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Jugglemonkey.8741

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Everything posted by Jugglemonkey.8741

  1. I'd settle for stealing their mount, then stomping them with it.
  2. This sounds more like a "I don't enjoy X so let's force everyone to enjoy Y because I think it's better" kind of suggestion.
  3. I'm happy to accept that things about deadeye aren't healthy in competitive play. I just don't see a view that constantly says "delete teef" as in any way objective or helpful either. Want to talk about specific things that are OP? Cool. But if someone just wants the class deleted to satisfy their own ego, I'm going to make fun of them. It's also interesting that 1) in PvP this problem doesn't exist, because the unhealthy aspects of perma stealth don't actually help you win a game, and 2) in WvW there are a myriad of counters to perma stealth thieves, such as target painters and sentry towers etc. Use them effectively and the thief will die or retreat, guaranteed.
  4. Its usually always the same people. They do it so frequently that that they've become known for it.For instance:[Warrior main who thinks warriors are under powered, hates thief and wants it removed from the game.]Guarantee you that if you've used these forums even somewhat over the past year you know who I'm talking about. I don't even need to type the account name, you all know. Because its the same people just spouting the same rubbish over and over. There's nothing wrong with being critical of how thief or stealth plays. I've even made suggestions on how it could be nerfed and have shown why i think some thief builds are overtuned/"tOxIc". But with a few select people on here the only acceptable change is to delete or gut the class because they're convinced its blatantly the most overpowered class in the game by a colossal margin. When in reality its a class that can be annoying to fight, but sits at around the middle of the field. Aye, I've been around here for a while so I know the usual offenders and their patterns. It's just fun to annoy them I guess, hence the two serious points and the one that's just an Avatar reference.
  5. They kept getting killed by a stealthed thief. no its just broken kitten if a thief keeps stealth forever in any kind of keep or so even while marked and revealed thought they had fixed it or is it now a feature? it's been a feature since guild wars 2 beta. For the past 8 years; the community has given Anet enough evidence of how unhealthy and toxic perma-stealth is. During the past 8 years, Perma-stealth has resulted in guild wars 2 population drops including new-potential players from enjoying the game. Thief Profession in itself continue to be the main Profession who is responsible for the game decline as a whole for being toxic in wvw and pvp. Anet once again will continue to ignore this matter. Why you ask? Why not?? Perma-stealth is toxic to any healthy competition The only solution is to go elsewhere where players experiences and their enjoyment matters Nothing will change-8 years is enough evidence that players healthy fun competition does not matter- (i recently wrote a post about how Guild Wars 1 continue to embrace players experiences and their enjoyments) take a look- https://en-forum.guildwars2.com/discussion/87353/future-potential-wvw-centric-balance-changes-september-13th-2019#latest Just a thought, but the HoT development cycle was the one where thief was considered so bad in sPvP that people would AFK until you rerolled, and it was also the same period in which GW2 lost eSports status. So if you want to blame something for the decline in competitive play during that period, how about picking something that was actually meta? You know, like the bunker chrono & herald meta that practically killed the weekly tournaments by itself etc. Actually to take this further a lot of top players have stated mesmer was the specific toxic class that made esl not interested in gw2 pvp, one of burn falls actual favorite classes tho he speaks out against toxicity lol If he's a mesmer main that makes a lot of sense actually. He stated mesmer and necro were his fav. Nothing like scourges in wvw or mirage/crono's tanking tons of damage while constantly swapping places with their clones their spamming making it wack a mole game play lol hit the chrono once than it's a clone, find the real one again and nope as soon as it knows ur targeting it swap again etc etc which is just as toxic gameplay as thieves mobility if not more. Yet hes always spouting toxicity I'm for Truth and against Toxicity....Anet can validate it including my history in the forums throughout the years. Also I do not make exceptions when it comes to Toxicity among the professions.The reasonings behind my stance against Thief Profession is because Guild Wars has no place for it. In Guild Wars, Mesmer, Necromancer Professions existed without being Toxic including the world of Guild Wars. It all changed with the inclusion and the existence of Thief Profession. Thief Profession brought in Toxicity to the world of Guild Wars and Infected all the other Professions...so much that it forced them to change their roles and destroyed their identities. Necromancer and Mesmer Professions are no longer who they are called to be, they've become Toxic and lost their ways. That is what Toxic does, it infects your root-your identity than it strips you off your purpose and your role until it completely destroys you. -With the introduction of Thief Profession, is the death of Guild Wars- -As Long Thief Profession Remains, Guild Wars Remains In The Grave- The End For the sake of your never ending "delete thief posts" Could you define toxicity? Because forgive me, but wouldn't "toxic" classes be subjective? Hey I've seen that vid. Care to explain how that applies to only thief and not literally every single POF spec? EDIT:With keeping this image in mind when you answer please. because everything has to do with Thief Profession https://www.tentonhammer.com/articles/guild-wars-2-are-thieves-and-mesmer-s-the-cause-of-the-metaArticle written by Lewis Burnell on Jan 13, 2015. Would you kindly care to explain;1) how a close to 5 year old article has any relevance to the state of the game today, especially after two expacs?2) how an article printed before the advent of HoT refutes my earlier point that GW2 lost it's eSports status in a time period when Thief was considered so bad in PvE people would literally AFK until you rerolled to another class? And how does this loss of competitive scene somehow become Thief's fault and not any of the meta classes during that period? Annnnnd....
  6. They kept getting killed by a stealthed thief. no its just broken kitten if a thief keeps stealth forever in any kind of keep or so even while marked and revealed thought they had fixed it or is it now a feature? it's been a feature since guild wars 2 beta. For the past 8 years; the community has given Anet enough evidence of how unhealthy and toxic perma-stealth is. During the past 8 years, Perma-stealth has resulted in guild wars 2 population drops including new-potential players from enjoying the game. Thief Profession in itself continue to be the main Profession who is responsible for the game decline as a whole for being toxic in wvw and pvp. Anet once again will continue to ignore this matter. Why you ask? Why not?? Perma-stealth is toxic to any healthy competition The only solution is to go elsewhere where players experiences and their enjoyment matters Nothing will change-8 years is enough evidence that players healthy fun competition does not matter- (i recently wrote a post about how Guild Wars 1 continue to embrace players experiences and their enjoyments) take a look- https://en-forum.guildwars2.com/discussion/87353/future-potential-wvw-centric-balance-changes-september-13th-2019#latest Just a thought, but the HoT development cycle was the one where thief was considered so bad in sPvP that people would AFK until you rerolled, and it was also the same period in which GW2 lost eSports status. So if you want to blame something for the decline in competitive play during that period, how about picking something that was actually meta? You know, like the bunker chrono & herald meta that practically killed the weekly tournaments by itself etc. Actually to take this further a lot of top players have stated mesmer was the specific toxic class that made esl not interested in gw2 pvp, one of burn falls actual favorite classes tho he speaks out against toxicity lolIf he's a mesmer main that makes a lot of sense actually.
  7. Wow, what is there to complain about in this video? Would it be considered a better video if the the Ranger just pressed one key and Rapid Fired the Thief to death? The fight stretched out for over a minute and nearly a mile. What do people want? To kill every Thief in under 10 seconds every single time? And honestly... of all professions to use as an example victim... a Ranger? Said ranger also didn't make use of his range advantage by fighting up close on uneven terrain, instead trying to melee with bow. And it's probably better not to mention how Sic 'Em was wasted on a scale, then not used while running past the camp (DE can permastealth or keep up with a mobility ranger, not both, and you could see the thief out of stealth behind the ranger at one point while he was running). He would have been much better off if he immediately used his mobility to open some distance, looked behind for the thief to restealth for an opportunity to Sic 'Em and rapid fire. Play to your strengths, not your opponents.
  8. https://en-forum.guildwars2.com/discussion/65554/policy-macros-and-macro-use#latest^ This is what I'm referring to. They allow the use of jump & dodge bound to one key, which is two actions, and they state that "Attended macro use is permitted as long as it is not exploitative, and as long as it does not provide the user with an unfair advantage over other players. Unattended macro use is prohibited under any circumstances." I'm pretty sure that what I want to do is not exploitative, but I'm unsure whether it would be considered to confer an unfair advantage when talking about WvW specifically. The question only comes up because of the added functionality of build templates, but I'd like a clear yes or no from a dev before I decide to use them. Yea, it's a grey line there.That's why i said you'd be low on the radar.But it surprises me that they ever says anything was really okay. I'd say combining 2 templates is no more exploitative than dodge jumping which gives an actual tangible advantage in SAB. In WvW you might you have an advantage as you can swap builds faster than anyone else, even if its no more than a 1 second advantage. That's the thing. I don't use any macros currently as they're not really needed if you do your keybinds well. It's simply the way they've split a build into equipment and traits requiring two seperate hotkeys that is driving this, but I don't want to risk my account for the sake of being lazy. that said. You need to stand still and be out of combat for it to work, right?that means, even with a macro, you'd be vulnerable in WvW. So maybe it's not that much of an advantage.My only concern with the macro is, it has a 1-1.5 second channel time. however short. Which means can you do both at the same time, or do they automatically follow one another?In case of the first it's a clear exploit. In case of the second, it's no more benefit than someone just smashing the hotkey button on the cooldownAt the moment I have my first build's traits and equipment bound to F1 and F2, my second build to F3 and F4 etc up to F8 (4 builds total). I mash those buttons simultaneously, so a macro would literally only be saving me buttons in the long run.
  9. Aney made a game without dedicated healers, then introduced them in druid then firebrand for the sake of raids. You either need to unhitch PvE and WvW balance (not such a bad idea anyways) or nerf the slippers out of support specs (the main offended being firebrand), and spread that functionality across multiple classes as was originally intended. Combine that with a general decrease in time to kill/damage across the board, and you'll have something approaching balance again.
  10. https://en-forum.guildwars2.com/discussion/65554/policy-macros-and-macro-use#latest^ This is what I'm referring to. They allow the use of jump & dodge bound to one key, which is two actions, and they state that "Attended macro use is permitted as long as it is not exploitative, and as long as it does not provide the user with an unfair advantage over other players. Unattended macro use is prohibited under any circumstances." I'm pretty sure that what I want to do is not exploitative, but I'm unsure whether it would be considered to confer an unfair advantage when talking about WvW specifically. The question only comes up because of the added functionality of build templates, but I'd like a clear yes or no from a dev before I decide to use them. Yea, it's a grey line there.That's why i said you'd be low on the radar.But it surprises me that they ever says anything was really okay. I'd say combining 2 templates is no more exploitative than dodge jumping which gives an actual tangible advantage in SAB. In WvW you might you have an advantage as you can swap builds faster than anyone else, even if its no more than a 1 second advantage. That's the thing. I don't use any macros currently as they're not really needed if you do your keybinds well. It's simply the way they've split a build into equipment and traits requiring two seperate hotkeys that is driving this, but I don't want to risk my account for the sake of being lazy.
  11. https://en-forum.guildwars2.com/discussion/65554/policy-macros-and-macro-use#latest^ This is what I'm referring to. They allow the use of jump & dodge bound to one key, which is two actions, and they state that "Attended macro use is permitted as long as it is not exploitative, and as long as it does not provide the user with an unfair advantage over other players. Unattended macro use is prohibited under any circumstances." I'm pretty sure that what I want to do is not exploitative, but I'm unsure whether it would be considered to confer an unfair advantage when talking about WvW specifically. The question only comes up because of the added functionality of build templates, but I'd like a clear yes or no from a dev before I decide to use them.
  12. Now build templates are a thing, I'd like to assign a set of macros to swap between equipment templates and build templates simultaneously with one button. So button 1 would activate build template 1 and equipment template 1, button 2 would activate build template 2 and equipment template 2 etc. The idea is simply to reduce the number of hotkeys needed when swapping between builds, the macros would do nothing else besides this. Would this be allowed or disallowed?
  13. Deadeye discrimination?So you want core thief to be able to have 1800 range steal, right? LULAlso, even lesser haste is bad, there's master tier trait in trickery that procs 2 stacks of torment on interrupt. Even on condi builds this trait is trash and never worth taking. how about we switch this for something useful? considering it competes with "musthave" bountiful theft?After all, bad suggestion still, because core thief doesn't need its steal range improved, and swipe shouldn't be 600 in the first place.900 range is a solid trade for relative value that unblockable brings. As for the rest:Staff/staff has a redundant amount of evades, but in fact fixing 3+jump animation won't change that, adding precasts and aftercasts is the way (same as vault 5), or there's a cheap way — increase #3 ini cost. After deadly ambition change, removing cripple from lotus dodge will make condi daredevil gameplay harder, without reducing its max potential (also will interact with spider venom application). Replying to the bolded part; that trait is actually excellent on condi builds utilising shortbow with absorption and draining sigils in WvW. Before the trap rework I'd use the shortbow sneak attack to immob people in choking gas for the interrupts, it was a surprisingly effective spec on daredevil that allowed you to run high mobility with dash while also having a decent amount of ways to spike, and nothing on thief had better AoE downed pressure at the time. It's not worth much unless you build around it, but honestly that always made it one of the more interesting traits to make a build from.
  14. being marked doesnt make u instantly visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing This is just blatantly wrong and misinformation, and it needs to stop. So here goes: Being marked does the following: it makes you show up as a red dot on the controlling team's minimapif you enter stealth while marked you get the detected! debuff on you. Being detected! does the following:if you are stealthed for more than 2 seconds, you are revealed Being revealed does the following:you are unable to enter stealth for 3 6 seconds Now, a Deadeye can remove revealed two times and re-enter stealth, HOWEVER, as they are still marked doing so will re-apply detected! and immediately after reveal you again. When you throw a target painter on a Deadeye, you will seriously screw up their gameplan and unless they really bail out very hard with movement skills, they will die.You absolutely cannot "perma stealth" while marked, and @Virdo.1540 doesn't know what he is talking about.Thanks for putting it in a clearer way than I evidently did haha :) although it is actually a 6 second reveal after detected kicks you out of stealth, not 3s.
  15. You do know your first point wouldn't change no matter what changes you made to warclaw right? As long as it grants mobility, people will use it that way.
  16. This is not how conditions work.. unless that got changed recently too It certainly used to work that way, if you can get enough distance and your condis have long enough duration. It doesn't have to be a damaging condi, weakness or cripple with sufficiently long duration would do the trick too, assuming they tried to cleanse and only got the damaging condis. Hence why the only classes likely to be able to abuse this are thief, mesmer and ranger, I don't think anything else would have enough mobility combined with the relevant condi access and sufficiently powerful ranged power burst builds to turn around and end the fight in one spike. It has been a while since I played condi much tho, so do feel free to correct me if how ooc works has changed and I didn't notice. I'd have to play around with it and see how viable it is, all I'm saying is that there's the potential for this to be abused if it's not limited in some way. People will have to decide whether that potential is offset by the ability for the other guy to swap specs on the fly to deal with roamers.
  17. It ought to be limited to be within spawn for sure, if it's just a convenience thing. If it's ooc then that's a huge advantage to stealth builds, as well as high mobility condi builds (stealth builds deny the opponent the opportunity to counter you before the fight starts while still granting you that opportunity, and condi would start on trailblazer, condi them up, ooc while the opponent is kept in combat by long duration condis, swap to glass burst and nuke them when they have cooldowns). Based on this, roaming classes like thief, mesmer and ranger stand to benefit massively as I see it.
  18. being marked doesnt make u visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing Does it not force you out of stealth even for a second regardless? What I am reading from what you state, I could technically stand in an SR (that pulses stealth) and not be revealed while it pulses People are making fun of you as you clearly don't understand the marked mechanic. I'll assume you're either new to the game or new to thief and explain it. Fyi, when marked is applied to you, it means you can only stay in stealth for 2s before you're forcibly revealed for 6s. The only way to cleanse this reveal is through shadow meld, and even then it only gives you another 2s of stealth before you're revealed again. Shadow meld has a 5s internal cooldown and a 45s cooldown on charges, max 2 charges. This makes it impossible to stay in stealth for more than 2s, or 4s with a split second of visibility in the middle followed by 3s being visible and not being able to do anything about it. Bottom line; if someone is marked, they cannot permastealth. Claiming they can just makes you look silly, so don't do that. I used to main Thief/DrD in WvW (and i run it sometimes...but not often) so I didnt know if there was something I was legit missing. Def not new to the game or class (hence my SR comment shows I have an understanding) I appreciate the explanation however I remember you from the old forums going way back as it happens ^^ Dunno if thats a good thing or not lolI remember some of your posts in vanilla being helpful, so it's a good thing. I got into thief 6-7 months after release so the forums helped me get up to speed. Thinking about that, I should probably dial back the sarcasm a bit when dealing with threads like these, but with some posts I just can't help myself haha
  19. being marked doesnt make u visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing Does it not force you out of stealth even for a second regardless? What I am reading from what you state, I could technically stand in an SR (that pulses stealth) and not be revealed while it pulses People are making fun of you as you clearly don't understand the marked mechanic. I'll assume you're either new to the game or new to thief and explain it. Fyi, when marked is applied to you, it means you can only stay in stealth for 2s before you're forcibly revealed for 6s. The only way to cleanse this reveal is through shadow meld, and even then it only gives you another 2s of stealth before you're revealed again. Shadow meld has a 5s internal cooldown and a 45s cooldown on charges, max 2 charges. This makes it impossible to stay in stealth for more than 2s, or 4s with a split second of visibility in the middle followed by 3s being visible and not being able to do anything about it. Bottom line; if someone is marked, they cannot permastealth. Claiming they can just makes you look silly, so don't do that. I used to main Thief/DrD in WvW (and i run it sometimes...but not often) so I didnt know if there was something I was legit missing. Def not new to the game or class (hence my SR comment shows I have an understanding) I appreciate the explanation howeverI actually intended to quote Virdo's reply to your post originally and evidently misclicked, so apologies for that. I remember you from the old forums going way back as it happens ^^
  20. being marked doesnt make u visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing Does it not force you out of stealth even for a second regardless? What I am reading from what you state, I could technically stand in an SR (that pulses stealth) and not be revealed while it pulses People are making fun of you as you clearly don't understand the marked mechanic. I'll assume you're either new to the game or new to thief and explain it. Fyi, when marked is applied to you, it means you can only stay in stealth for 2s before you're forcibly revealed for 6s. The only way to cleanse this reveal is through shadow meld, and even then it only gives you another 2s of stealth before you're revealed again. Shadow meld has a 5s internal cooldown and a 45s cooldown on charges, max 2 charges. This makes it impossible to stay in stealth for more than 2s, or 4s with a split second of visibility in the middle followed by 3s being visible and not being able to do anything about it. Bottom line; if someone is marked, they cannot permastealth. Claiming they can just makes you look silly, so don't do that. well after all, the sniper can still become invisible after every dodge roll, doesnt matter if marked from keep ,another deadeye or even through a Marker-trap.Its not like having a 6second cooldown of being invisible again. With the right "macro" ,its possible to stay on one spot in an keep for hours without being ever seen I literally just explained the marked mechanic to you. Did you read what I wrote? ye, but seems like u dont know every bit of the thief. It is a broken mechanic of the thief, that only some single players know about. Ofc i can understand that they want to keep it for themselves instead of getting it fixed, so im not getting into it anymore anyway. Well with the reading comprehension skills you've shown here I'm sure you'll do great. Assuming you make it past the door marked "pull". ye whatever , thanks for ur timeTell you what, make a fully stealth equipped thief and try permastealthing while stood next to an enemy sentry. You'll work it out sooner or later.
  21. being marked doesnt make u visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing Does it not force you out of stealth even for a second regardless? What I am reading from what you state, I could technically stand in an SR (that pulses stealth) and not be revealed while it pulses People are making fun of you as you clearly don't understand the marked mechanic. I'll assume you're either new to the game or new to thief and explain it. Fyi, when marked is applied to you, it means you can only stay in stealth for 2s before you're forcibly revealed for 6s. The only way to cleanse this reveal is through shadow meld, and even then it only gives you another 2s of stealth before you're revealed again. Shadow meld has a 5s internal cooldown and a 45s cooldown on charges, max 2 charges. This makes it impossible to stay in stealth for more than 2s, or 4s with a split second of visibility in the middle followed by 3s being visible and not being able to do anything about it. Bottom line; if someone is marked, they cannot permastealth. Claiming they can just makes you look silly, so don't do that. well after all, the sniper can still become invisible after every dodge roll, doesnt matter if marked from keep ,another deadeye or even through a Marker-trap.Its not like having a 6second cooldown of being invisible again. With the right "macro" ,its possible to stay on one spot in an keep for hours without being ever seen I literally just explained the marked mechanic to you. Did you read what I wrote? ye, but seems like u dont know every bit of the thief. It is a broken mechanic of the thief, that only some single players know about. Ofc i can understand that they want to keep it for themselves instead of getting it fixed, so im not getting into it anymore anyway.Well with the reading comprehension skills you've shown here I'm sure you'll do great. Assuming you make it past the door marked "pull".
  22. being marked doesnt make u visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing Does it not force you out of stealth even for a second regardless? What I am reading from what you state, I could technically stand in an SR (that pulses stealth) and not be revealed while it pulses People are making fun of you as you clearly don't understand the marked mechanic. I'll assume you're either new to the game or new to thief and explain it. Fyi, when marked is applied to you, it means you can only stay in stealth for 2s before you're forcibly revealed for 6s. The only way to cleanse this reveal is through shadow meld, and even then it only gives you another 2s of stealth before you're revealed again. Shadow meld has a 5s internal cooldown and a 45s cooldown on charges, max 2 charges. This makes it impossible to stay in stealth for more than 2s, or 4s with a split second of visibility in the middle followed by 3s being visible and not being able to do anything about it. Bottom line; if someone is marked, they cannot permastealth. Claiming they can just makes you look silly, so don't do that. well after all, the sniper can still become invisible after every dodge roll, doesnt matter if marked from keep ,another deadeye or even through a Marker-trap.Its not like having a 6second cooldown of being invisible again. With the right "macro" ,its possible to stay on one spot in an keep for hours without being ever seenI literally just explained the marked mechanic to you. Did you read what I wrote?
  23. being marked doesnt make u visible. It just makes u visible after 2-3 seconds or so, which is no problem to always refresh before revealing Does it not force you out of stealth even for a second regardless? What I am reading from what you state, I could technically stand in an SR (that pulses stealth) and not be revealed while it pulsesPeople are making fun of you as you clearly don't understand the marked mechanic. I'll assume you're either new to the game or new to thief and explain it. Fyi, when marked is applied to you, it means you can only stay in stealth for 2s before you're forcibly revealed for 6s. The only way to cleanse this reveal is through shadow meld, and even then it only gives you another 2s of stealth before you're revealed again. Shadow meld has a 5s internal cooldown and a 45s cooldown on charges, max 2 charges. This makes it impossible to stay in stealth for more than 2s, or 4s with a split second of visibility in the middle followed by 3s being visible and not being able to do anything about it. Bottom line; if someone is marked, they cannot permastealth. Claiming they can just makes you look silly, so don't do that.
  24. There are 3 variant of condi DE i have played in WvW and I am not even a thief main.Main hand RifleMain hand Pistol DaggerMain hand Pistol onlyThe recent changes to ramp up poison in stealth and stealth on heal skill whats made this more op.Days of stealth trapper is gone and replaced with this or the more popular sword version.How many condi clears do you think everyone runs? Opponent will eventually run out of clears and heals. One of the problem i can see when i play those 3 builds is with Shadow arts trait line:Concealing Restoration: Gain stealth when you use a healing skill. <- Why is even a stealth here?Leeching Venoms: Venom skills siphon life from struck foes. Gain stacks of Spider Venom while stealthed. Siphoning can only occur once per strike. <- nerf was only in pveRending Shade: Steal boons from enemies you strike with stealth attacks. Striking a boonless foe with a stealth attack inflicts fear on nearby foes. <- Yes gimme ur boons. I'd love to know who's actually playing condi DE in WvW, I run into them so sparingly it's hard to say it's a problem. I personally don't find condi deadeye fun, I build craft occasionally on hybrid to see if I can get it to work better but honestly it doesn't feel as good for me to play as power so I drop it fairly quick. It's also relatively easy to kill/wall if the enemy has more than one cleanse and brings target painters. There's far more core S/D and daredevil staff thieves roaming in my experience. Anyways, to your comment. I bolded the part that is the problem. There's supposed to be more condis than cleanses on any viable condi build, so you then have to use your active defenses (blocks, dodges, resistance etc) to avoid the application or resist the damage, making the result of the matchup more reliant on who rotates skills better. If there's more clears than condis, all you get is rock paper scissors type balance which pretty much everyone agrees is boring. The issue is conflated by thief being a stealth class, but it is still possible to avoid the burst especially considering a) target painters and b) all three of the specs you listed are projectile based. This is what I mean by players wanting nerfs to things they personally find annoying. Are there counters to condi DE? Yes. Does it hard counter common builds? Only those that run with absolutely no cleanse. Condi daredevil is more problematic as it introduces LoS and unblockable boon rip, but that's outside of the scope of the discussion of permastealth.
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