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Rickster.8752

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Posts posted by Rickster.8752

  1. @saerni.2584 said:

    @Crozame.4098 said:Agreed. Thief is annoying af. And hard to punish at least in 2v2 arena.

    Hard to punish in a small area made for reveals and AoE damage that hits everyone, including in stealth?

    Yeah, let’s pretend that thief is OP in 2v2.

    Lol, how small? You can do the same play style as core thief. Stealth, burst, heal, stealth burst again. Sword thief, can port all over the place.

    The maps are pretty tiny. Necro and rev (both popular have AoE reveal. Necro and Rev aren’t going to be one shot either for that matter.

    If the thief tries to permastealth they also won’t have the resources to do huge damage to you. Just wait until they come out of stealth and pressure them. Rinse and repeat.

    Can thief be a threat in 2v2? Sure, but not unfairly so.

    Talking about 5v5 not 2v2.

    Ah, so why is thief over performing in 5v5?

    Damage? Mobility/Sustain? On what weapons?

    Mobility and stealth. If stealth isn't fixed then shortbow 5 should cost 8 initiative and break stealth

    Lol, so basically thief should be deleted?

    Mobility and stealth are how thief remains most relevant in terms of decap and survivability/+1 ability.

    Thief is by far the best hero in 5v5. I am sure they could take some minor nerfs

  2. @saerni.2584 said:

    @Crozame.4098 said:Agreed. Thief is annoying af. And hard to punish at least in 2v2 arena.

    Hard to punish in a small area made for reveals and AoE damage that hits everyone, including in stealth?

    Yeah, let’s pretend that thief is OP in 2v2.

    Lol, how small? You can do the same play style as core thief. Stealth, burst, heal, stealth burst again. Sword thief, can port all over the place.

    The maps are pretty tiny. Necro and rev (both popular have AoE reveal. Necro and Rev aren’t going to be one shot either for that matter.

    If the thief tries to permastealth they also won’t have the resources to do huge damage to you. Just wait until they come out of stealth and pressure them. Rinse and repeat.

    Can thief be a threat in 2v2? Sure, but not unfairly so.

    Talking about 5v5 not 2v2.

    Ah, so why is thief over performing in 5v5?

    Damage? Mobility/Sustain? On what weapons?

    Mobility and stealth. If stealth isn't fixed then shortbow 5 should cost 8 initiative and break stealth

  3. @saerni.2584 said:

    @Crozame.4098 said:Agreed. Thief is annoying af. And hard to punish at least in 2v2 arena.

    Hard to punish in a small area made for reveals and AoE damage that hits everyone, including in stealth?

    Yeah, let’s pretend that thief is OP in 2v2.

    Lol, how small? You can do the same play style as core thief. Stealth, burst, heal, stealth burst again. Sword thief, can port all over the place.

    The maps are pretty tiny. Necro and rev (both popular have AoE reveal. Necro and Rev aren’t going to be one shot either for that matter.

    If the thief tries to permastealth they also won’t have the resources to do huge damage to you. Just wait until they come out of stealth and pressure them. Rinse and repeat.

    Can thief be a threat in 2v2? Sure, but not unfairly so.

    Talking about 5v5 not 2v2.

  4. @Avatar.3568 said:

    @"Bazsi.2734" said:We went a good 3 weeks without a "dElETe sTeAlTh" thread guys! This is a record high, last time we got this much of a downtime since the deadeye rework!

    @"Rickster.8752" said:Stealth is oppressive to the game and needs some sort of trade off.

    Here is your tradeoff: you have to invest in skills/traits to maintain it, losing damage potential for your burst. Also cannot contest/defend points.

    Ideas:
    • Movement and endurance-gain is 30% slower in stealth
    • Power is reduced by 400-500 when in stealth and for 3 seconds after coming out of stealth (to stop stealth 1-shots)

    The game literally has traits going the opposite way. Also there are no more stealth 1-shots. Even on the lowest base health classes, equip an amulet with any vitality on it and no opener can kill you.
    • Once you come out of stealth you cannot re-stealth for another 20 seconds

    I'm starting to think you're just trolling and I got baited hard.
    • Players are removed from stealth when another player is within 600 range of them

    I'm just going to leave this here...
    • Skills do not recharge whilst stealthed

    You cannot be serious. Please tell me I got baited, noone who played this game for more then 20 minutes can type something like this with a straight face.... RIGHT?

    I am sure others have ideas. Stealth needs to come with trade offs and there needs to be counter-play available to stealth-ed characters.

    Stealth counter: reveal. General cleave/channeled skills still hit targets in stealth. On the off chance you're not trolling, I'd advise to go try the stealth heavy classes before wanting to balance them. (Ranger, mesmer and thief)

    This

    Stealth has a learning curve, but it's not broke

    There is no counter play to stealth spikes, in particular at the start of the game. That is terrible game design.

  5. @Faux Play.6104 said:Necro lifeforce generation is still broken, along with healing in shroud. It is way too easy to get a full lifeforce bar and still put out effective damage. Passive lifeforce generation is too rewarding.Quick rez is broken on every class that has it.Healing on firebrand still too good.Thief is garbage.

    Thief is fine. You just need to be good at rifle or good at s/d thief. In conquest thief is the best class, so once 5v5 starts they need to significantly nerf thief again.

    Necro life steal healing should probably be toned down a tiny bit though I agree.

    Rev needs pretty hefty nerfs, its very good in 5v5

  6. @"ZhouX.8742" said:let's be real, to get even remotely close to a number like this the ranger would need to slot unrealistic utilities and also do a massive setup... sure, it looks pretty when you test with somebody and get hit from a number of multipliers while they're standing still.

    it makes for a good thread - but you are useless in matches and provide little to nothing in a game of conquest, anybody would prefer you run something that can actually take pressure without getting destroyed and auto-focused every game.

    but dmg mitigation exists , and honestly against anybody decent and i wont even mention against top tier players like naru, phantaram you will get absolutely slaughtered and again, auto focused, because we all know , aside from the sheep that gobble this thread up to back up their claims that maul or ranger is busted because they don't want to learn how to fight against rangers, this build is absolutely useless IF IT EVEN EXISTS (which I highly doubt hence why the SS is cropped to begin with).

    try this build against ANY competent build in the meta right now, and try it against d/f ele LR , you will get slaughtered - this doesn't matter how good you are, to even get high numbers on maul would mean you need to sacrifice almost EVERY survival utility you have. top rangers like shadowfall and eurantien most likely will vouch for this , and eurantien is somebody who would un-biasely vouch for this.

    these kinds of threads are pointless, provide no context and "1 shot ranger" has always been a meme , esp to players who are good in PvP... in WvW sure, maybe you can sacrifice some dmg and still get high numbers and also be able to run some more survivability because stat mixing exists but in PvP with the amulet options you have, it's just not realistic.

    it's on par with churning earth bomb builds , they're memes , sheep stop gobbling this kitten up please

    Its not unrealistic to do this much damage though. It wouldn't be a problem if it wasn't for stealth though probably. I accept that.

  7. @Madisonlee.9641 said:

    @Curennos.9307 said:I assume you support the redesigns necessary to support any of these changes as well.

    This. Do you really think ANET has the resources or motivation to completely rework classes with stealth access to compensate for a change/removal of stealth? Not gonna happen lol. We can argue that it SHOULD happen, but it's not going to.

    Thief would still be fine if they didn't regain endurance in stealth or are slightly slower.

  8. @Eurantien.4632 said:Just make the person like transparent but untargetable while stealthed, maybe reduce the damage they take as compensation. That way they're always visible and the same mechanics still apply like Aoe is good, skill tracking still exists, but you cant get suprised by somone coming out of the nothingness anymore

    Good idea. That also solves the super lame thing of having to stay close till a thief pops up on the map, which again has no counter play. So much about the thief class just lacks counter play in conquest honestly.

  9. @Virdo.1540 said:

    @Rickster.8752 said:Stealth is oppressive to the game and needs some sort of trade off.

    Ideas:
    • Movement and endurance-gain is 30% slower in stealth

    make it -50% at least, like in other mmorpgs where stealth isnt so op(and no reveal-cleansing for deadeyes lol)

    I think 30% movement AND just 50% lower endurance gain would be good. Could just make endurance never recharge in stealth

  10. Stealth is oppressive to the game and needs some sort of trade off.

    Ideas:

    • Movement and endurance-gain is 30% slower in stealth
    • Power is reduced by 400-500 when in stealth and for 3 seconds after coming out of stealth (to stop stealth 1-shots)
    • Once you come out of stealth you cannot re-stealth for another 20 seconds
    • Players are removed from stealth when another player is within 600 range of them
    • Skills do not recharge whilst stealthed

    I am sure others have ideas. Stealth needs to come with trade offs and there needs to be counter-play available to stealth-ed characters.

  11. A few thoughts:1, Signet of undeath is unplayable now. Like totally worthless2, Unholy martyr is also really bad now for chaining death shroud however this only matters if you already have a bit of death shroud because eternal life will bump you up anyway, so this nerf isn't as bad as it looks.3, Death magic line was all about carapace and now its effectiveness has been cut in half. This is pretty devastating to the death magic line. THIS NERFED 7 TRAITS BY 50% in a single swoop. Do not underestimate how huge this nerf is. They destroyed an entire trait line with this single change.4, Lich nerf is huge. 10 seconds is very little time and swirling winds/absorb/reflect type effects are more effective against this now5, Vampirism signet is now worthless. Totally worthless.

    So yeh, these are big nerfs. The signets are just totally dumpstered and not playable. The martyr nerf doesn't matter much. And carapace is now A LOT worse which means the whole death magic line is now a lot worse. Life siphon is untouched though. Blood magic is probably better than death magic now.

  12. @Halikus.1406 said:

    @Rickster.8752 said:They nerfed necro in a good way tbh. Doesn't effect the non-OP builds

    Agreed, they actually hit the problem for once instead of firing everywhere like they usually do. And the best part is that the answer came faster than waiting months for another patch.

    Yeh it was good. I think unholy sanctuary would be a good target though, probably instead of the carapace nerfs.

    I was also expecting unholy sanctuary nerfs, heavy ones. But I'll also take this instead since it works just fine to kill that kitten build and send the fotm back somewhere else lol

    The carapace nerfs are very significant so that reduces how good unholy sanctuary is and also reduces the power of going into death magic in general seen as the whole trait line is death carapace which got a 50% nerf (huge nerf). Necro got hit by far the hardest in this patch, rev is identical almost and firebrand will be fine although slightly worse.

  13. @Halikus.1406 said:

    @Rickster.8752 said:They nerfed necro in a good way tbh. Doesn't effect the non-OP builds

    Agreed, they actually hit the problem for once instead of firing everywhere like they usually do. And the best part is that the answer came faster than waiting months for another patch.

    Yeh it was good. I think unholy sanctuary would be a good target though, probably instead of the carapace nerfs.

  14. I say this as someone who has played mesmer. Energy sigils cancel out the 1 dodge thing. And the build have too much evasion.

    My suggestion:

    Make axes of symmetry less busted. It breaks targetting, evades, is a leap finisher, has a short cd (15s) and applies a ton of confusion. An insane skill.Make signet of illusions have a longer cooldownIncrease blurred frenzy cooldownMake magic bullet give less confusion (it is overloaded)

    Condi spam and evasion spam needs to end now.

  15. @CutesySylveon.8290 said:

    @Rickster.8752 said:Aim = add skill back to the game and reduce passive spam

    Necro - Unholy Sanctuary now has a 300 second icd (passive trait)Thief - Feline Grace now has a 15s icd (passive boons for nothing)Mesmer - Magic bullet now only applies 1 stack of confusion (overloaded skill - stun and condis is too much)Ranger - Remove vulnerability application from maul (overloaded skill - already does a ton of dps)Rev - Fiendish tenacity and Demonic defiance both have a 20s icd (passive stuff)Firebrand - Blazing edge no longer provides burning and Stoic Demeanor now longer gives slow (passive stuff and overloaded skill)Engi - Invigorating speed icd made 30 seconds (passive boons)Warrior - Whirlwind attack now has a 15s cooldown (evade spam needs to stop)Ele - Elemental attunement - reduce might to 3s, reduce prot to 3s, reduce swiftness to 5s, reduce regen to 3s (stop passive boon spam)

    What would your 1 nerf for every class be? If these changes happened the game would be a lot more skill-based. Every class has OP aspects that need to be changed - often passive buffs.

    20icd? That's just nuts. Demonic Defiance is only usable with Mallyx and before Fiendish Tendencies was one of only 2 sources of resistance outside spamming Pain Absorption. Anet is finally giving us back the Mallyx that wants condi on him and he's still got his counters, Anet just nerfed them way too hard (Hard CC pressure).

    All these no-skill traits need nerfing in pvp. Every class would receive them in an ideal world.

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