An Eye on the Deadeye - Page 12 — Guild Wars 2 Forums

An Eye on the Deadeye

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  • lpgfou.5327lpgfou.5327 Member ✭✭
    edited May 11, 2018

    @DragonSlayer.1087 said:
    1. Give back Malice passive 3% extra damage per point.
    2. Rifle #4 Kneel Skill Sniper's Cover - Change to: Shadowstep to target location. Range 900
    3. Silent Scope - Add: Sniper's Cover now grants stealth (3 seconds) and stops you from auto attacking.
    4. Increase rifle range to 2000 when kneeling and have bullets pierce (just like the kitten longbow).

    good idea
    change too Death's Retreat to instant skill , you take every time all damage due to the activation time so it dont work.. and distance to 900 for a real retreat

  • @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

  • @Vulcaruss.9567 said:

    @Curennos.9307 said:

    @Vulcaruss.9567 said:

    @Curennos.9307 said:

    @Aistos.5174 said:

    @Curennos.9307 said:

    @Aistos.5174 said:

    @Specialka.7290 said:
    They did not revamp DE to only fix one build.

    It was because the system was kitten, boring and bland before. Now, you have to be more active while playing DE, especially with Rifle. Though it could need some tweaks, it is better designed now than before.

    You perfectly name the problem: Now we have to play this active playstyle. Imo active players aren’t automatically the better players; the diversity makes it.
    All the other classes are already (hyper)active classes and now they take away the only specialisation which was different.

    If you want to play an active class you have several options in this game. I don’t want to offend anyone but I honestly don’t understand why the „active/dynamic“ players decided for rifle DE.
    For a calm ranged damage dealer there was exactly one possibility - untill this patch, now it is gone.
    And I wasn‘t a DJ spammer before; I loved to change the place while stealthed and chose the right moment for DJ (in PvP, PvE is another thing) - without the need of beeing stealthed. I wouldn‘t have had a problem with a DJ nerf (for PvP/WvW), but I have a problem with seeing this unique specialisation disapear of this great game.

    There are maybe some points for the trait changes you can talk about but I haven‘t seen one good reason for the changes in the rifle skills yet.

    THe entire game was meant to be active. If you want to be a 'calm ranged damage dealer' you can still kneel and just spam rifle 3. Or pistol 3. It's also not horribly difficult to press your elite skill, dodge roll or a stealth utility and then press 1. Rifle also has a smoke field now, which can be comboed with standing 4 for stealth.

    I don‘t like using the same skill over and over again. With the removal of cursed bullet and the unnecessary stealth need of DJ they took away some main mechanics for me. And gave me this useless smoke wall instead. Of course I could arrange with this new skill set but it just doesn‘t make sense to me and takes the fun out of the game. And for me a game like GW 2 has to be fun.

    May I ask if you for yourself see any benefits in the new rifle skills (not malice changes)? I‘m just interested...

    Certainly. Crouching rifle 4 is amazing and would definitely cover, or compensate, for the removable of unbockable from DJ. You can fire away at opponents pretty much freely without fear of ranged retaliation (except for unblockables obv). It's also a smoke field, so 20% to blind people you shoot at with the rifle. And you can use it with rifle 4 standing to get stealth. It's an amazing skill.

    And if you cast it in all four directions, it makes a pound sign xD The new maleficent GM trait thingy gives amazing sustain and pressure + boons such that you don't have to take trickery anymore. I can also fire off DJs more frequently, albeit lower damage (but I odn't need to hit someone for 30k - that's overkill).

    You're actually defending that smoke wall abomination?... it's literally Smoke Screen that can be spammed infinitely and maintained with no worry of running out of initiative by itself. If you want to make a way for Deadeye to have projectile defense why not take a page out of swtor's book on the smuggler for crying out loud and give the Deadeye permanent cover.... the end result is the same.

    You get a pass for now because that was your phone, but go read who I was responding to. A fellow asked about the new rifle stuff. I explained. It was almost a mechanics only post, except for the little bit where I implied I thought it was a tad too strong - I haven't the faintest idea where you pulled the rest from, but it stinks.

    I see, well regardless I still hate the Smoke Wall, I was personally hoping they would add a more Deadeye Themed skill, rather than just put an already existing one on an Initiative skill to replace the strongest move the Deadeye had. All of the Deadeyes ability's have this Shadowy Orange tinged to them, Snipers Cover Smoke Wall simply does not fit with the Rifle weapon set in it's current implemented state.

    Wishful thinking, but: remove stealth from dodge and make kneeling 4 on rifle something in line of a very short blink skill (radius 100/120 or sth) that gives stealth and creates shadow clone 1 second after cast. This shadow clone (looking like fractal avenger or sth... shadow magic thingy I would say xD) is purely animation (like mob fanged iboga nightmarish creations), but it simulates usage of DJ (laser and sound). As a animation it should be untargettable and not possible to body block attacks. Skill highly gated behind initiative cost with ammo mechanics (internal cooldown on skill usage and ammo cd). As shadow clone is purely pvp oriented it can be gated by trait so this skill have both pve and possible more pvp oriented side (this trait can increase ini cost/cooldown of skill or lower number of ammunition).

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

  • @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

  • DragonSlayer.1087DragonSlayer.1087 Member ✭✭✭

    @DemonSeed.3528 said:

    @DragonSlayer.1087 said:
    1. Give back Malice passive 3% extra damage per point.
    2. Rifle #4 Kneel Skill Sniper's Cover - Change to: Shadowstep to target location. Range 900
    3. Silent Scope - Add: Sniper's Cover now grants stealth (3 seconds) and stops you from auto attacking.
    4. Increase rifle range to 2000 when kneeling and have bullets pierce (just like the kitten longbow).

    Wouldn't #2 not be a great idea for a ranged weapon to go in melee range? #3 I can think of by manually turning off the AA, but it could be a qol. #4 I am sure everyone would like/agree for the range, not so sure about piercing but that would be a bonus if put somewhere on a trait.

    My idea for #2 + #3 is for it to be like the utility Shadowstep where you pick a target location. It's more to trick the enemy so they won't know where you'll deliver the shot vs being melee range.

  • TwiceDead.1963TwiceDead.1963 Member ✭✭✭
    edited May 11, 2018

    @Wondrouswall.7169 said:

    Peripheral Vision and the +20% duration bonus on stolen skills for each Malice the player had were integral into making boon-share work. That potential is now weaker due to the loss of being able to share additional boons from stolen skills with nearby allies around the marked target and the duration extension per-Malice removed from stolen skills. On top of that, Premeditation ends up contributing more towards DPS specs than boon-shares, mostly due in part to the 1% bonus damage per boon portion.

    I agree with you on everything else, but what you're saying is not quite how Periphal Vision worked.
    It shared Boons around you, and spread Conditions around your marked target to other enemies. Only FfE spread boons around you and your marked target as well.

    Regardless I want to see it re-instated as well.

    @DragonSlayer.1087 said:
    1. Give back Malice passive 3% extra damage per point.
    2. Rifle #4 Kneel Skill Sniper's Cover - Change to: Shadowstep to target location. Range 900
    3. Silent Scope - Add: Sniper's Cover now grants stealth (3 seconds) and stops you from auto attacking.
    4. Increase rifle range to 2000 when kneeling and have bullets pierce (just like the kitten longbow).

    3% is too much with how Iron Sight gives a flat 10% from the get go. I'd change it to 1% to 2% depending on M7. Even then that's kinda sketchy considering if you run Premeditation and M7 as that basically gives you a flat 16% boost when M7 procs, ignoring the potential 3% you get from TotC in conjunction.

  • Aistos.5174Aistos.5174 Member ✭✭
    edited May 11, 2018

    You are right, it literally came out of nowhere and this makes this bad changes even worse. No one aked for changes of DE (maybe not more than a nerf of DJ in numbers PvP wise); and now you can‘t even play this class anymore. At least I and many others as it sounds, it just doesn‘t make fun anymore. If you give me a nerf I accept it without saying anything (never posted here before 5/8 patch) but not if you take away my class/spec.

    For me the DE spec was the main reason to buy PoF either; so much for trust in this game. And if this happens to DE in this way, it can happen to every other class too, anytime and out of nowhere...

  • TwiceDead.1963TwiceDead.1963 Member ✭✭✭
    edited May 11, 2018

    @Aistos.5174 said:
    You are right, it literally came out of nowhere and this makes this bad changes even worse. No one aked for changes of DE (maybe not more than a nerf of DJ in numbers PvP wise); and now you can‘t even play this class anymore. At least I and many others as it sounds, it just doesn‘t make fun anymore. If you give me a nerf I accept it without saying anything (never posted here before 5/8 patch) but not if you take away my class/spec.

    For me the DE spec was the main reason to buy PoF either; so much for trust in this game. And if this happens to DE in this way, it can happen to every other class too, anytime and out of nowhere...

    Enough with the hyperbole...
    Deadeye as a trailtline is (mostly) fine.
    Rifle as a weaponset is the only issue that needs to be sorted.

  • Specialka.7290Specialka.7290 Member ✭✭✭

    They won't roll back, you know that? Time to grow up I guess and take it like a man.

    The gameplay before was bland and boring, it is more dynamic and fun now. Deal with it.

    Would be nice to have another access to stealth than the roll and utility skills.

  • @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

  • lpgfou.5327lpgfou.5327 Member ✭✭

    @Specialka.7290 said:
    They won't roll back, you know that? Time to grow up I guess and take it like a man.

    lol it's a game not life, better answer is : this game is not balanced so go play an OP class (ex: mesmer, war, druid ,etc )

    @Specialka.7290 said:
    The gameplay before was bland and boring, it is more dynamic and fun now. Deal with it.

    say "for me" 'cause it is boring slow and bad for me

    @TwiceDead.1963 said:
    Deadeye as a trailtline is (mostly) fine.

    it's why nobody use it with rifle

  • TwiceDead.1963TwiceDead.1963 Member ✭✭✭

    @lpgfou.5327 said:

    @TwiceDead.1963 said:
    Deadeye as a trailtline is (mostly) fine.

    it's why nobody use it with rifle

    Do you have some kind of severe reading comprehension? Or are you just particularly selective in your quotations to push your agenda?

    @TwiceDead.1963 said:
    Enough with the hyperbole...
    Deadeye as a trailtline is (mostly) fine.
    Rifle as a weaponset is the only issue that needs to be sorted.

  • lpgfou.5327lpgfou.5327 Member ✭✭

    my bad, i bug on the first affirmation

  • Aistos.5174Aistos.5174 Member ✭✭
    edited May 11, 2018

    Call it whining or whatever you want I don‘t care. I was just consenting CattyWampus and listed two facts for me personally:
    1. I liked DE very much and decided to buy PoF because of this class.
    2. As it is now it doesn‘t make fun to play for me so I don‘t play it anymore.

    Maybe someone who is interested in how players feel about the update (dev, other unhappy players) sees it, maybe not. But I can for sure do without your wise comment.

    At least in the „another access to stealth“ part of your comment I agree with you.

    @TwiceDead.1963 said:

    @Aistos.5174 said:
    You are right, it literally came out of nowhere and this makes this bad changes even worse. No one aked for changes of DE (maybe not more than a nerf of DJ in numbers PvP wise); and now you can‘t even play this class anymore. At least I and many others as it sounds, it just doesn‘t make fun anymore. If you give me a nerf I accept it without saying anything (never posted here before 5/8 patch) but not if you take away my class/spec.

    For me the DE spec was the main reason to buy PoF either; so much for trust in this game. And if this happens to DE in this way, it can happen to every other class too, anytime and out of nowhere...

    Enough with the hyperbole...
    Deadeye as a trailtline is (mostly) fine.
    Rifle as a weaponset is the only issue that needs to be sorted.

    Yeah you are right, I wasn‘t accurate enough: I was mainly talking about the rifle skills, they are the really screwed up part of this patch imo.

  • People hate change. I get that. But change is inevitable, so might as well roll with it and see what you can do. I screwed up on an earlier post, and feel like an idiot, but a later post corrected my understanding of something, so now I have a better understanding of how things work now (specifically I missed that you only gain malice from skills with an initiative cost, oops).

    The other thing is, everyone has complained about powercreep since HoT dropped. A lot of changes (not just deadeye either) have worked to roll back some of this. So people asked for reducing the powercreeep and they are getting it, they just don't like it because everyone hates seeing their dps drop. shrugs This is a more general statement btw, not specific to just deadeye.

    I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

    So long as other classes are having their power reduced as well, I'm ok with this. Druid got hit pretty hard too, but they still function, they just have a hard choice to make on what they are gonna be good at. Same with us having Perfectionist rolled into M7, and having to choose between that, BQOBK and FfE. I'm ok with that. Just means more build diversity. Other classes will likely get changes too.

    Gonna play this out for a while and see how it feels, now that I understand how it's supposed to work. Honestly been curious to try a stealth build for a while, so we'll see how this feels.

  • Zalavaaris.5329Zalavaaris.5329 Member ✭✭✭

    @Specialka.7290 said:
    They won't roll back, you know that? Time to grow up I guess and take it like a man.

    The gameplay before was bland and boring, it is more dynamic and fun now. Deal with it.

    Would be nice to have another access to stealth than the roll and utility skills.

    Having an unreliable dps mechanic is super fun AND dynamic.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭
    edited May 11, 2018

    @bearshaman.3421 said:
    I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

    the bosses that are immune to stealth? you mean raid encounters with permanent reveal? you can remove this reveal with shadow meld, it does not pulsate so it sjust a long initial reveal. else even if they see and attack you, as long as you can apply stealth you can aswell use stealth skills

  • @MUDse.7623 said:

    @bearshaman.3421 said:
    I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

    the bosses that are immune to stealth? you mean raid encounters with permanent reveal? you can remove this reveal with shadow meld, it does not pulsate so it sjust a long initial reveal. else even if they see and attack you, as long as you can apply stealth you can aswell use stealth skills

    I'll check that out. Maybe I was doing something else wrong lol

  • Wondrouswall.7169Wondrouswall.7169 Member ✭✭✭

    @TwiceDead.1963 said:
    I agree with you on everything else, but what you're saying is not quite how Periphal Vision worked.
    It shared Boons around you, and spread Conditions around your marked target to other enemies. Only FfE spread boons around you and your marked target as well.

    Regardless I want to see it re-instated as well.

    Thanks for the correction. I missed that part while writing it up. Should have caught it when I went through it again to edit and put in "and conditions" between "allies" and "around". Hoping PV returns soon and not like a year from now "soon™". :grimace:

    PET PRECISION & DPS DATA (DPS outdated)
    Back in Black... Desert Online.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭
    edited May 11, 2018

    @bearshaman.3421 said:

    @MUDse.7623 said:

    @bearshaman.3421 said:
    I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

    the bosses that are immune to stealth? you mean raid encounters with permanent reveal? you can remove this reveal with shadow meld, it does not pulsate so it sjust a long initial reveal. else even if they see and attack you, as long as you can apply stealth you can aswell use stealth skills

    I'll check that out. Maybe I was doing something else wrong lol

    but it may depend, sloth is different. he applies reveal for 30s on his hits, so dont get hit :D
    it was better with old DJ, as this was an option to overwrite long reveals without cd.

  • @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

  • MUDse.7623MUDse.7623 Member ✭✭✭✭
    edited May 11, 2018

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

    but what is killing you? them not dying or your going to offensive to try and force their death? i mean you could probably stall the fight easily.

  • @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

    but what is killing you? them not dying or your going to offensive to try and force their death? i mean you could probably stall the fight easily.

    As a S/D thief , I cant.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

    but what is killing you? them not dying or your going to offensive to try and force their death? i mean you could probably stall the fight easily.

    As a S/D thief , I cant.

    most SA builds use d/p. d/p wins against s/d with or without SA, how do you know it is because of SA that you lose?

  • @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

    but what is killing you? them not dying or your going to offensive to try and force their death? i mean you could probably stall the fight easily.

    As a S/D thief , I cant.

    most SA builds use d/p. d/p wins against s/d with or without SA, how do you know it is because of SA that you lose?

    I know D/P win S/D now. but before HOT, D/P and S/D have a 50:50 fight without SA, but use SA then D/P wins. after HOT ,D/P is hardcounter S/D without SA

  • BlaqueFyre.5678BlaqueFyre.5678 Member ✭✭✭✭

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

    but what is killing you? them not dying or your going to offensive to try and force their death? i mean you could probably stall the fight easily.

    As a S/D thief , I cant.

    most SA builds use d/p. d/p wins against s/d with or without SA, how do you know it is because of SA that you lose?

    I know D/P win S/D now. but before HOT, D/P and S/D have a 50:50 fight without SA, but use SA then D/P wins. after HOT ,D/P is hardcounter S/D without SA

    D/P has hard countered S/D since the beginning of the game and still does without even using SA...

  • Calderis.4780Calderis.4780 Member ✭✭

    lol. As if it wasn't enough allready to be backstabbed for over 20k. Do your kitten. I don't care for a ban anyways since it's down to see nothing, suddenly being one hitted, respawning and repeat.

  • babazhook.6805babazhook.6805 Member ✭✭✭✭
    edited May 11, 2018

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @MUDse.7623 said:

    @Arlowslol.1974 said:

    @DemonSeed.3528 said:
    Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [I am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

    NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

    stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

    the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

    even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

    now is the issue the amount of stealth or the burst from it - i am confused.
    first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.
    i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

    SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

    but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

    because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

    And without the PVP point, it become more cancer in WVW.

    yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.
    SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

    no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

    cancer are not just SA, minstrel ,dire and trailblazer are the same

    In WvW if I am using SA over one of the other lines my damage output drops. I will drop SA when I with a smaller group as survival and resets not needed as much as outright damage so as to focus a target and get it down as quickly as possible. If I am solo , I need survival more and will lean towards SA and dropping damage potential. Pressure IS greater without SA. In those situations where there is a 1v1 , the opening blow can win or lose a fight and this enhanced when one NOT in SA and focused on outright damage lines instead. If your enemy a warrior, necro , scourge and the like your camping stealth is not helping a lot. You want to be able to burst him down quick. Camping stealth on a warrior just sees him heal up and get his skills off cooldown.

    There is more to WvW then fighting thief on thief. It not a dueling mode.

  • babazhook.6805babazhook.6805 Member ✭✭✭✭

    @Tashigi.3159 said:
    You're trying to educate a wall.
    I'd give up if I were you. He is probably like the rest of WVW/PVP only players who think having quick access to burst equals high substained DPS.

    Well from what I read, you prefer fighting walls in any case.

  • Calderis.4780Calderis.4780 Member ✭✭

    Just a bunch of legalised cheaters.

  • Calderis.4780Calderis.4780 Member ✭✭

    Am i glad i ain't throw any money at this company anymore.

  • Asphelt.6802Asphelt.6802 Member ✭✭

    @babazhook.6805 said:

    @Tashigi.3159 said:
    You're trying to educate a wall.
    I'd give up if I were you. He is probably like the rest of WVW/PVP only players who think having quick access to burst equals high substained DPS.

    Well from what I read, you prefer fighting walls in any case.

    OOOOOOOOOOOOOOOOOOOOO

  • Please patch the Stealth bug and buff all dj 110 %. Thanks

  • so when do you plan to make thieves attacks blockable again?

    or do you hate everyone not playing thief?

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @VAHNeunzehnsechundsiebzig.3618 said:
    so when do you plan to make thieves attacks blockable again?

    or do you hate everyone not playing thief?

    please dont tell me that is about DJ.
    that is alot easier to avoid and less spammable then CB was, so we got a nerf to our unblockable potential.

  • Legatus.3608Legatus.3608 Member ✭✭✭

    @VAHNeunzehnsechundsiebzig.3618 said:
    so when do you plan to make thieves attacks blockable again?

    or do you hate everyone not playing thief?

    Found the FB.

  • Klypto.1703Klypto.1703 Member ✭✭✭

    Yeah they really should put the stealth back onto the rifle #5 especially since the dodge roll requires you to use the rifle when doing it. Plus its not a daredevil so it has no endurance management and then weapons stated like s/p and p/p have very little access to stealth to use their malicious attack. I like how the judgement is the stealth attack but that rifle stealth change is just a bad change that needs to be reverted back or either something better. Possibly a compromise on the stealth is that it will stealth on the kneel if your endurance is less than 50% plus the other thing too the dodge roll is not instant access to stealth being out of combat so with abilities that will immediately lock you down there is no counter play at all in that scenario which happens all the time in wvw.

    One other thing though is that the reason for these changes either contradicting in nature or useless. The burst of shadows is the prime example of that because we do not have any traits or abilities that benefit blinding someone and even at 2500 range most likely if someone gets that far away they aren't going to die for it to activate. Then payback is kind of iffy because its good for recharging skills if you've got a lot of trash to target around you to get cd's off skills but beyond that it was a hard cc that had great synergy with Sword/pistol. So while it made some things better it made others worse.

    SO anyways here is to hoping they fix and/or get rid of the new annoying parts of DE so I can stop revealing myself and becoming immune to my own mechanics thx anet.

  • "If it ain't mesmer, make it bad"
    -ArenaNet

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Miatela.5047 said:

    Deadeye as a trailtline is (mostly) fine.

    It really isn't. A quick list of issues, in my opinion, from a PvE perspective.

    • The new M7 mechanic is broken for dagger/dagger so either dagger/dagger or M7 needs a rework. It is hard to determine how well it will work with rifle given how bad rifle is currently. M7 should be the trait we take for higher sustained damage in instanced PvE.
    • Be Quick or Be Killed is still a higher sustained DPS option and this has no interplay with the new Malice mechanic. This trait should be for burst builds in PvP and open world PvE, not the best option for sustained raid encounter damage.

    in a group the buffs from BQoBK/M7 are already provided by other team members so you only get 7 ini + 2 more malice or 200power/precision.
    as malice is no longer such a DPS boost, BQoBK will have a greater effect.
    some asked for an F3 to reset malice without stealth, if that was done buy debuffing the target with 2% more damage taken for every malice stack for 5-10seconds, then you can keep that debuff up and will buff the group DPS by 4% using m7 over BQoBK wich would put m7 ahead in sustained dps.

  • Miatela.5047Miatela.5047 Member ✭✭✭
    edited May 13, 2018

    @MUDse.7623 said:

    in a group the buffs from BQoBK/M7 are already provided by other team members so you only get 7 ini + 2 more malice or 200power/precision.
    as malice is no longer such a DPS boost, BQoBK will have a greater effect.
    some asked for an F3 to reset malice without stealth, if that was done buy debuffing the target with 2% more damage taken for every malice stack for 5-10seconds, then you can keep that debuff up and will buff the group DPS by 4% using m7 over BQoBK wich would put m7 ahead in sustained dps.

    That's a pretty in-depth way of agreeing with me that M7 needs to be higher sustained DPS in instanced PvE :p
    I do really like the idea of thief being able to bring any sort of support, I'm just not very hopeful that a change as major as the one you outline will happen since the original Deadeye rework was very poor and I doubt there will be much developer time spent on this rework of a rework.

    I guess the best we can do currently is stay hopeful and keep providing feedback. At least developers are finally listening to thief players. Sure it is because the rework was a hot mess in PvE but it honestly feels like this is the most attention that thieves have had in years.

  • @Leo G.4501 said:

    @bearshaman.3421 said:
    People hate change. I get that. But change is inevitable, so might as well roll with it and see what you can do.

    Slightly skewed argument. I don't think players are opposed to change but context plays a large role in how change is perceived. Is this a change to avert a game-breaking exploit? It has to be done! Is this a change that is relatively minor and only alters an aspect of the game for the better? Meh, if it's better or not is subjective but if it's minor, lots won't even notice it changed. Is this a change that greatly alters the look and/or feel of something that is popular for no largely perceivable reason (that was explained, at least)? Why?

    Someone above said just grow up and take it like a man, and that can be one way to go about it. But if you're actually paying attention, not everyone is going to do that. And if Anet keep making changes that require players to "grow up and take it like a man", well, they'll likely start to look for better options instead. Do you want more players in your game or less?

    I miss them explaining their overall reasoning behind changes they are making and where they are gonna make changes next. Though given some of the reactions that people have to that in the past (picking apart everything they say), I can understand why they may have become fed up with doing that. ;-;

  • @Klypto.1703 said:
    Yeah they really should put the stealth back onto the rifle #5 especially since the dodge roll requires you to use the rifle when doing it. Plus its not a daredevil so it has no endurance management and then weapons stated like s/p and p/p have very little access to stealth to use their malicious attack.

    This could be fixed by having one of the offhand pistol skills give stealth. As it is, it's the only weapon set that can't stealth itself somehow (rifle has one, but it is clunky, being the use of #4 for the field, and kneel #4 for the finisher).

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