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Antipode.7830

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Everything posted by Antipode.7830

  1. tldr: 1v1 stalemate loses participation for the defender and isn't worth it - if you fail to kill on the initial pass, just let them have the camp Just had an interaction in WvW where I couldn't kill the attacked, and attacker couldn't kill me in camp, but because of stealth and mobility, they could reset at any time but also get at least one NPC killed. I started losing participation for actually defending, and it never counted as part of the defense event. Please make NPC kills not count for their participation after the first time so that at least they also start to lose participation. Yaks limit this a bit, I know, but it felt awful to be penalized for playing the game as intended. Alternatively, please make defense events give credit for something other than kills.
  2. I don't think generating the 10 stack might is a problem for fire weavers. It's very easy to stack that much between the might from PP, combo blasts and fire shield transmutes. You're limited by how quickly you can rotate in and out of fire. The bigger problem is that the damage output of this skill isn't remarkable at all. It's just a nerf that adds questionable group utility at the expense of solo play. Aaahhh, I see. Well that sucks then. Feels like ele combo ability has been a target for a while. Sad to see it just getting worse and worse.
  3. So wait, this is a no icd fire trait, yeah? This feels more like a small scale weaver trait than a tempest trait. I haven’t played with it yet, but this looks like an ele take on Phalanx Strength, and I could see a weird feedback loop with a warrior running PS in small scale WvW or something, where they keep feeding you might to use to burn and re-feed them might for the healing and endurance regen. They make you burst more/harder, and you heal them more, and you don’t have to actually run anything other than what weaver tends to run in WvW for this to actually work out half-way decently. Just a weird thought.
  4. It's less about "engaging in fights" and more about engaging in a fight I have a chance of winning. I'm not good enough to 1v2 decent players, and I don't think my builds would do well. I'm very comfortable doing 1v1, but I'm not going to leap at you 1v2. If either of you were alone, I know a lot of people on my server wouldn't hesitate to go for it. Being in a party at all in WvW, in my opinion, drastically reduces your chances of getting a fight. As a suggestion to actually help: take another team's camp and hang out. They'll come to you.
  5. Wanted to chime in that, aesthetically, I like the animation and prefer shoot first. I just don't think it achieves the given purpose that way, nor will it even if it's faster. Maybe if it was followed by a much longer roll/evade that would be something, but as is... nah
  6. I dunno. Thief and ranger have similar skills on shortbow 3, with half the cast time doing both at once. Even halving the cast, needing to do one then the other might still cause the skill to feel off.
  7. Eh, while it definitely gets me killed every so often, I feel like it's an appropriate trade-off for something that also gets to move.
  8. I was just thinking the other day that it feels terrible. Evade then fire would absolutely be better.
  9. I've had this happen against every condi bunker I've come across while learning. Power builds I can actually fight with, even if takes forever to reach a conclusion. My damage is so low that it feels like I just shouldn't fight condition builds. Honestly, I've only been trying it a few days, and I'm already tempted to put it down because it just feels pointless. Compared to other classes, it feels like it can't do enough at once to be useful.
  10. Would that be Arms, Discipline, Berserker with signets? I just don't know what to do with this class. I picked up Warrior on a lark after the patch because I like the character I created, and I feel like it's a meme class at this point. It's a lot of fun, but it has no unifying strategy to help fight... anything. Mostly praying they suck and stay near you. Really wanted rifle to be cool now, finally, but... ugh. It could do literally double damage and still be bad outside the burst skills.
  11. Burn guard and power guard use the same general stuff, since burning isn't really tied to the weapon skills. Thief can also do power or condi pistols/daggers/rifle/shortbow and I think even sword/dagger can be used for conditions I think. I don't know if necro has any setups like that. Deathly Chill reaper maybe?
  12. What about Infiltrator's Signet instead of RFI? I'd keep Assassin's Signet, but push for the extra engage. Lean into shadowstep > backstab. I'd also say adding DA instead of DD might be good. Dagger bonus, reveal training, and the longer range on Steal to improve capacity to just reach target and stab. The idea is really cool, and I kinda want to try it now!
  13. LOL no, thief is very good, borderline overtuned in Plat+. After ANet nerf Ranger and Condi Rev (which needs more damage nerf), Thief is gonna be oppressive. Wait, what build is kicking that much ass? I can't carry 2v2s in silver ><
  14. He's fighting a Scourge. Scourge isn't actually powerful 1v1 right now that I can tell, it's Reaper and Core. Maybe show a more relevant fight?
  15. In my opinion it should be removed and replaced.Thief doesn't have literally anything to warrant that trait or kind of gameplay, for your idea of stealth-support (support thief) which that trait tries to do, there would have to be an entire new Elite spec focused exclusively on support role. Right now Thief doesn't have anything to add to that and as such the trait is literally out of place, it's a nonexistent option. Also true. Although, I think it could still be workable if anet changed a gm trait that made allies share effects you got from stealth. So, they'd heal a little (merciful ambush), heal/dm or dmg reduction on reveal (leech/flickering shadows), movement speed. Make it all linger a bit after stealth and you would have the most hated support build in all the land, probably. But yeah, they could def remove it. Maybe shift to giving stab to self + allies when coming out of stealth. Someone could brainstorm that.Agree with remove and replace. This trait could maybe work in the Acro line to support sword builds as sustain builds, but it's pointless where it is. At best I could see it being part of an awkward sword/dagger core build that didn't want to use Acro for some reason, or go all-in sustain and not... kill anything... (and even then the other traits are still way better...)
  16. Are you implying you couldn't kill a thief that was facetanking?
  17. Can we get the thief nerf threads consolidated? There's 2 or 3 of these in the actual WvW forum at the moment, and this one has already gone from DE discussion to general thief discussion.
  18. I agree with Burnfall. Anyone dying to Heartseeker spam is terrible, and dd thief needs PvE nerfs.
  19. Malicious Backstab* - this still looks like a Deadeye problem. Deadeye is a pain in the ass. Part of the big damage here is probably because of huge might stacks and malice.
  20. Can I change my vote to "no"? Everything feels more degenerate now. Less actual fighting, a lot more stealth posturing and bunkers running around kiting constantly. Not enough actual fighting.
  21. My WvW experience has slowly devolved into a few heavy sustain builds and a few stealth builds just dancing around each other in ever larger numbers. It's feeling pretty trashy. Really going to be interesting seeing what actually gets balanced and how.
  22. Looking forward to hearing about this! I was playing the Daredevil version of this with shortbow instead of p/p earlier. It works pretty well, but the more something bunkers, the less likely you are to be able to do anything I've found. That's probably true regardless, but it still feels bad to be hitting someone constantly and have them basically just heal through it. Curious if Deadeye has more oomph somehow.
  23. I'm just hoping if we complain enough about mesmer, the devs will re-work it into something people enjoy again. It's... a mess at the moment.For real though, Firebrand is probably most in need of nerfs.
  24. Id still use Havoc Mastery over Pulmonary Impact. The damage from PI is about the same as you get from the headshot itself (400 on a squishy target, probably around 200 on a Warrior), its so pathetically little that even Havoc Mastery on 1 will outperform it very quickly. It wasn't that bad, but mostly it felt bad to hit interrupts and have it feel kinda eh. I forget I'm running Sigil of Draining - I don't notice it doing damage. At least PI shows some numbers. You're probably right though. Maybe if PI ignored armor it would actually be okay?
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