An Eye on the Deadeye - Page 6 — Guild Wars 2 Forums

An Eye on the Deadeye

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  • Miatela.5047Miatela.5047 Member ✭✭✭

    @Zalavaaris.5329 said:

    @Miatela.5047 said:

    @Zalavaaris.5329 said:
    So staff daredevil it is?

    Sadly, saw no buffs in the patch so will still be poor in terms of relative DPS.

    if you dodge while kneeling the silent scope cd removes itself pretty instant, you see the cooldown in your buff bar.

    but the stealth would be better applied at the end of the roll so you have a very low chance of self reveal.

    Yes, but for a PvE rifle rotation, we need to stand and then rekneel and then dodge. This is where the clunkiness kicks in

    It was only slightly behind but is now ahead of power deadeye in terms of feel and potentially damage. I'll need to see what the theorycrafters say about it.

    Staff Daredevil? You'll get more cleave but the DPS is very slightly lower than that of Deadeye opening with rifle and then switching to dagger/dagger ignoring the new Malice mechanic, ignoring the new Maleficent Seven trait and just spamming autos and CnD backstabs. Actually trying to use the new M7 with a Malice building Heartseeker rotation seems to be a noticeable DPS loss.

    However, both staff Daredevil and rifle + dagger/dagger Deadeye look like they are going to be behind most of the other power DPS options.

  • DemonSeed.3528DemonSeed.3528 Member ✭✭✭✭

    @Nomad.4301 said:
    So some initial observations of mine after the changes:

    1. [Silent Scope] the way this grants stealth feels extremely "clunky" and you often get revealed immediately after dodging due to projectiles still in the air striking the target mid-dodge, which then requires you to stop attacking, un-kneel, re-kneel then dodge again which totally kills the flow and any potential DPS.

    2.The [Silent Scope] mechanic where the stealth CD resets after un-kneeling and re-kneeling feels awful, it basically makes my rotation look like this (with M7) "Mark>3>3>3>3>dodge>1>3>3>3>3>kneel>kneel>dodge>1>repeat" the kneels/dodge in the middle kill the flow and lower DPS.

    3. The rotation is also no less stale then it was before when it was "1>1>1>4>1>1>1>1>4" it just has unnecessary kneeling and dodging thrown in now.

    4. Malice also feels completely useless now and even somewhat inhibiting on weapons that have no way to "consume" it. For example with P/P you fill up malice pretty fast and with the new M7 getting that extra ini regen and boons with full malice feels great however once you hit 7 malice you're stuck there until you use a stealth attack, which p/p has no real access to, even if you did take a stealth utility you would be using it JUST to dump the malice to get M7 to proc again because the stealth attack with pistol is very underwhelming, this also applies to SB, S/P, Spear, Harpoon Gun, and D/P if in an area with combo fields that overlap your smoke. A reasonable fix for this may be to just make re-applying mark on a target with max malice trigger the M7 effect.

    5.DPS feels much lower (about 5k less) this could just be me not used to the clunky rotation. However with the removal of the malice damage bonus and the addition of a 10% flat from a minor trait it does result in a 5-11% damage loss on the marked target.

    6.The deadeye heal skill is considerably worse now in PvE at least, it provides less healing then withdraw with almost twice the CD and less condi removal potential then it did before.

    I'll try and update this if i notice anything else.

    Do you know what it feels like to be a gopher sniper? INCOMING GOPHER SNIPER MEME kneel-pop-kneel-pop

  • Doctor Hide.6345Doctor Hide.6345 Member ✭✭✭

    @Miatela.5047 said:

    @Doctor Hide.6345 said:
    It sounds like you are talking purely PvP perspective. These changes screw over the PvE side.

    And they do so massively, while basically removing rifle as a PvE weapon beyond an opener to go into a brain dead dagger / dagger auto attack and backstab rotation which ignores all of the new malice mechanics. The old rifle setup with timing DJs and being aware of positioning was considerably more engaging (and did more DPS) that what we've been left with after this patch.

    Testing it out with the golem confirmed my worst fears as well as what you are saying. They pulled a Scrapper situation on DE. It will only take them 2 years to realize how bad they kittened up DE PvE rifle.

    If Life gives you lemons, put the lemons in a sack and beat up Life for giving you lemons in the first place.

  • Astyrah.4015Astyrah.4015 Member ✭✭✭

    @Doctor Hide.6345 said:

    @Miatela.5047 said:

    @Doctor Hide.6345 said:
    It sounds like you are talking purely PvP perspective. These changes screw over the PvE side.

    And they do so massively, while basically removing rifle as a PvE weapon beyond an opener to go into a brain dead dagger / dagger auto attack and backstab rotation which ignores all of the new malice mechanics. The old rifle setup with timing DJs and being aware of positioning was considerably more engaging (and did more DPS) that what we've been left with after this patch.

    Testing it out with the golem confirmed my worst fears as well as what you are saying. They pulled a Scrapper situation on DE. It will only take them 2 years to realize how bad they kittened up DE PvE rifle.

    yeah did the golem too, was able to do on par DPS before the update but i had to work more effort for the same output... so it hardly feels like they've improved DE... i don't think they'll retract on their changes and bring the old PvE DE back... probably just flat damage increases across the board if ever but that's already wishing for too much right now and that's if they actually listen to us

  • Doggie.3184Doggie.3184 Member ✭✭✭
    edited May 8, 2018

    Not a fan of forced stealth gameplay as mentioned before but on top of that the concept is rather strange now with Rifle. It's a Sniper encouraged to Kneel in place and attack but now they want you to move to trigger stealth via dodge roll or the rifle version of the "black powder combo" with Sniper Cover and Death's Retreat (not a very original idea for a replacement skill since I already found Rifle to be too similar to Dual Pistols.) to use it's stealth nuke. There's a lot of unnecessary movement and wasted resources for a Sniper, compared to just kneeling like before to trigger Silent Scope stealth. Stealth in dodge roll form is also less reliable and prone to failure as already pointed out by Nomad. Also; keeping track of an invisible CD for something so required is not very fun.

    Can someone tell me how viable it is to just ignore the new malice system and never use stealth? lol Should I just go back to Daredevil?

    The heal feels pointless when I can just keep using Withdraw which does the same thing better, outside of transferring, which is more a PvP thing and not as important as just getting rid of condi more often.

    Stolen things pretty much do no damage now since you only baselined the durations without Malice. :(

  • Kageseigi.2150Kageseigi.2150 Member ✭✭✭

    has uninterruptable stealth access

    My goodness, Anet... I thought the goal was to give Stealth counterplay by allowing ways to deny it. Can we please get a standard here? If it's ok to allow simple dodging to grant Stealth, then what's the argument against a Heartseeker becoming an evasion? Or why can't Black Powder itself grant Stealth without requiring a combo?

    Alas, of course I'm also upset at turning an expansion-required "sniper" into a Dagger assassin while the Core Thief is stuck with Pistols and Sword. Where's the Dagger love for Core Thief?

  • Zalavaaris.5329Zalavaaris.5329 Member ✭✭✭

    @Miatela.5047 said:

    @Zalavaaris.5329 said:

    @Miatela.5047 said:

    @Zalavaaris.5329 said:
    So staff daredevil it is?

    Sadly, saw no buffs in the patch so will still be poor in terms of relative DPS.

    if you dodge while kneeling the silent scope cd removes itself pretty instant, you see the cooldown in your buff bar.

    but the stealth would be better applied at the end of the roll so you have a very low chance of self reveal.

    Yes, but for a PvE rifle rotation, we need to stand and then rekneel and then dodge. This is where the clunkiness kicks in

    It was only slightly behind but is now ahead of power deadeye in terms of feel and potentially damage. I'll need to see what the theorycrafters say about it.

    Staff Daredevil? You'll get more cleave but the DPS is very slightly lower than that of Deadeye opening with rifle and then switching to dagger/dagger ignoring the new Malice mechanic, ignoring the new Maleficent Seven trait and just spamming autos and CnD backstabs. Actually trying to use the new M7 with a Malice building Heartseeker rotation seems to be a noticeable DPS loss.

    However, both staff Daredevil and rifle + dagger/dagger Deadeye look like they are going to be behind most of the other power DPS options.

    Power deadeye pre patch was only 1k ahead of staff daredevil. I think with the cleave, mobility, less clumsiness, and ease of play that daredevil will probably end up being the go to.

  • Miatela.5047Miatela.5047 Member ✭✭✭

    @Zalavaaris.5329 said:
    Power deadeye pre patch was only 1k ahead of staff daredevil. I think with the cleave, mobility, less clumsiness, and ease of play that daredevil will probably end up being the go to.

    Daredevil really only has the cleave advantage over Deadeye. There is no fight in which you need mobility beyond what Heartseeker offers and dagger/dagger Deadeye is currently much easier to play than staff Daredevil. DE needs to open with some rifle 3 spam, then just auto and backstab on reveal falling off with daggers (unless a rotation is found with Heartseeker and M7 that does more). DD still needs to cull auto attack and use Fist Flurry and Weakening Charge at the right time. However, both aren't going to be competitive with other DPS options - your go to will likely be a different profession sadly with the way that Anet treats Thief.

    And, to be honest, that is a kitten shame and I am galled that Anet thought this rework would be well received in instanced PvE.

  • Zalavaaris.5329Zalavaaris.5329 Member ✭✭✭

    @Miatela.5047 said:

    @Zalavaaris.5329 said:
    Power deadeye pre patch was only 1k ahead of staff daredevil. I think with the cleave, mobility, less clumsiness, and ease of play that daredevil will probably end up being the go to.

    Daredevil really only has the cleave advantage over Deadeye. There is no fight in which you need mobility beyond what Heartseeker offers and dagger/dagger Deadeye is currently much easier to play than staff Daredevil. DE needs to open with some rifle 3 spam, then just auto and backstab on reveal falling off with daggers (unless a rotation is found with Heartseeker and M7 that does more). DD still needs to cull auto attack and use Fist Flurry and Weakening Charge at the right time. However, both aren't going to be competitive with other DPS options - your go to will likely be a different profession sadly with the way that Anet treats Thief.

    And, to be honest, that is a kitten shame and I am galled that Anet thought this rework would be well received in instanced PvE.

    Yea for sure, my commentary was assumed youd want to stay thief. There are obviously much better options.

  • Volrath.1473Volrath.1473 Member ✭✭✭

    So nothing changed really... Core thief as usual.

    @Elrond.9486 said:
    The saddest part of it all is that from a mechanical, action point of view, GW2 has the best PvP combat in any of the big MMOs. And they completely waste it with the trash balance and by basically ignoring it for months and months.

  • MUDse.7623MUDse.7623 Member ✭✭✭✭

    @Doggie.3184 said:
    Also; keeping track of an invisible CD for something so required is not very fun.

    the cooldown is visible in your buffbar , a symbol with a kneeling sniper.

    i also already miss the boonstrip from bursed bullet wich was really good for fighting rather defensive builds with perma protection like druids - guess i get forced into trickery for that. giving binding shadow extra 2 boonstrips is no where near the corrupt potential of old cursed bullet. has any1 already tested if this new boonstrip has any priorities?

  • Kalsa.1580Kalsa.1580 Member ✭✭

    As a pvp rifle deadeye, I heavily depended on easy stealth access for surviveability via sniper's cover.

    Stealth is now gated behind dodges, being in combat, a super clunky kneel reset mechanic and also consistently fails due to bullet flight times. On top of that, losing Cursed Bullet and Free Action no longer removing conditions just hurts.

    This feels like a nerf to an already marginal spec in pvp.

  • Kallist.5917Kallist.5917 Member ✭✭✭

    Honestly, none of this should be shocking. Every-time a non-dagger mainhand starts to show potential, A-net brings down the hammer on it. They should really just go ahead and strip everything else away already, and admit that all they want us to have is a Dagger, A Pistol, and a Teleport on secondary.

  • Will.9785Will.9785 Member ✭✭✭

    PVE player here and thief main. Deadeye has felt ill-conceived to me from the start. I'm not a fan of the changes. Not at all. They do little/nothing to address the core issues with the profession and they apparently somehow managed to make our dps, which was already lackluster, even worse.

  • JonnyForgotten.4276JonnyForgotten.4276 Member ✭✭✭
    edited May 8, 2018

    So, my two cents: This really messes up non-stealth DE builds (thinking p/p and s/p) because of the loss of malice damage. Need to do some testing, but I have a feeling the "skirmisher" version of deadeye (traits 2-2-2 on DE) that doesn't rely on stealth camping is really going to suffer in Pvp and Wvw from this.

    In other words, thanks for taking away 15% of my damage (s/p rifle Acro/Trick/DE) as a punishment for not playing a stealth camper. Good job anet :p

    Edit: Just offhand, how about giving us back a 1.5% or 2% damage increase for each stack of malice? Then non-stealth DE's could do their thing, while still giving the stealth boys their new damage. That way, it becomes a choice of whether to spend your malice to do one massive strike or to keep it for a sustained damage bonus.

  • TwiceDead.1963TwiceDead.1963 Member ✭✭✭
    edited May 8, 2018

    @JonnyForgotten.4276 said:
    So, my two cents: This really messes up non-stealth DE builds (thinking p/p and s/p) because of the loss of malice damage. Need to do some testing, but I have a feeling the "skirmisher" version of deadeye (traits 2-2-2 on DE) that doesn't rely on stealth camping is really going to suffer in Pvp and Wvw from this.

    In other words, thanks for taking away 15% of my damage (s/p rifle Acro/Trick/DE) as a punishment for not playing a stealth camper. Good job anet :p

    Edit: Just offhand, how about giving us back a 1.5% or 2% damage increase for each stack of malice? Then non-stealth DE's could do their thing, while still giving the stealth boys their new damage. That way, it becomes a choice of whether to spend your malice to do one massive strike or to keep it for a sustained damage bonus.

    But... Iron Sight gives you 10% damage base now. from the get go, no need for the build up, and it's a minor trait. You always have it. 10% DMG buff and defense is pretty nice.

    You only lose out on an additional 5 to 11%, and the 11% was with M7, which nobody in their right mind would run in PvP unless they were a gimmick sniper.

  • Doctor Hide.6345Doctor Hide.6345 Member ✭✭✭
    edited May 8, 2018

    @TwiceDead.1963 said:

    @JonnyForgotten.4276 said:
    So, my two cents: This really messes up non-stealth DE builds (thinking p/p and s/p) because of the loss of malice damage. Need to do some testing, but I have a feeling the "skirmisher" version of deadeye (traits 2-2-2 on DE) that doesn't rely on stealth camping is really going to suffer in Pvp and Wvw from this.

    In other words, thanks for taking away 15% of my damage (s/p rifle Acro/Trick/DE) as a punishment for not playing a stealth camper. Good job anet :p

    Edit: Just offhand, how about giving us back a 1.5% or 2% damage increase for each stack of malice? Then non-stealth DE's could do their thing, while still giving the stealth boys their new damage. That way, it becomes a choice of whether to spend your malice to do one massive strike or to keep it for a sustained damage bonus.

    But... Iron Sight gives you 10% damage base now. from the get go, no need for the build up, and it's a minor trait. You always have it. 10% DMG buff and defense is pretty nice.

    You only lose out on an additional 5 to 11%, and the 11% was with M7, which nobody in their right mind would run in PvP unless they were a gimmick sniper.

    It was used in PvE though for some builds which is part of the problem on why the damage isn't as high for PvE.

    If Life gives you lemons, put the lemons in a sack and beat up Life for giving you lemons in the first place.

  • Ashanor.5319Ashanor.5319 Member ✭✭

    Pretty bad changes. It was better before. lol

  • TwiceDead.1963TwiceDead.1963 Member ✭✭✭
    edited May 8, 2018

    @Doctor Hide.6345 said:

    @TwiceDead.1963 said:

    @JonnyForgotten.4276 said:
    So, my two cents: This really messes up non-stealth DE builds (thinking p/p and s/p) because of the loss of malice damage. Need to do some testing, but I have a feeling the "skirmisher" version of deadeye (traits 2-2-2 on DE) that doesn't rely on stealth camping is really going to suffer in Pvp and Wvw from this.

    In other words, thanks for taking away 15% of my damage (s/p rifle Acro/Trick/DE) as a punishment for not playing a stealth camper. Good job anet :p

    Edit: Just offhand, how about giving us back a 1.5% or 2% damage increase for each stack of malice? Then non-stealth DE's could do their thing, while still giving the stealth boys their new damage. That way, it becomes a choice of whether to spend your malice to do one massive strike or to keep it for a sustained damage bonus.

    But... Iron Sight gives you 10% damage base now. from the get go, no need for the build up, and it's a minor trait. You always have it. 10% DMG buff and defense is pretty nice.

    You only lose out on an additional 5 to 11%, and the 11% was with M7, which nobody in their right mind would run in PvP unless they were a gimmick sniper.

    It was used in PvE though for some builds which part of the problem on why the damage isn't as high for PvE.

    Yeah but he was talking about S/P skirmishing so I assumed he was talking about PvP. I am well aware rifle is... Less optimal now, PvE wise.

  • kash.9213kash.9213 Member ✭✭✭

    @Storm Blade.9638 said:
    after testing some stuff and playing the new DE it feels super clunky and complicated in comparison to the previous DE. When i kneel i want i miss the intsant stealth now i ve to use a stupid kombo or an dodge, which in a long fight u ll eventually run out of stamina. Pre DE was easy and simply more fun atleast for me.

    People scramble in WvW when they hear a Mark go up on them but you should only have to chase in melee range to ensure initiative hits for like half a minute or so before going back into range to do the Deadeye thing again. That's unless they stand there on their frontline and let you rifle them.

    Northern Shiverpeaks [EL]

  • Zalavaaris.5329Zalavaaris.5329 Member ✭✭✭

    My damage with rifle was absolutely crippled... like from 30k down to 16k. And it just feels aweful.

  • Aistos.5174Aistos.5174 Member ✭✭
    edited May 8, 2018

    Seriously?? Today I was looking forward to play with my new geared DE, but as it is now I will not play a minute with it.
    If i wanted snipers cover to camp, i would have played SWTOR. And what have you done with death judgement - horrible.
    I'm sorry but not a fan of it at all. I really didn't buy POF for smth like this -.- Maybe see you again next winter...

  • Scud.5067Scud.5067 Member ✭✭✭

    Really enjoying Power Deadeye with Might generation/sharing. Have had to load up with 3 stealth skills but otherwise great fun.

  • Kallist.5917Kallist.5917 Member ✭✭✭

    @Scud.5067 said:
    Really enjoying Power Deadeye with Might generation/sharing. Have had to load up with 3 stealth skills but otherwise great fun.

    The funny part is that they didn't alter that part of DE.

  • Aistos.5174Aistos.5174 Member ✭✭

    Thanks Vulcaruss for this statement, it‘s exactly what I was thinking. The only thing for A-Net to do now: Change it back, please! It would be so nice to have my favourite game back...

  • kash.9213kash.9213 Member ✭✭✭

    @Vulcaruss.9567 said:
    On top of that the Silent Scope trait. You call this more intuitive and fluid? I'd like to go back to my statement on my previous post where I said you were Literally going to make us jump through hoops to gain stealth but nahh, you're just going to force us to roll around in the dirt to gain camouflage..

    It would be nice if daredevil runes had ferocity or something instead of toughness otherwise it would be a bright spot of synergy in this update even if it just bites off early daredevil builds style.

    Northern Shiverpeaks [EL]

  • Turk.5460Turk.5460 Member ✭✭✭✭

    Loving the changes so far in WvW! This is great, I might actually take D/P as my secondary to Rifle now. It previously didn't perform as well as S/P for my playstyle.

    Haven't messed around with any Condi build yet, but might give it a go.

    Fort Aspenwood
    Jekkies

  • Vulcaruss.9567Vulcaruss.9567 Member ✭✭✭

    But on a different topic here in relation to this one. Arena Net keeps changing things cause of the reasons of. Being too Confusing, Too Complex, And not enough Explanation as to the purposes, uses, and methods of the Professions, Weapons, Mechanics, Skills, and Traits.

    Well Boy howdy do I have a solution for you boys and girls! Its called: The Master System. In this system the player can go to an NPC who is their class Master, kinda like how we had those class trainers back in the beginning of the game that sold of the trait books? Only this time these NPCs are portrayed as the players actual teacher. Within this the "Master" will have a ton of tutorials, both in instanced and text based information where the master will explain the basic mechanics of your Core Class, and Elite Specializations. As well as explain skills, weapons, traits, and class mechanics.

    My Vision of this is voiced NPCs who instance you for training, talk to you, and give instructions in an instanced zone of the Starter Areas where the Book Trainers use to be. It would both be informational and fill the empty void of those locations where Arena Net literally stripped them of purpose when they did the "new player experience" stuff...

    But hey, this is all speculation... And probably more Effort than Arena Net would be willing to go to make the classes understood... But this is my two cents on the Matter of Profession Confusion.

  • eldrjth.7384eldrjth.7384 Member ✭✭✭
    edited May 8, 2018

    After playing around with DE for a little bit theres are a few things I like and some I dont. I like the change to M7 in that you regain ini, I like the dodge roll into stealth mechanic. I like how weapon sets other than rifle can gain bonuses from malice. (my P/P build got a slight nerf in both durability and dmg though.)

    However, the drawback with the system is that weapons that dont have built in stealth eg. pistol offhand and SB must take the bqobk traitline and then malice is mostly useless even though its the elite defining mechanic - its only ever useful for m7 builds and it makes camping at full malice seem extremely wasteful. Previously, the innate 3% dmg/malice buff gave the player reward for gaining malice where now there is none. There needs to be some way to spend/use malice for weapon sets that dont stealth. Maybe it can be a dmg buff or something more interesting but I doubt interesting is going to happen now the these changes have been cemented in.

    The more interesting idea is to have malice operate as a charge up meter and once it reaches max a player can dodge roll to prim the stealth attack even though you didnt stealth. This is like how the mirage ambush mechanic operates but requires a longer build up. After you perform the stealth attack you lose all malice. This makes using malice accessible to all weapon sets without needing to equip stealth skills which is a high opportunity cost, and also makes taking either M7 or bqobk viable.

  • Cameryn.5310Cameryn.5310 Member ✭✭✭
    edited May 9, 2018

    So I don't understand this at ALL.

    The dev Robert mentioned last week that in his opinion, P/P Deadeyes in PVE mode were "better".

    I'm playing this as a P/P deadeye and in my signet build there's absolutely nothing whatsoever that I'm using that allows me to use Malice stacks. I have to remove a signet and use a particular stealth skill to do so? That's pretty, um, random. Even then I get stealth every, what, 24 seconds?

    So the signature reason for malice is useless to me now.

    Very disappointed.

  • babazhook.6805babazhook.6805 Member ✭✭✭✭
    edited May 9, 2018

    Tests so far.

    P/d Condition DE. A definite boost. Can now drop TR and not worry about the lost Confusion or uncatachable as the Torment off sneak attack is real. Trait up with trappers Runes and one trap +respite. You can pretty well have stealth in every utility slot if wished. While it can be a little slow building the malice, it well worth building that malice.

    P/P s/d Boon duration build. The build I was using had high boon duration prior to these changes and now pushes 100 percent. It hardly like this amount of duration needed but this thing runs around with permanent might to 25 stacks, permanent swiftness/vigor/fury/regen/ and when there a steal of boons or a MALI 7 kickin you are swimming in boons. I really have not been too worried about the Stealth Attack and malice as of yet but I am really not noticing any real loss in damage. Fattening up the number of times I can dodge after a sneak attack might be worth a go so I might use more CnD

    Still going to test out the RIFLE build and the Hybrid in Grieving. D/P uberpower also looks promising.

    As to gameplay itself, while early, I am rather enjoying it and what I have tried so far. I DO Like the added INI sources in DE which might well allow me to drop TR in other builds.

  • Cameryn.5310Cameryn.5310 Member ✭✭✭

    More fun here. Dual pistols Deadeye... the ONLY use I have for Malice is when forced to use a stealth cantrip, and even then, it applies a little torment in one fell swoop. I'm a power build deadeye... one condition for all that? Really?

    Why doesn't the Payback trait work (in giving you stealth) for ALL weapons, not just rifles?

    I've never been so let down by a skills update in all the years I've played this game. My thief was my main character, and now he's completely useless.

  • Phosphorite.6192Phosphorite.6192 Member ✭✭✭

    I tried it out a bit now and my d/d pure condi DE flows much much better now with almost no empty ini bar. No idea if the DPS is higher or lower than before bc I don't remember my pre-patch dps but it feels very nice.
    I don't really use the new stealth skills at all, except when I switch to p/d but that doesn't happen much. I'm happy with the changes so far.

  • Astyrah.4015Astyrah.4015 Member ✭✭✭

    @Vulcaruss.9567 said:
    Good Job on nailing another class Arena Net... (Sarcasm Abound.)

    they just about nailed the DE coffin for me... very sad about the changes...but i will still play thief and hope they change it back or rework it again

  • I have to say, I'm very disappointed with most of the deadeye changes. Here's why:
    1) Rifle skills. death's judgement was iconic, yes. It FELT right, right where it was. You lined up for a perfect shot and decimated a target. Now? Rifle plays about the same as dual pistols. Spam 3 for large damage. It's disappointing, and it plays quite braindead. It is also unsatisfying. For me, the height of playing my deadeye on big targets was lining up those beautiful 20-30k crits. Sure, I only got 2-3 of them every 20-something seconds, but they were gorgeous. Now? Wall of bullets. Spam three-round burst until your wrists get tired. Unengaging, uninteresting, boring. If I wanted that playstyle, I would be using dual pistols. Now, it's forced on me.
    2) Malice. As a mechanic, has a clear role now...buffing stealth attacks. Almost nothing more. We can consume it via stealth attacks (requiring the elite or other stealth skills), or via Mercy for initiative. For my build, it's largely a useless mechanic, and somewhat disappointing. No more benefitting stolen skills, or increase to overall damage output. No more benefit from carefully timed burst. Optimal usage is "when available." Also of note, I somewhat preferred how it worked prior to the "refresh to keep malice" change. That change also took skill out, and created some thematic...clunkiness...with Maleficent Seven.
    3) Overall utility shifts. I actually loved having cursed bullet as my stealth attack. Good boon strip for when I am facing permanent protection targets and the like. I took Hide in Shadows and Shadow Meld, and where needed the Trickery trait Bountiful Theft. Now I only have one boon strip, unless I take the changed Shadow Gust, and it's a trait that's tied to Steal/Deadeye's Mark.
    4) Traits. Maleficent Seven requires using Mercy or letting the Mark expire to make proper use of, and doing so with mercy feeds more into the "spam three-round burst" aspect. Doesn't feel right. I understand why it works the way it does, but I feel like it would be better to allow it to trigger on refresh as well, even if it's only to a lesser degree. Also, look at One in the Chamber. When your mark expires you lose stolen skills, an unobvious fact that isn't stated anywhere; you only see it by playtesting. Now look at the cantrip Mercy. It's an interaction that makes you question what will happen, because it's not entirely clear. This needs addressing.
    5) Skills. The new stealth skills feel tacked on, on the interface, particularly daggers. The tooltip wall doesn't fit on my 16:9 screen. It also STILL doesn't show more than the default first skill in chains on the hero panel.

    Cons out of the way, some things I like about the deadeye changes:
    1) Traits. Malicious Intent is now much less awkward. Not going to ever use it, though. Premeditation/payback: very good changes; they help me keep permanent max might stacks. Yay! Silent scope: another one I'll never use, but it's good that it's no longer a kneel replacement. Fire for Effect: I have perma-fury. Now everyone else can have it, too!
    2) Skills. Kneel no longer has the clunky (and illogical) charge system, or the (equally silly) condition removal on standing up.

    TL;DR: keep kneel as it is, give us back death's judgement (replace three round burst with it!) as a normal attack, even as it is now. Ditch the "machine gun" playstyle and leave that for dual pistols, where it belongs. Give rifles back their sniper theme, and I'll be happy.

  • Zhou.3605Zhou.3605 Member ✭✭

    Thank you for now "REQUIRING" me to use stealth to use a mechanic other than stealth. I am so happy that now I have no choice but add stealth to my build.

  • Leo Schrodingers Cat.2497Leo Schrodingers Cat.2497 Member ✭✭✭✭
    edited May 9, 2018

    @DragonSlayer.1087 said:

    @Arakiel GhostEyes.4598 said:
    Can't wait to do even less dmg and be unable to build malice cause of evade spam, stealth, general mesmeryness or just being out of range and obstructed all the time.

    OMG This! >.>
    Unless they increase the range and make the projectile faster....

    Nah it's fine. I love the changes so far. It's a bit more engaging, and you're no longer shoehorned into rifle.

    Daredevil passively gets a bigger DPS boost from traits. But Deadeye was all about burst and gets a decent damage reduction for free.

    Too me, this is fair.

  • Im going to be simple and quick about this. Because I dont want to go on a long anger filled rant about how bad these changes are. Dear Arena net please give us back the old Deadeye we had these changes were unnecessary and unwanted. I think the other posts here after the patch attest to that. Other than that. all I can say is hopefully you listen to the community and not pull a (35lvl elite to a 31 if you get my meaning). Just put Deadeye back and leave it alone, It was fine how it was. Go rework something that needs it. Im going to go play GW1 and hope it blows away like the bad dream it feels like it is.

  • kash.9213kash.9213 Member ✭✭✭

    I guess Iron Site can't hurt for sword at least.

    Northern Shiverpeaks [EL]

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