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Shade.8971

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Everything posted by Shade.8971

  1. Want to know the best way to handle a DE in WvW? Find a rock or tree and play ring-around-the-rosie with it. You will never die. The DE won't die either, but a good one would never die anyways.
  2. I have played many a mmos. Gw2 stealth is no where the level of "annoying" as other games. Different playstyles for different people. We should embrace variability. That, imo, is what gives a game great longevity.
  3. People hating on the stealth class is a tale as old as time.
  4. Pvp. Also fun fact, basi venom can stack but no more then 2 stacks. It used to have two stacks on each cast, but was changed. I guess anet didn't bother to decrease or increase the stack amount. I'm convinced even with a skill split, anets spaghetti code won't let them stack venoms and they gave up a long time ago
  5. I'm pretty sure there is another one coming next month. They did make a post how this one was just to take down over performing specs.
  6. Should've been axe/axe. God forbid anet has to think up a few new dual attacks. Looks over at weaver
  7. Haven't been following this news, or any SoO news for weeks after this annoucement. Are we still getting screwed over? Has there been any response?
  8. Anet: "Look. Shiny new things for the expansion." wheel of forturne hand wave over pile with new relic effects Players: "What about those?" points toward giant pile of relic effects in game already Anet: "Don't mind those!" rushes over to the bigger pile, trying to block view of players Players: "But they're in the game now. Why don't you let us just keep them?" Anet: "Those are relics now. So they're new. I haven't had the chance to move them." Activision pops head in door way Activision: "Hey, how's that advice we gave you working ou..." Anet: "Get the hell outta here!"
  9. Why not have it stat selectable like it is now and work to unlock SotO effects? A middle ground. Although this would mean offering the legendary relic on release.
  10. I'm hoping with the negative feedback with this announcement, if anet has any plans for changes they announce them quick. People are panic crafting 7 legendary runes.
  11. What's next after SoO? One legendary infusion that covers AR and stat gain but it replaces back pieces? The compensation for already having a legendary back and stat gain infusions is partial credit to the legendary infusion? 🤣Dangerous precedent here. You know it will happen.
  12. I lose my time and effort into making legendary runes to get a loss in QoL and in return I have to wait months for partial credit to get that QoL back? Yikes. Not the best decision.
  13. Please bring back. I really want the maw achieve but due to lack of bodies and the numerous bugs, it's much harder to complete.
  14. Not to mention gw2 UI is horrible for single target. Not being able to move the raid frame is a big factor.
  15. If anet expects me to pay for content like this 😂
  16. I'd rather a system like ffxiv glamour templates. Unless anet wants us to buy equipment templates just for fashion . I'm in full legendaries so its been a while, but I remember not wanting to try anything new because you lose designs/dyes when you transmute over existing gear, combined with a limited amount of charges (I don't pvp) I would be happy if transmutations left. But appearance templates first!
  17. Just for the thief since I know it best, specifically for PvE. I'll go over the actual listed changes as opposed to wishes in the future *cough*acrobatic rework*cough* Signets of Power: This trait has been reworked. It now causes signet skills to grant initiative when activated. How much initiative? If it is only 1 or 2, it's worthless because it competes with Twin Fang. Twin Fang is a whole other can of worms I won't get into. Signet of Malice: Reduced cooldown from 15 seconds to 12 seconds. Signet of Shadows: Reduced cooldown from 20 seconds to 16 seconds. Infiltrator's Signet: Reduced cooldown from 30 seconds to 24 seconds in PvE, and from 35 seconds to 28 seconds in PvP and WvW. Nice to have CDR on underused signets. Trickster: This trait no longer reduces the cooldown of trick skills. Increased the number of conditions removed from 1 to 2. Caltrops: Reduced cooldown from 30 seconds to 24 seconds. Haste: Reduced cooldown from 30 seconds to 24 seconds in PvE, and from 45 seconds to 35 seconds in PvP and WvW. Roll for Initiative: Reduced cooldown from 35 seconds to 28 seconds in PvE, and from 50 seconds to 35 seconds in PvP and WvW. Reduced initiative gain from 6 to 4 in PvP and WvW. Nice to have. The nerf to RfI in pvp/wvw is strange given the repeated spikes in initiative costs. Perhaps only 5? I haven't PvPed on Thief in a long time because of the constant nerfs. 🙃 Skelk Venom: Reduced cooldown from 30 seconds to 25 seconds. I'm glad this one is getting looked at. That cast time is unfun though, but I get why it's there. Keen Observer: Reduced health threshold requirement from 90% to 75% in PvE only. Best change in the entire patch. Thief is in dire need of QoL changes. Will help immensely for power builds, especially crit dependent deadeye. I wish Twin Fang got the same love. Steal is no longer replaced by Swipe when the daredevil specialization is equipped. So glad this is back. I miss the range; elite spec tradeoffs were a terrible idea. I'm assuming the unblockable in PvP is leaving. It is a rather hefty nerf to DD. Impairing Daggers: Reduced cooldown from 25 seconds to 18 seconds. Most likely a dps increase over devour venom on cDD. With alac this skill will be very spammy in rotation, but I'm fine with that. Impact Strike: Reduced cooldown from 40 seconds to 30 seconds. It's funny trying to make Impact Strike more appealing to use.😆 Basi Venom is just too good to drop for CC. The cast times outside of the final chain are atrocious. Deadeye's Mark is no longer removed when the deadeye goes into the downed state. Nerf after nerf, this needed to happen a long time ago. It was way too punishing. Nice to see it's finally here. Shadow Meld: This skill no longer removes revealed in PvP and WvW. Biggest red flag in the patch. This is not worthy of an elite skill anymore. Sic'em Soulbeast is now able to effortlessly destroy a DE in WvW, which is very poor balancing. Combined with stealth denial everywhere, DE is going to be in a really rough spot in Pvp/wvw. Shadow Sap: The enemy-targeted version of this skill now grants might in an area around the specter. The ally-targeted version of this skill now grants protection. How much might and for how long? Heal specter is still a meme, not as much now I guess, but being slightly less of a meme still makes you a meme. Overall good changes save for some PvP nerfs. Thief is slowly getting to a better place. Maybe I'll make a post about wishes for future changes later. Please save acrobatics.
  18. 1. Keen Observer and Twin Fangs needs threshold drop like rev got. This is just fair and necessary and honestly the MOST important thing needed 2. Deadeye range nerf is not necessary, you're better off adjusting the movement speed (in PVP ONLY) 3. Rifle getting more pierce is pointless if rifle 3, the main malice builder, doesn't get it, again split this 4. Why reduce damage on the unmarked targets? Rifle cleave too strong? Really? 5. 33% damage reduction is a good start for shroud, but I guess we'll have to wait for the CS fix. The entire first set of traits on specter just need help 6. I don't expect D/D DE being kept at this bench with these changes. Thief damage is fine, fix QoL
  19. Same for me. Stuck on this part. The crystal lets me use it but the achieve doesn't progress
  20. Anet forgot thiefs aren't necros? Itty bitty shroud health is very bad in PvE
  21. Please hotfix the specter shroud change. It is REALLY bad in PvE. Combined with the initiative trade off and getting easily kicked out of shroud, messing with the rotation, the class feels dead in the water.
  22. It's great scrapper is getting looked at again and the changes being reverted, but please don't forget less popular classes exist. The shroud change on specter should not go through for pve.
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