You realize that there are a ton of variables that effect how much unrelenting assault does right?
How many of the 7 hits crit
How much health does the mob have (swift termination)
How many stacks of might do you have
How many stacks of vuln does the mob have
How many boons do you have (elder’s force)
The amount of damage you do can vary wildly depending on all these factors.
Not sure what the bug causing this is, but all you have to do is switch stances twice and problem’s resolved.
Same for me. Same issue as last night. Completely unplayable.
So much for that successful launch.
Hey there,
I’m stuck in pvp. Finished my match – tried to go back to heart of the mists, and I can’t. Every single time it dumps me back in the finished pvp match.
I’ve had it happen quite a few times where i go exit to heart of mists -> back to pvp match for unknown reason -> exit to heart of mists, but the second time has always worked.
My account is literally stuck in a finished pvp match and has been for 5 minutes now. Please advise.
Thanks!
Hey,
So i’ve spent the past 15 mins or so poking around the limited wiki article on masteries
https://wiki.guildwars2.com/wiki/Mastery
And I have to say… I have no idea why I should be excited about this. It doesn’t sound like character customization at all… In fact, it sounds like a ton of the new content is just going to be gated behind millions of XP. For example, take gliding:
Ley Line Gliding: Learn to enter ley-line energy flows while gliding to be moved along with the flow, gaining access to otherwise inaccessible places.
Ok, so I won’t be able to fully explore the jungle until I have sunk… 381k, 635k, 1.1m, 2.4m, 4.2m, 8.1m = ~17 million experience into gliding. But it’s not like my character becomes more powerful, or a customization aspect. It’s simple binary. Do you want to go to x location gated by 17 million xp? Then fill out the gliding mastery. I’d be ok if gliding was the only mastery like this, but it’s not even close. In fact, every jungle track that we know of has something like this.
Itzel Lore
Itzel Poison Lore: learn about Itzel poisons, and gain the ability to pass through poisonous Mordrem vines and withstand poison hazes that exist in Maguuma.
4.5 million xp gate.
Exalted Lore
Exalted Honing: Learn how to efficiently pierce through tough Impenetrable Bark, which makes some of the powerful Mordrem unbreakable
17 million xp gate – ok sure, this isn’t a location, it’s a creature but my point stands. There are creatures you can’t take down without passing this 17 million xp gate.
Nuhoch Lore
Nuhoch Wallows: Master the use of Nuhoch Wallows, learning to traverse these hidden passages to gain access to locations both far and hidden
2.3 million xp gate – plus the 17 million gate says something about chak acid – I have no idea what that is right now, but my guess is that there’s some other powerful monster out that that uses chak acid and you have zero chance of defeating it until you’ve passed this 17 mil xp gate.
So in the end you aren’t going to be the “glider specialist” while your friend is the “exalted specialist”. You’re just going to need to master all of the aspects of the jungle in order to experience the jungle. How is that a good and exciting gameplay experience?
Basically parts of the Maguuma jungle are permanently locked behind a 69 million xp gate. How is that exciting?
The tyrian masteries on the other hand, are a bit more exciting. Yay you finally get to craft precursors. Cool. Auto loot, permanent swiftness in cities and repairing someone’s armor & downstate when rezzing? Awesome.
I was hoping the jungle masteries would be a bit more than just another gating mechanism, but it appears that is not the case.
We already have it – https://gw2efficiency.com/c/<charactername>
All gear, all traits, all inventory slots to make sure no one is bringing a garbage build or trying to skip the costs of consumables.
I expect most raid leaders to make use of this tool, and boot people who refuse to submit themselves to scrutiny. No one wants to carry dead weight.
Ah gotcha. Is it really the most powerful auto?
hammer1 – best autoattack on range
Please stop spreading misinformation. Best autoattack range is 1500. Hammer1 is 1200.
What exactly are flippers
Instead of buying something for honest purposes they buy stuff with the purpose of reselling it later.
There is absolutely nothing dishonest about selling something that you bought.
It is outrageous that you would suggest that there is.
I recommend against it. Notice how a lot of people responding in this thread are elementalists? Well ele’s have great condition options with their power build. Revenants don’t.
The class is pretty black and white, and your role depends on your stance and each stance has a trait line supporting it, and a general weapon you should be using as well as a stat breakdown.
Sword mainhand goes with devestation spec goes with shiro stance goes with zerker gear
Mace mainhand goes with corruption spec goes with mallyx stance goes with sinister gear
Staff / x/shield goes with salvation goes with centaur stance goes with cleric gear
x /shield goes with retribution spec goes with dwarf stance goes with PVT/tank gear
Regardless of which you pick, your swap stance is dragon stance and your 3rd spec is herald. The class is clearly designed to revolve around herald, especially for party play, and there is no non herald revenant spec that makes sense.
So as you can see, each stance/spec has their own set of things you want to accomplish and there isn’t a whole lot of overlap like there is with ele. I highly recommend avoiding hybrid gear with revenant, based on my experience with him in bwe3.
From Thief
- Shortbow 5
- Shadow Refuge
It works like thief infiltrator signet which can go through los and breaks the z axis.
A lot of what you wrote in your response to me is wrong, but I thought I’d just stick this because it is objectively and egregiously wrong, so much so that I feel you are intentionally spreading misinformation.
When you try to shadowstep to a target on a different level (zaxis) than you, you get the following message:
“No valid path to target”
And the skill does not work. That’s the case for every shadowstep/blink currently in the game, as well as Phase Traversal. It does not “break the z-axis” and it is a definitely something that can be used in WvW and sPvP to escape a shiro revenant.
So basically creating 90 (9*2*5) completely new armor-sets?
How much are you willing to pay?
Not sure where you got the *2*5 from, but what I’m asking for is 9 new armor sets.
And I’m willing to pay 0. Same amount I paid for cool armor sets in every other MMO I’ve ever played.
Chronomancer appears to be by far the most exciting e-spec for existing classes. Some of the wells are incredible and the alacrity mechanic speaks for itself.
Revenant appears to be designed around herald, so I doubt you’ll see a herald-less revenant any time soon.
Other than that I don’t see any of the specs taking over existing meta, but it’s too soon to know – we’ll have to see what the new fractals/ rest of the raid look like.
I would love to see the art team go to town creating some really gorgeous class defining armor which is restricted to that profession. The whole mix match piece it together yourself is great, dungeon armors are great, but I would really like something in the game that indicates I am THIS class. Mistward armor has all the revenants excited, something like that but for every class and EXCLUSIVE to that class.
We already have armor divided by gender and by race, i think it’s time to get some class specific armor as well. What do you guys think?
-Phase Traversal should get a cd on use, somewhere between 3-5s, with 5s being the better number. Currently nothing can outrun a revenant in shiro and this isn’t a healthy addition to the game.
This is nonsense for several reasons.
1) It already effectively has an 4 second cooldown due to the energy cost. Longer if you do anything other than auto attack while chasing.
2) There’s nothing unhealthy about a class being good at chasing – there are already plenty of classes who excel at it.
3) Phase Traversal requires a target so anyone who can drop target (such as thieves or mesmers with stealth) can get away just fine. I’m also fairly certain that a GS/ S/W perma swiftness warrior could outdistance you as well seeing as you have no access to swiftness in shiro stance.
4) Phase Traversal requires flat ground and line of sight to work at all, so even if you can’t stealth there are ways to avoid it.
This post misses the point pretty hard.
Most Scrappers won’t take sneak gyro because it is bad
Irrelevant. The fact is that it exists and can be taken makes it a problem.
The pulse can be dodged
Shouldn’t have to waste dodge every time you want to stealth.
is easily baited
This is silly. There’s no ease at all to “baiting”. That depends entirely on the skill level of the engineer. Yes, obviously bad engineers will use detection pulse poorly. It is absurd to rely on that as a “counter” to the skill itself.
The gyro itself is
The gyro itself is irrelevant. The toolbelt skill is the main problem as I pointed out back on the day scrapper was announced. The group stealth is just kicking us when we’re down.
Really awesome that you took our feedback about not having grandmaster traits seriously. Thanks a lot!
These changes sound great.
Oh I hadn’t thought to try that. Thanks for the suggestion, I’ll try it tonight and report back.
I joined a new map and started logging my events and noticed some extremely strange behavior.
Event 1 – Escort Red Supplies – 14k~ xp (continued diminishing returns)
Event 2 – Defend Red Rock Basin – 18.6k xp (full credit)
Event 3 – Escort Yellow Supplies – 13k~ xp (continued diminishing returns !?!?!?)
Event 4 – Defend Amber Sandfall – 18.6k xp (full credit)
Before I could finish defending the Blue Oasis the Breach occured
Event 5 – Blue Oasis Breach champion (I’m blanking on name) – 18.6k xp (full credit)
Event 6 – VW Champion 1 – 13k xp (continued diminishing returns)
Event 7 – VW Champion 2 – 12k xp (continued diminishing returns)
Event 8 – VW Champion 3 – 12k xp ???
Event 9 – VW Post Champion 1 – 9.3k
Event 10 – VW Post Champion 2 – 8.4k
Event 11 – VW Post Champion 3 – 7.4k
Hi there,
Returning player here. As I’m sure you’re well aware Guild Wars 2 has diminishing returns implemented on events so that repeating the same event over and over will not provide full rewards every time. To avoid this in the silverwastes, which I’m sure you’re also aware is chock full of events, I rotate to make sure I never hit the same event more than once to avoid this diminishing returns.
Well, it’s not working. I’m still getting hit by diminished returns and I have no idea why. I started keeping track today, counting the events and the rewards. For the first 10 events, no problem. Full reward:
XP – Karma – Copper
18669 – 378 – 88
However, the instant I hit event 11, diminishing returns kicked in hard:
17736 – 359 – 84
16803 – 340 – 79
15869 – 321 – 75
Etc. This is a severe bug that drastically reduces my enjoyment of the game. I am not staying in one spot on the map. I am not doing the same event over and over. I am purposefully and intentionally moving all over to avoid diminishing returns, guarding each of the 4 forts, escorting each of the 4 resource
Please advise as to what actions I can take to avoid these severe penalties in the future while farming silverwastes as it was clearly intended to be farmed.
I don’t play more than 3-4 hours per day, and less than half of that is spent in the silverwastes so there’s no possible way my account could be getting tagged as botting. I am always an active participant and receive gold level reward. Thank you for your time!
Haha yeah 1 second stun on one target while revenant gets 3 second stun on five. Auto casts on down too!
Thieves are totally fine though!
Why the heck not? The staff does have a stealth attack does it not? One of the biggest failures with the daredevil spec right now is its complete failure to synergize with any of our other trees. A smoke field would grant us stealth access which daredevil is sorely lacking, which could start to give us some of that synergy which basically every other class has.
I followed this thread stating different numbers:
https://forum-en.gw2archive.eu/forum/professions/thief/What-is-Staff-good-for/first#post5569279
I did not verify them though.
But Arachnid even though I do not like his attitude usually checks his numbers beforehand
It doesn’t sound like he accounted for the loss of a damaging trait line.
With D/D in the meta build you can have CS, DA and Trickery, which translates to
CS: 5% crit chance increase, 7% crit damage increase, 10% precision -> ferocity, +250 ferocity and extended fury duration
DA: 200 power when revealed, 10% damage on condi enemy, 20% dmg < 50% health
Trickery: Up to 15% damage from initiative, plus the permanent +3 initiative, plus boon access (including 50% vigor uptime access and shortened steal cooldown – both extremely important to DD)
One of these has to go. No matter which one you pick, it is a serious loss in damage or in the case of trickery, utility. Since we give up a grandmaster trait merely by going daredevil, and the minor traits don’t improve damage at all, it’s almost definitely a loss.
Edit: I’d also like to point out that he grossly exaggerates weakening charge. Well, that’s not true, he mentions in passing that it’s almost impossible to land all 3 hits, but that’s a REALLY BIG DEAL when you need all 3 to compete with heartseeker. Also, weakening charge repositions you. If you’re behind the boss to avoid cleaving (as you should be) using weakening charge puts you in front of the boss which in challenging content is a guaranteed down. Or takes you out of the safe zone that you’re supposed to be standing in, such as the little area between the 2 fire circles in the cliffside fractal.
(edited by wolfpaq.7354)
We have been submitting this as feedback since BWE1. We are the only elite spec in the game that doesn’t get actual grandmaster traits for our espec.
We are also the only class in the game that doesn’t get anything new for our espec profession mechanic – just a slightly redesigned acrobatics tree which left the existing acrobatics tree gutted and awful.
As a result – daredevil is by far the worst and most boring espec being delivered in HoT. We have given this feedback over and over and over against, it’s just been completely ignored.
Our survivability is trash, our group support is garbage, our single target damage and burst and self utility (backstab, assassin signet, s/d etc etc etc) has been repeatedly nerfed since launch and DD literally does nothing to address any of those issues. It’s atrocious.
Zerker meta is dead? Obviously not. 9/10 DPS geared players dropped raid boss in 5 hours of trying. The thief class is dead. Good job.
(edited by wolfpaq.7354)
Time to reroll. I played BWE3 this weekend and DD was completely underwhelming. Staff doesn’t make any sense, clunky or straight up absurd animations and very low utility compared to what other people are getting.
I thoroughly enjoyed the time I spent playing Reaper (necro e-spec) and Revenant, so I will be rerolling to one of them come expansion time.
The lack of imagination and effort that went into the daredevil spec and the thief in general is truly depressing. I’m not going to enjoy saying goodbye to my thief, but playing a class that has devs that refuse to make beneficial changes doesn’t make any sense.
We had our chance to give feedback for the past 3 BWE’s and it fell largely on deaf ears.
As much as I like the hammer, I think there is an oversight on the Revenant design. We are the only profession that has one ranged weapon, when others have at least 2. It feels like the Rev is missing a mainhand or one hand ranged weapon like scepter or something.
And thieves are the only class who can’t hit 1200 range. And Elementalists don’t have a weapon swap so are locked into 1 weapon at a time. And engineers are the only class that doesn’t have a melee option.
Class variety is ok!
As opposed to you just now shifting the “responsibility” for being harrassed onto the person being harrassed? ôO
That is absolutely not what happened. That’s not even close to what he said.
The responsibility for your personal feelings is on you. Always, in all circumstances. When someone “harasses” you you have choices to make. Make an extensive forum post whining about it, or block, report and move on. Begging arenanet to punish the person who offended you is actually a thinly veiled request for arenanet to TELL you about the punishment, which is frankly every bit as immature as the initial insult itself.
You shouldn’t need to know the person who insulted you is being punished in order to manage your feelings.
offenders are not punished
[citation needed]
underwater skill “choice”
It’s not just elementalists, believe me. For theives, none of our important stealth utilities work underwater, and neither of our weapons have stealth capability, so we’re effectively locked out of using stealth underwater. Which is stupid considering how we have an entire specialization based on stealth, and are dependent on it for condition removal and general survival.
I don’t think any other class in the game has an entire specialization that is completely worthless underwater.
As for the subject at hand, I don’t have one “omg i did this for years” thing, but the two fractals which are hybrid jumping puzzles both send me plummeting to my doom at least once per run, even now, after doing them for years. It’s embarrassing.
Threads like this make me absolutely livid because the OP put zero thought into it.
For more than THREE YEARS people have been conditioned to eating damage from P/P thieves because it was so laughably bad and ineffective. People have only had two days to adjust.
Good job sneaking up on people and killing them while they are busy fighting others. Good luck with your unload spam when you run into a
-minion necro
-any mesmer
-any ranger
and you waste half or more of your initiative hitting a pet/clone/minion and then have literally nothing to do while they stomp you.
All it takes to counter unload is 1) dodge 2) anything that effects projectiles. 3) Any damage reduction, such as protection which several pvp classes can spam, or damage halting which warriors and rangers can do with ease. Once you’ve blown your initiative you’re dead if you haven’t killed them because you aren’t going to accomplish anything with your pathetic auto attack and zero damage bleeds.
Once people learn that, hey, I actually have to react to P/P thieves because their damage isn’t a joke anymore, this build will once again be under performing.
Except we all know we take that line for bountiful theft + sleight of hand.
Yeah i personally feel trickery would be just fine if +3 initiative was made baseline.
I was just saying, if people feel that trickery is only useful for the +3 init, then that confirms that the minor trait is too important to just be sitting there in one spec.
What did you forget how to dodge roll?
If you just sit there and eat damage you will die quickly to every class in the game.
Trickery – Preparedness
+3 max initiative should be baseline. This minor makes trickery, very much like pre-nerf critical stikes, too much of a ‘must have’ line
^
If they did this, would anyone invest in trickery ever?
I mean, if a minor trait is the only reason people select a spec, isn’t that a clear indicator of an imbalance? Your post seems to be supporting this notion.
none of our weapons fit it, sadly.
Range is just number made up by arenanet. If they wanted pistols to have 1200 range, they could. Mesmer pistol does.
We’re just used to 900 range because it’s always been that way therefore it “should” always be that way, which is just circular reasoning. It fits 1200 range just as well as 900. There’s nothing inherent to the kit that would make 1200 range devestatingly overpowered, IMO.
Ah my apologies for misrepresenting your view. I’ll update to 1050.
I see no convincing reason for thieves to be the only class in the game without a 1200 range option though.
Hello,
I’ve noticed that a lot of the feedback on this forum has a negative twist to it, my own included. Therefore, I’ve started this thread with the intention of communicating to the devs ways to improve our class in a neutral tone. The idea is that we keep this thread clean of any negative/emotional rants, and focus solely on legitimate thief improvements with as close to objective reasoning as possible explaining why we should get it.
As I’ve browsed this board the past few weeks, I’ve noticed that requests tend to be broken down into specific “fix x feature about y skill” requests and general “we need help with ____” requests. So we’ll do the same in this thread. The specific requests aren’t intended to be overwhelming amounts of work. Just point out a problem and a concise solution. If you want a more generic change, or don’t have a specific solution the general requests are more open ended. However, they should be more specific than “redesign everything”. If you think of something that isn’t on either of these lists and should be, please feel free to respond. I intend to keep this thread up to date.
Specific requests
- Pistol – increase range to 1050 – courtesy of Amante.8109
Reasoning: Thieves are the only class in the game without a 1200 range weapon – and will continue to be so when HoT is released. Many of us were hoping for a rifle/sniper action with our e-spec, but that didn’t happen. I don’t think there’s a reasonable explanation for this. Several encounters in all aspects of the game are designed around 1200 ranged capability and I’m sure the new content in HoT will be no exception. Please rectify this situation by making pistols baseline 1200 range.
UPDATE: 1050 seems like a fair compromise if 1200 is too much for whatever reason.
- Buff withdraw heal – courtesy of Amante.8109
Reasoning: You said you would months ago when you nerfed its cooldown. You still haven’t. Please do what you told us you would do, or explain why you won’t.
- Fix scorpion wire
Reasoning: The skill is broken with the exact same problem engineers had with Magnet. Please fix our identical problem.
- Buff Venomous aura to 600 range
Reasoning: Elementalists put thieves to shame with the amount of party support they can put out, yet still received a Powerful Aura trait buff in the latest balance patch. Please provide a similar buff to our last remaining unique group utility – more on this in the general request section.
- Revisit our weapon combo S/D
Reasoning: It is clear that the state of the game that once required the nerfs to S and S/D is long gone. The HoT expansion will feature the necromancer corrupting 2 boons into conditions once every 5 seconds and revenants with far better shadow step capabilities than thieves ever had. To keep us in line with the power creep I suggest the following changes:
Larcenous Strike – back to 2 boons stolen (reverted nerf).
Infiltrator’s return – Once again instant cast (reverted nerf).
Infiltrator’s strike – increase range to 900 (from 600).
IIRC these nerfs were primarily focused on PvP when they were implemented, so if such changes would cause PvP balance issues then please split the skill functionality in PvE and PvP. I know you have the tech to do this and it sucks being held back in PvE because of PvP balance issues – this applies to all requests in this thread, specific and general.
- death blossom gets a better evasion courtesy of BrunoBRS.5178
Reasoning: either 1/2 or 3/4 (up from 1/4), leaving the very end of the animation, which already roots you, as the vulnerable spot
- dancing dagger applies a single stack of torment on hit courtesy of BrunoBRS.5178
Reasoning: Up to 2 stacks depending on how it bounces, to keep in line with its movement-impairing theme.
- dagger training should be merged with potent poison courtesy of BrunoBRS.5178
Reasoning: maybe buff the chance to 50%, or at least have the poison duration increased to 3-4 seconds.
- Pistol 2 should have a short evade like staff 3 courtesy of Zodryn.4216
Reasoning: to help with survivability and distancing if you get jumped (which is easy for people to do since we only have 900 range)
- +3 max initiative should be baseline courtesy of PopeUrban.2578
Reasoning: This minor makes trickery, very much like pre-nerf critical stikes, too much of a ‘must have’ line.
General Requests
1. Give us survivability that isn’t tied to dodge and stealth. A stealthed thief is not a contributing thief (not to mention the revealed debuff being handed out to several e-specs), and we have a dev on record saying that dodge will not be enough to survive most HoT content. Our easy access to blind and weakness does nothing to raid bosses. We have the lowest health pool and medium armor so surviving is definitely an issue.
2. Give us more party support. Rangers and Engineers are getting easy access to group stealth, mesmers will be able to mass veil twice, so our “unique” capabilities are going away. It seems like every class in the game has something unique to contribute to groups, and thieves don’t. We can’t really help with might or vuln stacking compared to ele’s & engi’s, and we don’t have a unique mechanic like the warrior discipline flag or guardian aegis or mesmer alacrity. We need something on the table to make thieves a valuable contributor to the team. I suggested a buff to venemous aura above. Perhaps further buffs to leeching venoms or to the base venoms themselves, or adding 3 stacks of might to regen in the shadow protector trait would be the way to go. I’m not sure what, but something needs to change or thieves are going to be completely undesirable in HoT PvE groups.
3. Serious daredevil changes. We know that you gutted acrobatics to make way for your idea for our elite spec and it’s not a good feeling. Having our elite specialization profession mechanic being something we already had access to for the past 3 years is not ideal. Having to give up our grandmaster traits to improve our this controversial profession mechanic is even worse. So, I know I’ve seen this requested a lot, but it bears repeating.
- Please give us access to our enhanced dodges without making us use grandmaster traits on them. F3-F5 could work, but if you feel that’s too powerful then simply giving us a pop up to let us change the current dodge would be acceptable too. Lock it in combat like you lock the utility skills.
- Design new grandmaster traits. Here is a killer idea courtesy of Nike.2631
Flitting Shadows — Your dodge ability now either removes ‘Revealed’ or places you in stealth for 2 seconds.
4. Pistol 5 needs more synergy with P/ and S/. Courtesy of Gallant Pigeon.5807
The interaction with pistol #5 also needs to change to provide more functionality for s/p and p/p. 20% projectile chance rng on p/p unload means its near useless as a defensive mechanism.
I would go as far as saying reduce pistol #5 to 5 initiative.
Then how about a blast finisher on infiltrator’s strike for s/p (stealth access) and making unload 100% chance for the first projectile? Would also suggest pistol #2 is changed.
5. Ankle Shots is now a terrible trait that is never worth taking courtesy of ThrynDrakarian.3179
Please give us a pistol enhancing trait that is worth taking. Perhaps a modified form of ricochet? Lots of discussion in this thread and others on this topic.
I don’t think that everything on these lists would be a final and conclusive fix to the issues our class & e-spec have, but it would be an excellent start.
Thanks, that’s all I’ve got for now. As I mentioned, I intend to keep this thread up to date and add/remove/adjust the lists as you guys see fit. Please respond with your ideas.
Edit: I’m seeing a handful of “rebalance” suggestions which involve pretty hard nerfs (such as raising the initiative cost of heartseeker or reducing the passive heal from signet of malice). I’m going to leave these out for now. This thread is intended for direct buffs, that don’t involve corresponding nerfs which could possibly leave us in a worse place. Plenty of great ideas on that line, please keep them coming.
(edited by wolfpaq.7354)
Last time I made a list of suggestions for the Daredevil, Anet took 8 (well, 7.5, half of one) of them and put it in for the next BWE.
I wouldn’t be so proud of contributing to what is looking to be far and away the most worthless elite spec in the game.
Yeah I mean, here we have two very obvious fixes & buffs being given to other classes, to other skills and traits which function identically to ours, and we’re getting nothing.
What gives? Is there a compelling balance reason that Eles should be able to spread their auras at a 600 range, but we can spread our venoms at the same range?
Is there a compelling balance reason that the UTILITY scorpion wire should remain broken when the TOOLBELT skill is getting fixed?
If so… please explain them… if not, why are you leaving the thief in such a broken state…
He opened on you for 10k… Whats your point?
A thief did damage in pvp. He clearly thought arenanet had fixed that problem.
Powerful Aura: Increased the effective radius of this trait from 360 to 600.
Venomous aura could really use the same treatment.
Tool Kit: Updated Magnet to allow it to pull a target the full distance to you if the target was near maximum range.
You realize scorpion wire has the EXACT same problem right? Right??? Hello?
Does anyone over there play a thief? Does anyone over there even care?
I just want to know how people get this info, not saying I do not believe you but just like the other guy who got the pictures of the drawing board lol.
I’m confused by what you mean. The youtube video I linked was to the presentation of the new ranger elite spec by an arenanet developer.
That’s right. That is an arenanet developer sitting there saying that dodge will not be enough to survive most of the expansion content.
Meanwhile another arenanet developer goes and designs our entire elite spec around dodge.
what’s their excuse?
Forget inter-elite spec communication for a second . What’s the excuse for designing thief elite spec around dodge, when they are explicitly designing content for which dodge will not be an acceptable defense???
I mean, come on. Surely the person in charge of designing content should have checked in with each of the elite spec teams to make sure what they are designing would be compatible with the content being designed right? Right?
So what happened? Did they skip the thief meeting for the last 9 months?
despite what others may say
Oh really. You mean despite what others, such as the developers of the content itself may say?
https://youtu.be/K2ZHhJQn0B8?t=67
Most of the content of heart of thorns where there’s gonna be a lot more pressure on the player that you simply can’t dodge to survive.
Do you know better than the people who are designing the actual content? Somehow I doubt it.
The daredevil spec was confirmed garbage at twitchcon this weekend.
Arenanet is struggling with an impossible design decision. Make raids accessible to the majority of their playerbase or ruin the berserker meta. Either or. You can’t have both.
The skill cap is just way too high. My guess is that the zerker meta will be just fine when they realize that only .1% of their playerbase is making any headway and nerf raids. If they even need to nerf them at all. The zerker nerf may just be an idle threat.
If arenanet expects pvp to be taken seriously then they will need to release a leaderboard. Any leaderboard worth a dmn will mention profession. It will become abundantly clear pretty quickly that thieves are garbage. Whether they react appropriately to that information is another question. They haven’t so far so there’s no reason to expect they will in the future but I could be wrong.
shadow clone jutsu?
Well then. Guess the answer to those questions were a resounding NO.