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Venport.3925

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Everything posted by Venport.3925

  1. 1. No, scout better and use target painters if you have that much of a problem catching thieves 2. If you want to take away thief portal you'll have to take away necro and mesmer portals too 3. No it only takes an hour of holding a guild claim to get watchtower, that's easy
  2. edited your post to make it readable for people who aren't on light theme Also this sounds like it would be better suited for the ranger fourms rather than the wvw forums? As far as answering your post, I'm not really sure of the ranger lore but it sounds similar to how thief traps were changed to preperations when broken support for traps (rune of the trapper) was added to the game so rather than nerfing/removing the rune they removed traps from thief. There is probably a good reason why they can't be shouts still but I'm no ranger expert there. Currently anet doesn't want to design boons to be accessible by the core specs of most classes so alacrity on commands will probably not happen either Superspeed is very strong and while rangers aren't insanely mobile they have a lot of range, so giving them gap closers in the form of improved combat mobility is probably too good, especially on short cooldown skills like shouts I could see the stab argument but isn't there a shout for rangers that gives stab already? or dolyak stance. And changing existing weapons is probably unlikely but I wish you luck with those requests, cleanse is decently good to have For spiritual repireve I think that would also be too strong, because its a 1.74 coeff heal, maybe asking for the resistance to be longer could be an option though, like 5s instead of 3s
  3. I mean I would argue those ones are also unfair especially if they weren't obtainable any other way after the promotion As far as other reasons, the primary reason I'd think it's unfair is they were temporary because its a reward for winning a recurring event, so the intent was that you would get more if you won more, but just having it forever because you won once and noone else getting to have it isn't really fair to other players
  4. Making the temporary ones from the first season permanent probably wouldn't be fair to the rest of the playerbase without giving a way to obtain them, but since they've been adding ways to spend skirmish tickets I could see making it another high cost redeem from mr shadow man
  5. you know what I might be willing to do is trade the smoke field on pistol 5 for a blast finisher (probably removing the projectile and increasing the blind radius to compensate) having a blast finisher that isn't shortbow 2 in our weapon kit would be super useful I'd maybe drop the initative cost though, 6 for an aoe blind isn't amazing so while I'd hope for 3, 4-5 would probably be realistic
  6. In terms of raw healing I've actually seen druids sometimes put out bigger numbers than the tempets running with groups, which is pretty good for them and def helps compete where cleanse is already available or more cc could be preferred
  7. core ranger? no, never druid is seeing some more play now though (also this is probably should be in the main wvw category, not restructuring feedback :p)
  8. Honestly I'd be up for all classes to just get a uniform set of downstate skills, the variance is cool and all but some are much stronger than others and haven't seen any changes in a long time
  9. I just wish they had let us keep shallow grave as the revive trait and buffed/tweaked one of the less interesting flavorful specter traits in the same tier or you know, updated the grandmaster trait that already did pretty much the same thing but worse?
  10. I feel like C&D is used infrequently enough that it costing 1-2 more imitative wouldn't make it worthless for what its used for as well as if you take SA you're recovering initiative from entering/exiting stealth (assuming that still exists)
  11. If you paid attention to the lore of GW2 and guild wars as a whole, all of the professions are based on magic, nothing more than your AA chain (and even that usually has some magic associated with it) is not magical in nature to a degree. Thieves just focus on magic of a more practical nature with shadow and deception magic being their specialties So no thief getting focus doesn't break a "low magic concept" because no class in the game is low magic
  12. Yeah I agree with most everyone in this thread, I tried making a thief and swapping profession weapons just kinda felt meaningless at best. Thief has been locked to 2h for a while and those 2h weapons aren't great outside of the specs holding them up so when you go to swap you just see that you're losing value to use a weapon that already has support somewhere else. Kinda boring and disappointing.
  13. I'm mad they actually took away shallow grave it was one of the cooler support options specter had, even if it had been nerfed to be completely useless at least it wasn't a copy of an already existing trait in the grandmaster line but better???
  14. Seeing as thief has Never gotten an off-hand spec weapon (2h don't count) I think it would be a lot cooler if it was offhand
  15. I'd be willing to take 10 target, both way, and as a tradeoff because they're scared of thief portal, apply like 10s revealed on the non-shadow side when you return
  16. Its pretty clear they didn't really do a clarity check for the wording on this post, but yeah I think based on what they're saying shroud will be the alacrity source, which shouldn't be a problem, most of your shroud skills come off cooldown frequently and specter tends to go in/out of shroud already a lot so I don't see it getting in the way If anything this means CAS can take things like thousand needles/more venoms instead of spamming wells though I could see the heal well and boon well possibly still being good enough to stick There's a typo in there that sounds like they're buffing the other grandmaster trait noone takes, but i don't think its enough to matter for much beyond that I think its a pretty positive update for thief, I still hope to see a more in depth acro rework to make that traitline better
  17. Is the shallow grave change a typo? because it sounds like its meant to be a change to the major grandmaster trait "Hungering Darkness"
  18. Bugs don't have to be discovered the day of a patch, there's likely no telling how long this has been something that could have been discovered beyond saying "sometime between when catalyst was added and now" combat tonics are usually things that people use for fun if they use them at all so it's not like its something easy to discover
  19. experiencing this bug too and its completely stopping me from doing the story, so I guess I'll have to wait regardless, but I'm pretty disappointed that this is unplayable even a month after launch
  20. I think its worth being critical of the original theme of the core thief; and even breaking that to a degree, because leaning into that too heavily did lead to us pretty much only ever having roles as dps and not really much else, though I could perhaps see an argument of watering down what the intent of the specific traitline is to be a bit better
  21. To be more clear: my intent is for thief to be able to gain stability when it gives swiftness, and provide stability to allies that are granted swiftness from that thief, though I do think the pulsing could perhaps add consistency (though I think it would have to only pulse for the thief, since that would get a little op otherwise) So maybe something like 1. Swiftness is applied through a use of one of the thief skills/mechanics that grant it (thrill of the crime, acro dodges, daredevil dodge, or haste if people are crazy enough to use that on a regular basis) 2. For each target that recieved a stack of swiftness, give them 3s of stability 3. While the thief has swiftness, gain stability at a set interval (Perhaps this could be slotted onto a minor trait to keep things clean, and since self stability is a bit less broken)
  22. I actually like the idea to give thief some cc resistance with don't stop, but how about this: - Don't Stop: when you grant swiftness, grant 3s stability (1 stack) Applies to swiftness given to allies and maybe could be more stacks/longer duration if necessary
  23. I've also been having crashing issues (and crashed like 5 times in drizzlewood) lowerng shadow settings does seem to have solved it for now? though I'll edit this post to update the crash count
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