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bq pd.2148

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Everything posted by bq pd.2148

  1. after a legendary bounty is killed or timed out it should appear again on the board in 30 minutes. keep in mind the bounty is not your personal event but a map wide thing, meaning on the second day it was simply recently killed/timed out by (an)other player(s).
  2. what is considered healthy for design and balance is pure opinion and you will find for almost anything in the game people that will consider it unhealthy. yes it is 25 in sPvP, there is also a reason why WvW does not and should not use sPvP balance and arguable too much of sPvP balance has been ported over to WvW already. in larger scale combat the proper use active defenses reduces the load on the supports and potentially allows for slightly more offensive composition. current meta already heavily favors numbers and reducing active defenses by nerfing energy will further that trend. i would like mirage being fixed i just dont think your suggestion will be able to do that and that means any cost is too much for it. i would prefer if the ramp up time for condition mirage using staff is reduced and if alacrity was moved off the staff to be usable with any weapon, potentially even power mirage builds. as you already said in you initial post: this requiring a lot of work i dont see as good enough a reason to avoid fixing it properly. every weapon providing alac would mean that there would need to be a competing DPS choice as a tradeoff, like reworked mirrored axes to provide a DPS increase to any weapon choice. another problem with mirage mantle right now is also that it gives 25% damage to GS ambush because of which it now does not get buffed to be on par with dagger/sword ambushes on march 19. GS ambush will have a coefficient of 2.55 and the other two 3.0. but it is not like those two weapons dont get anything else from that trait, they just get that damage increase build in for free.
  3. current alac mirage in pve group content might not be affected. a change to a sigil affects anyone using it anywhere in PvE and where this one is used a lot more: WvW. while staff is still anywhere in that build the ramp up will still be slow anyway so it will continue to underperform, dont need to nerf a very commonly used sigil for that.
  4. for me deadly ambition works with them so they are dual wield attacks. its just not in the tooltip. with multiple targets around, a target other than your primary one might get hit by an axe first and the restriction 'once per skill use' is not per target.
  5. i think those creatures might be have something to do with these weird birds
  6. i think for that purpose the change wont do much. as mesmer portal is not a stunbreak but can be opened while stunned and even used while still stunned, because it is like opening thief portal an instant ability. however sometimes you might just want a stunbreak and not a full disengage, that it wont be able to do anymore.
  7. stealth like anything else a player could do has some cost, be it cooldowns, intitiative or endurance. understanding what your opponent has invested in and what they couldn't bring because of it is important for dealing with any player. because of this i would advise first and foremost to play the classes and builds that utilize stealth to better understand when they are vulnerable, to see when they overstep. that being said.. stealth itself just removes your view on the target and pauses the fight in a way, if they were to deal damage they would lose stealth instantly and maintaining stealth again costs resources. if you dont think you have a good chance at hitting the stealthed target with something substantial that could put them on the defensive / down them, dont waste you skills as you will miss them when they pop back out. similarly dont panic spamm all your defensive skills. if you do want to anticipate their hits and avoid them do so with an understanding of their engagement options. movement like stealth costs resources especially if the target stealthed on range, you can further open the gap forcing the stealthed target to also use movement skills. if the stealth user is also fighting from range, try to break LoS. lastly do you even have to fight them to the death contextually? while stealthed you do not contest nodes in spvp or help in teamfights, so it might be better to shortly pressure the stealth user when they are not stealthed and focus more on the others while they are stealthed, ofc keeping their engagement options in mind but not tryharding to fight shadows. in WvW the ones heavily using stealth during a fight are often not much of a threat and reset way too often, just continue with what you were doing and dont stay to chase shadows. mounting up will negate most stealth engages by single players, it will also make it impossible to maintain stealth and keep up with the speed. WvW small scale the stealth in small groups is usually used to engage or disengage but more often than not just filters unaware opponents, if they are not comped but more like a large assembly of only thieves and willbenders, thus a chicken squad...just ignore them as they are a waste of time and if they try to take an objective they will instantly wipe against a similar sized comped group.
  8. When i swap my equipment template while my weapon is drawn to a template with the legendary spear, it will show the spears aura on the character, even while on land the entire time. this only happens to the few human (f) characters i have. it will remain on weapon swap/stow or using bundles it goes away by swapping equipment template with stowed weapons again, mounting/dismounting or going into the water.
  9. would it be possible to also add a boost to the spear ambush: Ambush Assault into the list?
  10. for comfort i would play necro as you can just facetank and random press your buttons while still doing ok. mesmer i would say has the biggest toolbox of the 3 and the one i prefer of the light classes. they do also have a fairly easy and effective condi (hybrid) dps build that you will see many complains on the forum about, for being too good for how easy it is. for tougher solo content mirage being able to evade during most of the fight makes many things trivial and if you want something more challenging you can still play chrono and see how far you can push your continuum splits. ele takes a while to build the muscle memory for and keep it with the not so subtle balance patches we keep getting, so it might not be the best choice if you want to be an altoholic.
  11. maybe lower ini cost for when you have no axe out? or some additional default effect
  12. if the stealth attack flag for that is removed so it no longer reveals or benefits from stealth attack traits, would it still consume malice because that is a property of the axe that was thrown and not of stealth attacks ?
  13. an icon can be seen for a split second right before the port. the portal itself has an icon for the thief themself on the bar but not for others, didnt test in spvp but outside it wont even show to allies.
  14. you forgot the most important thing: forced movement and animation locks so hard even instant skills cannot be combined with it.
  15. hitting with death's jugement also occurs while not being stealthed and refreshes the revealed time, has been like that since it was made a stealth attack. i think it was made so that when you would use backstab at the very end of stealth, you would still get revealed even if it hits after stealth drops edit: on the plus side once the malicious version is fixed, it should allow you to reset malice...
  16. as dawdler above pointed out in an example being outnumbered on a map does not mean you are outnumbered in your specific encounter. because of that relevant statboosts would be problematic. getting a buff only while defending 'like guild aura' and the buff should be 25% movement speed? guild aura level 3+ already provides that. increased time before participation decay while outnumbered would be alright.
  17. if we at least would not need to share the slots for PvE and WvW, i would expand them even separately.
  18. with malicious version you also can use it whenever. however currently you can not proc malicious seven multiple times against the same target without mercy / dropping the mark and you do not gain any poison. the only benefit would be being able to stealth with stolen skills withou having to rebuild malice, but the reveal time should be enough for that. - maybe against players? edit: oh the thread got moved to the bug forums. already had one up about this and ruby wrote that she passed the info.
  19. specter should get shadow shroud for spent initiative but will not gain any on axe skills. further the dual skills can still be used without a target/axe up resulting in lost initiative for 0 effect.
  20. which legendary axe skin did you try it on? using aurene legendary axe and variants will give new projectile animations only the axes that remain on the ground have a fixed visual until they are recalled.
  21. for me against NPCs the stealth attack strips boons in an AoE and skill 3 using the axe from stealth attack will also strip boons. not sure about the boon priority
  22. Even the Odds does proc for every target of the Axe Stealth attack, so while it procs only on 1. hit that one can be AoE. Sundering Shade does only proc for 1 target with Axe Stealth attack. not sure about rending shade, hitting multiple targets only procs the fear once but i dont know if that is also for the strip.
  23. the axe released a couple minutes ago uses regular cunning salvo instead of malicious cunning salvo while on a deadeye, which causes a few problems. edit: that was in PvE against the Mushroom Queen HP in Tangled Depths. Tested both with M7 and FfE.
  24. while i am not yet convinced that thief is good enough for a support slot in a ball, an updated rending shade with the axe would allow for a stab ignoring AoE CC on a support thief (running axe/scepter + pistol) with: mindshock -> grasping shadows -> exit shroud -> black powder -> cunning salvo. then mindshock should hit right after the AoE from the axe. if you are standing inside an enemy, aoe projectile denials also wont affect it. MSS should still be terrible against a ball for being a projectile and spawning projectiles, while the axe is an AoE after only 1 projectile, which is alright in melee.
  25. that is what the tooltip states sure. were it only an icd it would proc 2-3 times during shadowsquall, yet even retargeting towards the end wont have it proc a second time from a single use. as said those 3 traits simply only proc 1x per skill use, on their first hit. that i think was intentional and not a bug, a way to handle sneak attack hitting 5 times (usually the same target) and other stealth attacks hitting only once. but then they forgot to change it when options to hit multiple enemies without skill retargeting were added. even the odds does not grant vulnerability on stealth attacks, only might. the vulnerability in the tooltip is on steal.
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