Showing Posts For xTiMeBoMBx.2863:
1. Norn Ranger’s elite allow them to stealth but that’s no issue because it’s a long cooldown and they have no burst damage coming out of stealth.
2. Mesmer can stealth through torch, 3 utilities, 1 trait, and an elite skill. No matter what build the mesmer is, they can’t generate a lot of damage coming out of stealth. Let’s face it no Mesmer is gonna chose all invis skills or trait for any build they’re running. Confusion Mesmer has no direct damage output and the torch is useless if the attacker doesn’t attack. Shatter Mesmers mostly use invis trait, decoy, blink and feedback, and/or mirror image. All of which which long cooldown even after traited.
3. Thief can stealth through weapon, utilities, and trait. All of which has such short initiative cost with relatively no penalty. When traited for initiative regen a thief can recover their used initiative very quick as seen in some videos in this thread. Hence, allowing them to constantly stealth. Couple that with culling an average player will only be able to spot a thief for 1 sec before it stealths again. They’re able to stealth at about every 3 seconds no matter the build.
Culling is not the only issue making thieves seemed OP. Thieves don’t seem OP, they are OP. No other stealth class can generate massive amount of damage coming out of stealth. Yeh they have low HP, so what? They have the ability to run away to regen and with this new patch they don’t even have to run away. They just got a HP regen buff so when they stealth they don’t need to run away anymore to prevent you from regenerating also. They’ll be healing in stealth while your heal skill is on cooldown. Stealth overall should be reworked because it is an OP system not just in this game but in all mmo even the ones with stealth detection skills. What Anet should have done is not allowing thieves to reenter stealth once they’re in combat. However if they want to reenter stealth then they have to run to get out of combat. That wont render thieves useless because they’re the class with great mobility so running away wont be an issue.
Stealth itself is a broken system in every mmo but idk why Anet chose to play with it anyway. The ability to attack your target first for massive amount of damage is already OP. Then to couple that with culling issue makes the system even worse because chaining stealth becomes possible which makes you lose target on thieves every second. Then if you’re not an AoE class, well, you’re screwed. It is a problem so I think either fix culling so that it’s non existent or just rework stealth. There is no work-around.
yeah! Go FA! Rock dat Points per tick!
Awesome PPT… was that during FA’s main time? I recall a similar screenshot earlier in this thread where FA’s PPT is around 600+
A lot of bundle items have been turned off while within WvW since launch. If you think you’ve found a bundle item that should be added to that list feel free to post it in this thread, send me a PM, or send in a bug and someone from the team will look into it.
Gears, Skale Venom and Spikeroot Fruit have been removed, but you wont see the changes until the next build.
Thanks for the quick fix.
I just hope Anet could just comment in this thread or at least create their own thread addressing the issue. Just show the community that they are aware of it rather than staying silent. These items are so out of place especially gears because they scale to the player’s damage. A glass cannon thief spamming these while chaining stealth can wipe a party of 5 in a few seconds. Then to have a few people in a zerg spamming gears is just a ridiculous issue to neglect because all stability, invulnerability, block and reflect skills have such a long cooldown. All consumables bought from npc merchants should be disabled from wvw and only those you can currently craft are allowed.
I don’t condone the use of nor use gears myself. Either you take a stand or join in. Up to you until a fix does come.
yeh I’ve been scouting the forum for some sort of official statement about it so was just wishing to get some comments from them.
Pretty fun day in Eternal today. A lot of great fights with FA.
=D
yeh we’re pretty much fighting against gears now that maguuma is using them
You got some mud in your gears, kiddo. Attachment from 15 minutes ago. Enjoy.
that’s just you guys eating your own gears from feedback since it counts as ours when it bounced back
I’m sure they know this. Either get on the bandwagon and use them yourself or accept this as a fact of w3 life until a change does come.
yes zerg v zerg spamming gears. that sounds so fun… not. i think those w/o any sense of skills would subject to using gears. i agree with you there.
I think a majority of fair played and skilled guilds/players across all servers are fed up with items such as gears and skelk venom being used in wvw. I just thought some sort of comment from an Anet official would be very much appreciated because those things are becoming a huge problem. No skilled players are just spamming gears especially thieves because the item scale to the damage of the player when thrown. W/o using their hand weapons, a thief can spam this on their target to death. It is game breaking.
Pretty fun day in Eternal today. A lot of great fights with FA.
=D
yeh we’re pretty much fighting against gears now that maguuma is using them
Currently Isle of Janthir is experiencing a few people switching over from a competing world to purposely burn the supply of towers and keeps. They build a bunch of siege weapon, mainly flame rams, all around the supply depot. I caught this person about an hour:
Inner north supply depot at east keep in IoJ Borderland.
[img]http://i1054.photobucket.com/albums/s492/PaperCorp/gw001_zps820a8faa.jpg[/img]
[img]http://i1054.photobucket.com/albums/s492/PaperCorp/gw002_zps4ec1e56f.jpg[/img]
Outer north supply depot at east keep, IoJ BL.
[img]http://i1054.photobucket.com/albums/s492/PaperCorp/gw003_zpse477f87c.jpg[/img]
Outer south supply depot at east keep, IoJ BL.
[img]http://i1054.photobucket.com/albums/s492/PaperCorp/gw004_zps90a6ae34.jpg[/img]
Invisibility for a thief should have been from only traits. If a thief is caught he or she should only be allowed to make a quick get exit but not also the ability to reenter stealth. Allowing both is just too OP especially with the Culling issue with invisibility in the game at the moment. There needs to be a give and take system for thief which forces them to either spec in stealth and lose some dps/quickness, or spec in dps/quickness and lose some stealth(duration).