twilight Arbor Bug?

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Maybe we just killed her really quick then, I’m still confused as to why after the ghosts were killed, we could kill Faolain while she was talking to Caithe, without her fighting back at all

That part is a bug though. You are just supposed to watch the scene at that point.

Eternal Battlegrounds jump puzzle

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stof.9341

There are mystic fountains in the puzzle. Use them.

They don’t work when you get camped at the entrance and pulled down and killed from the door.

Eternal Battlegrounds jump puzzle

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stof.9341

Problem is that those sieges are more PvP inhibitors than anything else. I’d rather have the JP stay some place for small scale PvP where people come and go and there’s often some activity than this camping.

- Spawn camping with mesmers to pull people down from the entrance as soon as they get in, sometimes as soon as they finish loading
- Camping in the trap spots that are extremely difficult to pass by like the log
- Forcing putting people in combat from high away positions that are very hard to reach without speed and with people pelting you and no real alternate routes
- And of course, the siege engine camping that happens

Twilight Arbor Bug?

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If you DPS her, you prevent her from reviving the ghosts. That’s how you win that fight in fact.

Experience nerf?

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stof.9341

There’s no XP nerf. Except for levels 1-15 where there’s a bonus, XP gain per same level activity is fixed at a % of the total XP required for level up and it didn’t change that I can see.

What’s more likely is that at start, with the much higher population in the starting maps, you were getting more XP per time spent due to events happening more often, finishing more quickly and mobs getting killed faster for the same XP reward thanks to the help from other players around.

Community's Voice: Dungeons

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stof.9341

Well, the issue remains that the inside of the circle can be a little hard to make out. Especially when that circle is bigger than the platform you are standing on like in some infamous fractal

Offensive infusion slots are useless

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stof.9341

Well, if by some miracle you get the two rings you want (yes two, since they are “Unique” equipped, you need two different named rings with the same stats to equip both), you’ll have one defensive and one offensive slot.

So yeah, if all you care is to get any ring at all for agony resist purpose, the offensive slots are a waste. If you want to get the best rings for your built, you’ll HAVE to deal with it. Making the cost to get +10 agony at exactly 300 tokens.

Dye Account wide

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stof.9341

Well, I’m of the opinion that after I’ve farmed like mad to level 80 and beyond on a char, having it easy to make alts to vary the pleasure should be given. So I really do not want to have to farm dyes that all again for my alts. They’ll stay in the basic colors and that’s all.

Also, there’s not a money sink when you buy items from other players. It’s just here to make us buy more cash shop dyes and that’s all.

Hidden Killer timing out after a few seconds

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The Hidden Killer buff is the weird monster buff icon with no text you can see in your buff bar when you stealth. It simply disappears 3s after getting applied and doesn’t stack at all.

Kholer w/ Adds, Cave Troll, Queen Spider Solo

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Would be nice if it was possible for every classes though.

December 14th, Rise of the Pistoleer.

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- Repeater : 20% more damage
- Unload : 5% more damage. Initiative cost increased by 1
- Body Shot : now applies 6 stacks of vulnerability

Zerker Am is our best choice in PvP by design

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I do think the thief with the huge lack of heavy healing and defensive abilities like the guardian and the elementalist have access too, has no real justification to be stuck with 10k base HP like those two.

Those 10k HP really hurt the viability of the class.

Bugs and Issues Compilation:

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stof.9341

All the rectangular shaped spells except shadow trap and ambush trap do not work correctly. Talking about :

- Smoke Screen
- Trip Wire
- Needle Trap

When an hostile triggers that trap, it’ll only apply it’s effect is a small part in the middle of the rectangle. Smoke Screen doesn’t blind people on the edges, Needle Trap and Trip Wire disappear and do not apply their effect at all.

The area of the trap apply zone looks circular in fact.

What are some ways P/P can be made favorable?

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What the 1 second CD on this passive does it normalize the use of the trait across weapon skills.

You mean, some traits are better with some skills that other? No way! Does that mean my “Power Shots” trait is useless for my D/D set? :’(

I don’t see how that is a problem really.

When do I get Ascended rings?

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Will changing your stats out on one of your rings completely change your character? No.

But getting randon stats for every equipment armor part would.

Condition thieves, an easy fix for Anet

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Wow, event Vital Shot is OP now :’( Tomorrow, someone will complain about Body Shot and the cycle will be complete.

Cliffside Fractal final boss Broken

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stof.9341

Rogues can fear

No.

First, there are no rogues in this game.
Second, Fear is a stolen skill. Which is given through RNG on a 45s skill. Then if by some miracle you got that one, this Fear skill is a PBAoE on a 2s cast.

GW2 need re-forge stats system

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You could lock the possible stats until the player unlocks that specific distribution somehow. And the new stat combinations would be found in the expansions.

The thief and its gameplay - Your feedback [Merged]

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Are you actually serious? Maybe you’re not seeing it because you’re on the other side playing the thief, but time and time again in open field combat they just vanish and do not re-appear.

You want to make stealth stronger? For the strongest class in the game already?

Well, any class can do that. Just do Alt+F4 or F12 => Char select.

Is Steal actually useful?

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Technically, the Thief class skill isn’t just F1. It’s F1 + the whole Initiative system.

Community's Voice: Dungeons

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stof.9341

  • Some fast ideas at the end: Show the current difficulty level of players in the group when entering FotM – it always takes us a while to figure out who’s lying about their lvl

There’s a hoover toolip on the “create fractal instance” window on the number showing the maximum level allowed to that group that shows you one of the players who is the cause for that limit.

GW2 need re-forge stats system

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I’d love if they did that really. I like to experiment with different stats and it’s far too costly in GW2 to do it correctly.

Thief Self Heals

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The problem with Signet of Malice is that when you run out of initiative, you are in great danger.

Caltrops. Also, I’m pretty sure Signet of Malice heals you more on the long run even without the passive effect.

Bonus points if you trait the lower signet CD.

Community's Voice: Dungeons

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stof.9341

In GW1, you’d get rewards for completing most of the content. In my opinion, any reward given for doing everything but not for repeating something is a good idea. It promotes diversity of situations which lessen the feeling of grind.

So, you could do something like that for dungeon paths : reduce the tokens you get per run by 20 for example, and reward players with 120 tokens each time they complete every path on a dungeon? Just like the story books in GW1.

Same one for doing every single dungeon in the game. Currently there’s some title. Make it a story book that rewards us with lots of gold/karma/fine mats/ectos/lodestones etc… when we complete it (ie, when we do every single dungeon path once) and deliver it.

As for general dungeon design. Some people complain that bosses have too much HP. Others that trash mobs hurt far too much at time. I believe those two issues are linked. Mobs hurt too much so people gear up heavily in defensive stats, so they take too long to kill the bosses.

I can’t help but think something isn’t right with most dungeon paths tuning on damage and attack animations. But maybe it’s just me playing a 10k base HP class with little group utility that would justify a heavy defensive gear set while the dungeons must be tuned for 20k HP powerhouse warriors.

I wish I could hide my pants...

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In GW1, light armor was the base armor value for damage reduction. IE : with light armor you’d receive get exactly the damage listed on the attacker skills :p

So in a sense, you can consider light armor as something that isn’t armor at all : doesn’t mitigate damage and is just fancy enchanted clothes with stat bonuses.

Is Steal actually useful?

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As a 45s CD instant cast shadowstep that doesn’t cost me a utility skill, I can hardly complain. The stolen skills on the other hand aren’t that good mostly since they got many nerfs.

Cliffside Fractal final boss Broken

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Only 1 of those happens happens if you do the boss correctly. Whatever tho. So many people here want to whine rather than beat the boss right. Every time they make a boss with some interesting phases like this one and Lupicus, the people who cant,wont, or too lazy enough to beat it come here and whine.

The seal needs to have its protective seal at the start of the fight. Once thats done, the rest of the fight is not broken.

What do you mean correctly? I did that boss, the adds didn’t spawn. The rest didn’t happen then because the fight was stuck at that point XD

But we didn’t get to see the other bugs because, dum dum dum! The seal was STILL vulnerable without the hammer somehow.