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TheThief.8475

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Everything posted by TheThief.8475

  1. I don't disagree, I think the skill just need something more, maybe it should have a dagger melee hit while casting the axe return
  2. I think he's referring to the new nerfed CM version they will ship
  3. What I really don't like is the fact that it's another ranged weapon... But I know they won't change it, At least I'd love the AA chain (and stealth skill) to have a shorter cast time because they feel kitten slow (even tho it's the same cast time as shortbow, it feels slower/ clunkier). For the rest, excluding bugs with dual skills like: missing a lot of targets like structures or big monsters (like Amnytas boss) bugged malice (de)generation some other stuff I don't remember right now I'm enjoying it quite enough paired with M7 Deadeye
  4. They did this so they could use the same animation for both skills... That's sad
  5. Also axe is a ranged weapons, you don't really want to stay melee with it, so why can't it have a retreat option like sword 2? If the enemy dodges your attack you are now melee with a ranged weapon on a thief, a class with very bad sustain and probably low on initiative If you really want to put a teleport on the most important damage skill, at leas give it the option to retreat if it fails, OR just make it a grounded teleport OR remove the teleport at all. Forced movement is always bad on skills that are NOT MEANT to be utility skills (like sword 2 for example) Of course I'm talking about PvP / WvW but this is also relevant in some instanced PvE encounter, where forced movement is crazy annoying
  6. I don't think this is impossible to achieve this. They have experienced designers in the team, if they want to make it that can
  7. Before it gave bonus critical change when hitting from behind of the sides, now the bonus is there always, even when hitting from the front, so yes, it's a buff in PvP and a QoL buff in PvE
  8. In the steam they said bosun is 15% for PvE and 10 for PvP, so it's a buff in most scenarios
  9. Other professions have loads of off hand weapons that are not good with other main hand weapons They don't need to make the new off hand good for all main hands, a good dual wield skill would be enough. As thieves we have a lot of movent skills, so I don't see a problem in having to play a mixed melee/ranged build. As long as they manage to provide stealth access or alternatives (say block with sword skill 4 or 5) the weapon would be very flexible, and that's more than enough They have designers that can make it work with some brain and maybe playing thief a little bit more xD
  10. So when is Thief getting another quick striking weapon? I hope you've passed some of the Thief discussions regarding what we actually want for new weapons o/
  11. I think a lot of thieves do hate them for this. I mean Cantha was the region of Shiro Tagachi, an assassin who wielded dual sword, and assassins are the origins of gw2 thief, even tho they never felt as good to play
  12. It's my second most wanted weapon after off hand sword, but at this point they will probably give thief an off hand weapon next time since we had 2 main hands and 2 two handed weapons (not sword of course, one we don't like)
  13. They are already there but we can't see them because they are in Stealth
  14. I don't see any problem in this, as I said ebfore, not all weapon combinations must be good in all game modes, and at least in PvE all of those combinations u mentioned may be good. Also because of steal and other mobility options u run in PvP like shadowstep, hybrid ranged and melee could work too
  15. That's true but Thief in PvP and WvW is already fun and dynamic, while on PvE it's not 1. Not every weapon must be usable in all game modes AND most weapons are already meta in PvP/ WvW : Staff is decent, rifle is good, scepter too. 2. PvP/ WvW has a lot of melee builds where a new melee off hand weapon would synergise well Why would it be a problem if they add an axe / sword off hand that is only good for melee builds? We have 2 melee mh weapons and 3 ranged MH weapons now -> more than enough combinations for melee and ranged oh weapons, and not all of them have to shine in all game modes (this wasn't true originally because thief had less options overall)
  16. That would make sense, but why would they care when any endgame content is done melee stacking with allies anyways? Is it a big deal if you have an open world build that has 3 ranged abilities and 2 melee? I don't think so
  17. I've recently played AA, and swiftblade + shadowplay is all i'd want for Thief in gw2. They have stealth, they have combo minigame, quick hitting skills, and a lot of combo between abilities effects It's insane to me that gw2 is in my opinion the mmo with the most enjojable combat system, but at the same time the worst designed class of them all (Thief) My dream still is that they consider adding more option for each weapon skill slot (1-5) instead of a new weapon or elite spec; I'd really love a dagger/dagger power dual skill with that type of quick hitting gameplay
  18. It was 2015 when HoT was annouced, I was young, back then, and since, i'm waiting for off hand sword. I got a stick; I got a pewpew ranged weapon; I got ranged magic weapon; I will get a ranged phisical weapon; WHEN WILLL I GET MY OFF HAND SWORD?! I will leave this question for you Anet: "Why do people pick Thief as their class?" Maybe if you answer this simple question you will be able to craft something we love (after 12 years of not delivering anything I whished for as a Thief/Rogue enjoyer)
  19. All the feedback I can give is that I don't want another ranged and slow weapon on a class I originally choose because of its melee fast paced gameplay You keep ignoring what thief players like about thief in favour of more build diversity that no one asked for, nor is going to like
  20. I haven't had much problem running this build in every encounter where I'd run Staff DD There are some exceptions like OLC, where if you get fixated you can't stealth until the boss goes away, but you can just avoid those bosses, I'll update the build while I keep playing the build and find optimal and non-optimal encounters 🙂 As of now I've run it in : W1: went perfectly (I also managed to get top dps in all bosses, but it's a pug run); W3: went very well at KC, not so good at Xera because Thief loses a lot of stats when below a certain HP treshold, and healers are not great in pug, but I'll test more to be sure; W4: not recommended on Cairn (forced movement is bad there because of teleports), went perfectly from MO to Deimos; W5: went very well too (I had to adapt the rotation a bit on desmina, to dodge when needed), statues and Dhuum went perfectly; W6: can't be used at CA because arms and the boss are not "defiant enemies" so backstab does front damage to them, Twin Largos in unplayable with melee weapons (for Nikare), Qadim 1 went perfectly; W7: Adina is perfectly doable, but avoid the CM with this build (you may dodge into a hole and die lol), Sabir went smoothly in CM, didn't try at Q2 yet because I'm a main pylon there, but i'll test this week (and I expect it to work no problem, unless there's some debuff that reveals players) ; In fractals I run D/D and Staff so I cleave trash mobs with staff, and then swap to D/D for bosses because I personally do more dmg with them than with Staff (and I have mroe fun with them too), but I avoid using it in fights that favor ranged DPS like Silent Surf and Sanqua Peak; In strikes you have no problem with this build because there is no need for cleave, so I use it everywhere except fight that reveal you (like OLC if you get fixated), and fight that prefer ranged DPS (if you want to optimize for more DPS); Like most builds it has encounters where it excels and others there it's bad / unplayable but when you can play it, it is strong and fun 🙂
  21. That happens only on condition builds usually, since Trickery is a condition trait line, but there are also condi builds where you swap weapons off-cd for sigils proc (condi Daredevil for example), not a very good system IMO... A good way to fix this could be to grant more initiative (say 6+), but only if you swap to a different weapon; It would be cool to see Thief builds that use more than one weapon set for the rotation
  22. It really feels great to play once you're used to it! You can react faster and adapt to situations immediately with daggers freedom of movement (0 animation lock in this build) where on Staff you have to wait until the last queued Weakening Charge, which makes it very hard (almost impossible for me) to react to things unless you predict them because you know the encounter perfectly Maybe I'm biased, but ATM it's my favourite DPS buils for Thief 🙂
  23. Hello! I really enjoy Dagger/Dagger on Thief, but I can't stand Deadeye's Mark anymore, so I decided to try D/D on Daredevil and see how it performs. After hours of trying I figured a 39.1k DPS rotation (I think a better player could reach 40k), It's not the best, I know, but it's really fun! You have to manage initiative and endurance and decide what variation of the rotation you want to follow to have the resources needed for the next rotation loop; The rotation is relatively low APM (except the opener), so the resource management is not too hard to keep track of, and playing it felt satisfying 🙂. Here is the guide I created: https://indy-.notion.site/D-D-Daredevil-Guide-f751eb3f215e48f6808be689b24f4d05?pvs=4 (can't insert clickable link 😞) There's a comment section in the "Questions & Discussion" section where you can leave questions about the build or give tips to other players (and me) too! And a rotation video: D/D Power Daredevil Benchmark - Aug 2023 - 39,1k - YouTube Give it a try and let me know what you think!
  24. And the scepter stealth skill animation is a tragedy and can be interrupted by any button press. I tried this build, because of the malice crit generation you HAVE TO constantly look at malice to not kitten up the rotation which makes the build not enjoyable in fights where you need to focus on mechanics and not at the kitten UI. Weapon master for Thief is worse than I expected (and I expected nothing) only staff DE atm seems to be working as an enjoyable OW build that provide self quickness (tho it doesn't have a lot of stealth access to proc it) I was hopeful that they would refine professions and elite specs in the long run with this feature being introduced, then I realized it was locked behind SotO, which means that this half cooked system will probably be supported only for one year at best and will never reach its latent potential (Or do they have other reasons to spend a lot of balance and design resources on something that only affects owners of SotO?) At this point my only hope is that the new expansions will include elite specs reworks as core updates in addition to new weapons/ utilities because the disparity between professions keeps rising, and rising, and rising, and we're close (if not at) the bottom.
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