How long more will Deadeyes go unchecked? — Guild Wars 2 Forums

How long more will Deadeyes go unchecked?

EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

Speaking as a Necro main.
They are a nightmare.
I have bias.
But their endless stealth needs nerf.

Visit 🏴‍☠️ Eremite's WvW Necromancy Graveyard 🏴‍☠️

CD -> TC -> Mag -> GOM -> AR -> JQ

<134

Comments

  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    @X T D.6458 said:

    @Brother.1504 said:
    Yup unfair that deadeyes have 1500 range. Scourges need 1500 range on their shades. That would definitely balance things out.

    They can stack stealth and malice stacks on you from 1500 range for extra damage. Deadeyes mark is way too powerful, I have been playing deadeye recently and have gotten to learn just how ridiculous this skill is.

    And they are also extremely mobile if they choose to and can disengage bad situations easily spamming rifle 4 Death's Retreat on top of their utilities.

    Visit 🏴‍☠️ Eremite's WvW Necromancy Graveyard 🏴‍☠️

    CD -> TC -> Mag -> GOM -> AR -> JQ

  • intox.6347intox.6347 Member ✭✭✭

    ranged classes are necro nemesis.... druid / soulbeast even core ranger can kitten necro without problem.
    And deadeye is more than that... necro have low mobility even if you try wurm / sand swell... also necro almost doesnt have usable projectile def...

    Multiclass WvW player
    Theorycrafted builds tester

  • I either killed a useless deadeye repeatedly with my soulbeast or the class is not actually as bad as people think. However TWO deadeyes I have yet to kill both, if engaged by both, with any class.

  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    @intox.6347 said:
    ranged classes are necro nemesis.... druid / soulbeast even core ranger can kitten necro without problem.
    And deadeye is more than that... necro have low mobility even if you try wurm / sand swell... also necro almost doesnt have usable projectile def...

    this is true however deadeyes can remain perma invis while roaming until they choose to engage.
    In which case, they would be dealing insane amount of damage out of invis with no tell.
    They usually cast mark which is a daze/stun and then burst.
    This require insane reflexes from the player to break stun and negate their damage or for the player to trait auto-trigger damage immune traits.

    Visit 🏴‍☠️ Eremite's WvW Necromancy Graveyard 🏴‍☠️

    CD -> TC -> Mag -> GOM -> AR -> JQ

  • intox.6347intox.6347 Member ✭✭✭

    @EremiteAngel.9765 said:

    @intox.6347 said:
    ranged classes are necro nemesis.... druid / soulbeast even core ranger can kitten necro without problem.
    And deadeye is more than that... necro have low mobility even if you try wurm / sand swell... also necro almost doesnt have usable projectile def...

    this is true however deadeyes can remain perma invis while roaming until they choose to engage.
    In which case, they would be dealing insane amount of damage out of invis with no tell.
    They usually cast mark which is a daze/stun and then burst.
    This require insane reflexes from the player to break stun and negate their damage or for the player to trait auto-trigger damage immune traits.

    yeah, i sometimes run this perma-stealth deadeye (it have some differences from one shot deadeye build... ) and you can move in stealth all the time.... sometimes i troll ppl run near them ... mark them but dont shoot :D just to see that panic :D but yes... thats strange mechanic. Also if i met lonely necro... i know he is dead... he cant outrun, he cant defend... no projectile hate (not much necros using corrosive poison cloud) , so he is dead.

    Multiclass WvW player
    Theorycrafted builds tester

  • Red Haired Savage.5430Red Haired Savage.5430 Member ✭✭✭✭
    edited April 6, 2018

    See to me I think the perma stealth classes should have to do some major trade offs to make their perma stealth work. They should have to give up skills and traits that give them mobility and invulnerabilities so that they can maintain their perma stealth. I also think in order for them to maintain it they should also not be able to take some of their damage traits because they need to slot stuff in for stealth.
    Edit: And yes I'm including Mesmers on this.

    #nornmodeisbestmode

  • Euryon.9248Euryon.9248 Member ✭✭✭

    Some classes will have inherent advantages over others in small-scale or 1v1 fights, but stealth deadeye vs necro (and some others as well) is virtually 0 risk/99% reward. You will not die, and you will likely kill him if he's alone or separated. I think being able to do massive attacks from stealth combined with high mobility is a ridiculous combination. Let them keep their mobility and damage, but remove the stealth, so that at least alert players can do something to prevent massive damage or insta-down with no warning.

  • Zero.3871Zero.3871 Member ✭✭✭

    @Euryon.9248 said:
    Some classes will have inherent advantages over others in small-scale or 1v1 fights, but stealth deadeye vs necro (and some others as well) is virtually 0 risk/99% reward. You will not die, and you will likely kill him if he's alone or separated. I think being able to do massive attacks from stealth combined with high mobility is a ridiculous combination. Let them keep their mobility and damage, but remove the stealth, so that at least alert players can do something to prevent massive damage or insta-down with no warning.

    same for mesmer

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭
    edited April 6, 2018

    @BlaqueFyre.5678 said:

    @EremiteAngel.9765 said:

    @intox.6347 said:
    ranged classes are necro nemesis.... druid / soulbeast even core ranger can kitten necro without problem.
    And deadeye is more than that... necro have low mobility even if you try wurm / sand swell... also necro almost doesnt have usable projectile def...

    this is true however deadeyes can remain perma invis while roaming until they choose to engage.
    In which case, they would be dealing insane amount of damage out of invis with no tell.
    They usually cast mark which is a daze/stun and then burst.
    This require insane reflexes from the player to break stun and negate their damage or for the player to trait auto-trigger damage immune traits.

    Sorry but there isn’t any insane amount of damage from Stealth with a Deadeye without tells, The facts prove that their “Insane”amounts of Damage come with some of the most Obvious tells in game.

    .#thosepeskyfacts

    You can abuse the action camera to fire deaths judgement without any tell whatsoever.

    .#thetruefacts

    Dont look a gift Asura in the mouth.
    No seriously, dont. Shark teeth.

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    It's not Deadeye tbh, it's stealth in general. Without the perma stealth (and for once this truly fits the definition of permanent) they're pretty weak.

    Hopefully they can do a big stealth overhaul at some stage in the future, affecting all the classes that use stealth.

    My ears, how are you! | Kourna Jackrabbit for default Springer

  • Warkind.6745Warkind.6745 Member ✭✭✭

    I wouldn't mind stealth getting taken down a notch as long as the defensive and offensive capabilities of the classes reliant on them (mesmer/thief) got tuned up a bit in return. Stealth is a decent mechanic, but I get the feeling it's too difficult to implement in a way that doesn't encourage stack and burst to get the most out of it.

    That said, I hardly see any deadeyes in WvW because it's such a vulnerable spec. Any Necro that's been in WvW for a significant period of time should be pretty familiar with fighting/avoiding ranged builds.

    All is vain.

  • EUmad.7645EUmad.7645 Member ✭✭

    @Warkind.6745 said:
    I wouldn't mind stealth getting taken down a notch as long as the defensive and offensive capabilities of the classes reliant on them (mesmer/thief) got tuned up a bit in return. Stealth is a decent mechanic, but I get the feeling it's too difficult to implement in a way that doesn't encourage stack and burst to get the most out of it.

    That said, I hardly see any deadeyes in WvW because it's such a vulnerable spec. Any Necro that's been in WvW for a significant period of time should be pretty familiar with fighting/avoiding ranged builds.

    There is a big difference between thief and mesmer . For thief stealth is much more important as mechanic than for mesmer. Mesmer has far less access to stealth and usually, with power gs chrono/mirage, you can use the first attack chain from stealth but if you don't kill you can be in trouble .Thief on the other side has much more access to stealth than mesmer ,but mesmer has much more active defense and sustain . I think in any case stealth as a major thread on thief, less on mesmer .

  • Crazy.6029Crazy.6029 Member ✭✭✭

    I'm pretty sure DEs and SoulBs are supposed to be the hard counter to Scourge. I remember a while back thief and ranger complaining about no being wanted in squad. This is Anets answer. They are a huge obstacle to deal with. I know some guilds I'll fight against whenever I show up they have dedicated DEs and seems all they do is target me, its actually quite effective and very annoying. I have to change some utilities around but its doable while roaming. I can make them run which is the best you'll get if not they will just keep resetting the fight and you will lose eventually(no way to generate enough LF to keep fighting) if they well played. In a zerg they generally will swing out away from the main blob( to avoid insta aoe death) so you kind of have to deal with them which can really throw off the big bomb we all love to throw. Best I can say is make them run and reposition somewhere.

  • ToPNoP.2493ToPNoP.2493 Member ✭✭✭
    edited April 6, 2018

    Deadeye is good for defeating distracted players, finishing downs, and hitting the tail as a group runs away. If I am successful on a deadeye, its because the zerg was already successful. Only distracted players are having problems with the deadeye, and any zerg will only have one or two, anything more becomes a liability. Scourge is still the number one used class, deadeye can not replace its ability to hit multiple targets and will never be the defacto number one zerg toon. Deadeye has trouble with ranged classes, mesmers, and tanky fb, of which deadeye stands little to no chance in defeating. Personally I target scourge, because they want to solo out of the zerg and be distracted in where they are placing huge giant and enormous circles, of which matter little where they are placed. Really, I think it is more of a positioning problem, or wanting to roam on what is now a team oriented build.

    I get smashed using deadeye allot, but I see its potential and don't want it to be nerfed before we can have some legitimate fun on it. My suggestion, play a roaming build to roam. Maybe anet can give the necro roaming status and make scourge the zerging build. Like the way I only play daredevil if I choose to roam on my thief, because deadeye has no real mobility and only a few tricks that the player hopes will work. Because against an experienced player newby tricks will not. It sounds like a mobility issue with necro, but whats the fun in having no beatable classes?

    Build a holosmith and see deadeye get 1 hit, a mirage, or any warrior with bulls charge and main hand sword or dagger (esp a berserker), you will see deadeye needs a team carry to do anything special. Lets not get into the non skilled game play, that's for open world pve. Lets keep competition in the hands of the competitor, and not in the hands of easy gimmicks to get away from a class that is just doing what its function is. If i am on my warrior, and a deadeye is mispositioned, that's all she wrote folks. And there is no waiting 20 seconds in down state like a necro has, its 2 seconds if anything hits.

    Anet seems to be going toward hot for roaming and pof for zergs. I like that change. Mainly because most have used hot builds a lot more than pof, and I notice a lot reverting back to hot. Having a choice of all builds depending on what function you wish to play is nice, not having a guild upset for someone playing a thief is nice. If deadeye is nerfed, zerg thief will be frowned on once more. And it will be even more useless as a solo roaming class. By the way, ever been hit by siege on a deadeye? I say, if they can survive that, they deserve a mispositioned player or two.

    Yes I like comms, but sadly I'm allergic to them.

  • TheGrimm.5624TheGrimm.5624 Member ✭✭✭✭

    @EremiteAngel.9765 said:
    Speaking as a Necro main.
    They are a nightmare.
    I have bias.
    But their endless stealth needs nerf.

    I think you might biased here. They are a counter to Necros, but overall across multiple classes they are kind of meh. Also have you tried one? Play all classes and most builds and if anything think they could use some adjustments but don't see them as these be-all class. Not saying I am a fan of perma-stealth but don't really worry about them much either.

    Envy the Madman his musing when Death comes to make fools of us all.
    De Mortuis Nil Nisi Bonum.
    TheGrimm PoTBS/GW1/WAR/Rift/GW2/MWO/ESO/WoT/WoW/D2/HoTS/Civ6/CU/AoC

  • ToPNoP.2493ToPNoP.2493 Member ✭✭✭
    edited April 6, 2018

    @EUmad.7645 said:

    @Warkind.6745 said:
    I wouldn't mind stealth getting taken down a notch as long as the defensive and offensive capabilities of the classes reliant on them (mesmer/thief) got tuned up a bit in return. Stealth is a decent mechanic, but I get the feeling it's too difficult to implement in a way that doesn't encourage stack and burst to get the most out of it.

    That said, I hardly see any deadeyes in WvW because it's such a vulnerable spec. Any Necro that's been in WvW for a significant period of time should be pretty familiar with fighting/avoiding ranged builds.

    There is a big difference between thief and mesmer . For thief stealth is much more important as mechanic than for mesmer. Mesmer has far less access to stealth and usually, with power gs chrono/mirage, you can use the first attack chain from stealth but if you don't kill you can be in trouble .Thief on the other side has much more access to stealth than mesmer ,but mesmer has much more active defense and sustain . I think in any case stealth as a major thread on thief, less on mesmer .

    yesterday a team of 5 i was in hit on a mirage for 1 minute 40 seconds before his defenses ran out. He had a few team mates at first, but i also targeted him first. He was the last to die, but it took forever to get through stealth, diamond skin, and blur. Mesmer may not have this much, but mirage is almost immortal in small group game play. But as for the rest of this forum post, maybe necro needs some love, not scourge haha, necro.

    Yes I like comms, but sadly I'm allergic to them.

  • Napo.1230Napo.1230 Member ✭✭✭

    Its hard for me to feel any sympathy sorry haha I literally quit playing revenant because of Necro (scourge to be exact) and how broken it is to melee with them. Rev is my all time favourite but it's paper atm so kitten you haha.
    Deadeyes cause me no problem on most classes I find them so predictable. My tips are listen for audio ques, abuse terrain and look for black powder and the very bright laser beam.
    The ones that trouble me are the ones who don't hide in stealth but use d/p to build malice and waste dodges.

  • Warkind.6745Warkind.6745 Member ✭✭✭

    @EUmad.7645 said:

    @Warkind.6745 said:
    I wouldn't mind stealth getting taken down a notch as long as the defensive and offensive capabilities of the classes reliant on them (mesmer/thief) got tuned up a bit in return. Stealth is a decent mechanic, but I get the feeling it's too difficult to implement in a way that doesn't encourage stack and burst to get the most out of it.

    That said, I hardly see any deadeyes in WvW because it's such a vulnerable spec. Any Necro that's been in WvW for a significant period of time should be pretty familiar with fighting/avoiding ranged builds.

    There is a big difference between thief and mesmer . For thief stealth is much more important as mechanic than for mesmer. Mesmer has far less access to stealth and usually, with power gs chrono/mirage, you can use the first attack chain from stealth but if you don't kill you can be in trouble .Thief on the other side has much more access to stealth than mesmer ,but mesmer has much more active defense and sustain . I think in any case stealth as a major thread on thief, less on mesmer .

    In my experience fighting them, the mesmer meta relies on stealth at least as much as your average D/P thief and in the theoretical situation that stealth was nerfed across the board I think they'd suffer equally. All the evades/damage negation they have probably wouldn't be enough to offset it, and I think that despite being in an easily superior position to most classes right now they'd still need adjustments to balance it out.

    All is vain.

  • @Napo.1230 said:
    Also mirage is 10x worse it can't die. Rumour has it even /suicide doesn't even work

    I heard that Chuck Norris mains a mesmer.

    #nornmodeisbestmode

  • @EremiteAngel.9765 said:

    @intox.6347 said:
    ranged classes are necro nemesis.... druid / soulbeast even core ranger can kitten necro without problem.
    And deadeye is more than that... necro have low mobility even if you try wurm / sand swell... also necro almost doesnt have usable projectile def...

    this is true however deadeyes can remain perma invis while roaming until they choose to engage.

    > In which case, they would be dealing insane amount of damage out of invis with no tell.

    They usually cast mark which is a daze/stun and then burst.
    This require insane reflexes from the player to break stun and negate their damage or for the player to trait auto-trigger damage immune traits.

    That is untrue. Deadeye actually has the most obvious tells in the game, the voice line they say right before DJ fires. If you play with music on or sound low, I can see how it would be a problem, but if your sound is on and loud enough, you can hear the skill.

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭

    Everyone: "Hey thieves what do you guys fear?"
    Thieves answering while in stealth: "Stealth traps"
    ....
    ..
    .
    Everyone: "BWAHAHAHAHA, we gon plaster the ground with stealth traps just like necro marks!"

    "Is there pvp stuff for this?" "Absolutely, eh we actually have a new armor set coming soon."
    "From the back of the room!, the one pvp fan! we got him! WoAH!"
    || Stealth is a Terribad Mechanic ||

  • @XenesisII.1540 said:
    Everyone: "Hey thieves what do you guys fear?"
    Thieves answering while in stealth: "Stealth traps"
    ....
    ..
    .
    Everyone: "BWAHAHAHAHA, we gon plaster the ground with stealth traps just like necro marks!"

    LOL, but in all seriousness stealth traps require 10 supply which you may or may not have and then you're stuck camping a stealth trap cause you can only have one trap up at a time, and deadeyes can remove revealed.

    #nornmodeisbestmode

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭

    @Red Haired Savage.5430 said:

    @XenesisII.1540 said:
    Everyone: "Hey thieves what do you guys fear?"
    Thieves answering while in stealth: "Stealth traps"
    ....
    ..
    .
    Everyone: "BWAHAHAHAHA, we gon plaster the ground with stealth traps just like necro marks!"

    LOL, but in all seriousness stealth traps require 10 supply which you may or may not have and then you're stuck camping a stealth trap cause you can only have one trap up at a time, and deadeyes can remove revealed.

    It's a poorly implemented counter which came 9 months after release, tells you how little they were thinking about the pvp aspects of this mechanic in development, a couple classes got reveal over the years, but yeah now they can remove that too. WoW's system was done a lot better, stealth is used as opening combat and to get away, not constantly spammed in combat, if the target is in front of you then you have a chance to get a glimpse of them and you can hear a very distinctive audio cue for it.

    "Is there pvp stuff for this?" "Absolutely, eh we actually have a new armor set coming soon."
    "From the back of the room!, the one pvp fan! we got him! WoAH!"
    || Stealth is a Terribad Mechanic ||

  • Kaiser.9873Kaiser.9873 Member ✭✭✭

    @StainedSilva.1726 said:
    I either killed a useless deadeye repeatedly with my soulbeast or the class is not actually as bad as people think. However TWO deadeyes I have yet to kill both, if engaged by both, with any class.

    A Scourge will not kill a Deadeye, unless that Deadeye is pathetic. Too many disengages, too much stealth, and too much range.

  • @XenesisII.1540 said:

    @Red Haired Savage.5430 said:

    @XenesisII.1540 said:
    Everyone: "Hey thieves what do you guys fear?"
    Thieves answering while in stealth: "Stealth traps"
    ....
    ..
    .
    Everyone: "BWAHAHAHAHA, we gon plaster the ground with stealth traps just like necro marks!"

    LOL, but in all seriousness stealth traps require 10 supply which you may or may not have and then you're stuck camping a stealth trap cause you can only have one trap up at a time, and deadeyes can remove revealed.

    It's a poorly implemented counter which came 9 months after release, tells you how little they were thinking about the pvp aspects of this mechanic in development, a couple classes got reveal over the years, but yeah now they can remove that too. WoW's system was done a lot better, stealth is used as opening combat and to get away, not constantly spammed in combat, if the target is in front of you then you have a chance to get a glimpse of them and you can hear a very distinctive audio cue for it.

    See I'd be fine with stealth being like that, that you use it in your opening, but once you're in combat you can't go back in.

    #nornmodeisbestmode

  • Kaiser.9873Kaiser.9873 Member ✭✭✭

    @Illconceived Was Na.9781 said:
    Before asking for a profession to get nerfed, ask the experts of that prof what they fear, how they would counter.

    Otherwise, it reads as if the poster thinks ANet should spend its time doing something that poster doesn't want to do themself: read up, learn new techniques, try out the class and see if it is (or isn't) that easy.

    Deadeyes are, of course, annoyingly deadly. But so is any class when you don't know how to fight against it. Do the homework first, then come back and be more specific about what you'd change and why it's good for the game, not just for those who haven't figured out how to deal with the mechanics.

    Tbh I don't care about a nerf, except perhaps a longer mechanic by which you couldn't restealth as quickly. What I do know from trying Deadeye out is that it is not easily countered, can escape very easily(if built for it), can get huge hits off pretty easily, and makes a Scourge into meat with little to no danger.

  • Fallesafe.5932Fallesafe.5932 Member ✭✭✭
    edited April 6, 2018

    Deadeye is hard to play. Maintaining stealth is a juggling act that gets especially difficult as soon as you choose a mark. Good deadeyes put a lot of work into getting to that place. I have a deadeye in full BiS equipment. And I had to just shelve him after a week and roll a scourge because I was getting nowhere.

    Cry all you want, but try it first. It may open your eyes.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @Kovu.7560 said:
    • Decent thieves murder necromancers with mobility.
    • Even the shottiest of ranged specs murder necromancers by kiting.

    You just met one of the biggest hard-counters in the game. It'd be like throwing in a grass/bug type pokemon in to face a fire type.

    ~ Kovu

    Scourge is the reason I bring FGS on my weaver. They struggle vs any ranged mechanic. Of course some perform better because the player is more skilled vs ranged.,

    Thank You for the {MEME}

  • Nuka Cola.8520Nuka Cola.8520 Member ✭✭✭✭

    The fact that perma stealth is still possible almost six years after launch shows how much this dev cares about the balance in each particular game mode they offer in their game.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭
    edited April 6, 2018

    so in wich gamemode you can achieve something while being permastealthed? they fixed traps pretty fast as soon as it was possible.

  • Arioch.4810Arioch.4810 Member ✭✭✭

    long range firepower Vs a class that lacks invuls and/or blocks to weather the storm, in a 1v1 seting..i would say working as intended.

    Heck, add in a warrior with shield and you get entire rock->paper->scissor lineup, hard countering one but not both..

  • ToPNoP.2493ToPNoP.2493 Member ✭✭✭
    edited April 6, 2018

    @MUDse.7623 said:
    i wonder why there are so few players who run mainly deadeye, if they are this strong. deadeyes must have some downside to them, roamers are not known to avoid cheese builds so we would see way more if it was that easy.
    but as it is most deadeyes i see are not maining deadeye but switch to them after being killed by one, just to realize that they will die again as they are inexperienced.

    Absolutely, deadeye gets hammered hard. I want to learn it, but its mechanics are clunky. If someone is good on deadeye, they are probably great on something else. I know a revenant who is strait boss, but rev is terrible right now other than hammer spam. If rev gets buffed, then that person will make people raise eyebrows. I stink at deadeye, but that does not mean that I don't get lucky runs. If deadeye has any mechanic nerfs without buffs to balance it, then it will simply cease to exist as a competitive build. But really, it boils down to the best positioning of each class. If someone runs into a zerg of 50 by themselves and lives, either they got lucky or its passives carrying them, deadeye is a counter to those passives. But, I think deadeye is a hard roamer to learn. Maybe I will get lucky and it will eventually resonate with me.

    Yes I like comms, but sadly I'm allergic to them.

  • Turk.5460Turk.5460 Member ✭✭✭✭
    edited April 6, 2018

    @ToPNoP.2493 said:

    @MUDse.7623 said:
    i wonder why there are so few players who run mainly deadeye, if they are this strong. deadeyes must have some downside to them, roamers are not known to avoid cheese builds so we would see way more if it was that easy.
    but as it is most deadeyes i see are not maining deadeye but switch to them after being killed by one, just to realize that they will die again as they are inexperienced.

    ...If someone is good on deadeye, they are probably great on something else.

    I'm good on Deadeye. I'm terrible at everything else except Warrior - which is pretty much the easiest profession to play haha.

    Fort Aspenwood
    Jekkies

  • EremiteAngel.9765EremiteAngel.9765 Member ✭✭✭✭

    @ToPNoP.2493 said:

    @MUDse.7623 said:
    i wonder why there are so few players who run mainly deadeye, if they are this strong. deadeyes must have some downside to them, roamers are not known to avoid cheese builds so we would see way more if it was that easy.
    but as it is most deadeyes i see are not maining deadeye but switch to them after being killed by one, just to realize that they will die again as they are inexperienced.

    Absolutely, deadeye gets hammered hard. I want to learn it, but its mechanics are clunky. If someone is good on deadeye, they are probably great on something else. I know a revenant who is strait boss, but rev is terrible right now other than hammer spam. If rev gets buffed, then that person will make people raise eyebrows. I stink at deadeye, but that does not mean that I don't get lucky runs. If deadeye has any mechanic nerfs without buffs to balance it, then it will simply cease to exist as a competitive build. But really, it boils down to the best positioning of each class. If someone runs into a zerg of 50 by themselves and lives, either they got lucky or its passives carrying them, deadeye is a counter to those passives. But, I think deadeye is a hard roamer to learn. Maybe I will get lucky and it will eventually resonate with me.

    There is actually still a very strong rev roaming build right now in WvW.
    Condi boon spam torment spam staff sword sustain herald.
    They are almost impervious to power opponents and can duke for a good while against condi ones too.

    Visit 🏴‍☠️ Eremite's WvW Necromancy Graveyard 🏴‍☠️

    CD -> TC -> Mag -> GOM -> AR -> JQ

  • apharma.3741apharma.3741 Member ✭✭✭✭

    @MUDse.7623 said:
    i wonder why there are so few players who run mainly deadeye, if they are this strong. deadeyes must have some downside to them, roamers are not known to avoid cheese builds so we would see way more if it was that easy.
    but as it is most deadeyes i see are not maining deadeye but switch to them after being killed by one, just to realize that they will die again as they are inexperienced.

    It’s probably because most players either dislike sitting in stealth for 5 minutes stalking someone or put simply they can roll a much more easy class/build and face roll everyone, like condition mesmer.

    Either way the problem is and has always been stealth camping.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭
    edited April 7, 2018

    @apharma.3741 said:

    @MUDse.7623 said:
    i wonder why there are so few players who run mainly deadeye, if they are this strong. deadeyes must have some downside to them, roamers are not known to avoid cheese builds so we would see way more if it was that easy.
    but as it is most deadeyes i see are not maining deadeye but switch to them after being killed by one, just to realize that they will die again as they are inexperienced.

    It’s probably because most players [..] dislike sitting in stealth for 5 minutes stalking someone

    well above was posted:

    @EremiteAngel.9765 said:
    deadeyes can remain perma invis while roaming until they choose to engage.
    In which case, they would be dealing insane amount of damage out of invis with no tell.
    They usually cast mark which is a daze/stun and then burst.
    This require insane reflexes from the player to break stun and negate their damage or for the player to trait auto-trigger damage immune traits.

    he said if the deadeye choose to engage so there is no need to stalk someone for 5 minutes, its a choice. then comes insane damage without tells so sounds to me like a pretty easy super safe build that will grant me alot of kills in no time.

    but it is interesting to ask for a nerf without realizing that DE builds that daze/stun from mark and then immediatly burst are usually not the permastealth ones. going along side to SA with trickery instead of CS is quite the damage loss and the extra ini is not needed as you can oneshot - so no daze from there, if you try to remain in stealth you allways will go with silent scope and not with unforgiving - no stun from here ( tho you can use both together with traitswap during mark).
    permastealth DE will mostly use oneshot with huge tells in form of a DJ, while the type of attack you described with a dazing mark and then instant burst with stun is from DE builds that do not focus on stealth. thats like if i said a full minstrel support guard shouldnt be able to ontop of his 20k burning ticks hit me for 10k with his traps, you cant put together qualities of different builds and say it is OP, each individual build has its own strength and weaknesses. stealthy DE will have a hard time to kill anything that is not a solo nekro on open field without properly baiting and DE not so focused on stealth can be taken out alot easier. so you need to quickly see what kind of deadeye you are dealing with and well as a nekro you probably need to try to allways be near envoirement you can use but you will be at a disadvantage, like the deadeye will have some reflect and bodyblock issues in a zerg fight as well as many other issues, cant be top tier in every encounter.

  • apharma.3741apharma.3741 Member ✭✭✭✭

    @MUDse.7623 said:

    @apharma.3741 said:

    @MUDse.7623 said:
    i wonder why there are so few players who run mainly deadeye, if they are this strong. deadeyes must have some downside to them, roamers are not known to avoid cheese builds so we would see way more if it was that easy.
    but as it is most deadeyes i see are not maining deadeye but switch to them after being killed by one, just to realize that they will die again as they are inexperienced.

    It’s probably because most players [..] dislike sitting in stealth for 5 minutes stalking someone

    well above was posted:

    @EremiteAngel.9765 said:
    deadeyes can remain perma invis while roaming until they choose to engage.
    In which case, they would be dealing insane amount of damage out of invis with no tell.
    They usually cast mark which is a daze/stun and then burst.
    This require insane reflexes from the player to break stun and negate their damage or for the player to trait auto-trigger damage immune traits.

    he said if the deadeye choose to engage so there is no need to stalk someone for 5 minutes, its a choice. then comes insane damage without tells so sounds to me like a pretty easy super safe build that will grant me alot of kills in no time.

    but it is interesting to ask for a nerf without realizing that DE builds that daze/stun from mark and then immediatly burst are usually not the permastealth ones. going along side to SA with trickery instead of CS is quite the damage loss and the extra ini is not needed as you can oneshot - so no daze from there, if you try to remain in stealth you allways will go with silent scope and not with unforgiving - no stun from here ( tho you can use both together with traitswap during mark).
    permastealth DE will mostly use oneshot with huge tells in form of a DJ, while the type of attack you described with a dazing mark and then instant burst with stun is from DE builds that do not focus on stealth. thats like if i said a full minstrel support guard shouldnt be able to ontop of his 20k burning ticks hit me for 10k with his traps, you cant put together qualities of different builds and say it is OP, each individual build has its own strength and weaknesses. stealthy DE will have a hard time to kill anything that is not a solo nekro on open field without properly baiting and DE not so focused on stealth can be taken out alot easier. so you need to quickly see what kind of deadeye you are dealing with and well as a nekro you probably need to try to allways be near envoirement you can use but you will be at a disadvantage, like the deadeye will have some reflect and bodyblock issues in a zerg fight as well as many other issues, cant be top tier in every encounter.

    I didn’t describe dazing mark or anything just said that most people I talk to about DE only seem to know of the permanent stealth types that stalk you so you end up just running from the area. Which is why most people I know don’t play it, they also generally despise stealth camping so that’s another reason.

    Personally I tried it a long time ago trying to pick people off in a zerg before thinking eff this reflects everywhere, threw on the DP and violated a scourge before getting 13 torment on me for being near it. Doesn’t help that SD and DP give you more kills much faster than DE.

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