Showing Posts For smak.7580:

Dec 10th thief changes

in Thief

Posted by: smak.7580

smak.7580

Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)

No, no, no, and no. The reason I absolutely am 100% against this change is the entire thief class is built around the idea that abilities are instant with no cast time with no cooldown (on weapon skills), because they are the only class with a resource pool for their abilities. Make it cost more initiative or give a debuff that slows down initiative gain. Reduce the damage, change the range, etc etc… I don’t care about that. What bothers me is the adding a cast time to a class who’s core mechanic is all about no cooldowns and being able to quickly maneuver around.

This, this, this and this!!

Our Hammer ??

in Guardian

Posted by: smak.7580

smak.7580

The hammer is just fine. Solide DPS and almost perma protection in pve (with a symbol that can also heal). Only issue IMO is it’s clumsiness in WvW, because of much harder use of it’s protection and an inferior blast compared to warrior’s hammer – but Arena balanced it with nerfing warrior’s hammer so I don’t think we have a reason to ask much more from our hammer. I would give my left testicle for a CC on skill 2, but I’m also just fine with having both so…