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Zacchary.6183

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  1. He who refuses to adhere to logic will listen to ridicule. You tell them "thief main btw" cracks the argument that the build is carrying you. They can't really complain about profession balance when every profession beats them. Even their own. Savvy?
  2. Hence you kill them on other professions. Because at the end of the day if you can switch off professions and kill the same people, it was never the profession to begin with. And they should know that.
  3. Just kill players on other professions and say "thief main btw". Bad players will slowly figure out that it was never thief that was the problem.
  4. I already do, on top of 5 other specs. Perhaps you should play thief so you know how good you have it.
  5. It really should be a tank shroud because the spec already handicaps itself. Don't worry, it won't kill you. ;^)
  6. Here's an idea: Make Quick Pockets baseline, like with preparation.
  7. Necro has ~40% more base health than thief and enough siphon and force generation that it shouldn't be a problem, especially with the near immortal sw/sw build. On top of that, there are a few options that directly and indirectly reduce even more incoming damage and others that semi-passively increase the damage necros put out. Blood Magic allows sw/sw to keep its barrier up even through flips skills. Soul Reaping boosts necro's Shroud pool by 20% and provides even more force generation for attacks, on top of additional vitality. So all necro has to do is go full marauder and its a done deal. Initiative, stealth and mobility have zero impact on the effectiveness of Shadow Shroud as a defensive option because it has none of those things nor any way to utilize them. Thief gets those from its weapon skills and utilities and shadow shroud replaces all of them. Yes, is it a way to let initiative come back, but that is a poor excuse to argue that thief should have LESS THAN SIMILAR treatment to death shroud when making it similar was the argument in the first place. Especially due to all the things I have mentioned above.
  8. Never used QP more than 5 minutes out of the 10+ years I have played. This would make me consider using it.
  9. And before you tell me its not the same thing, anet nerfed Shadow Shroud's maximum force from 150% to 69% of HP after Necros complained about it specifically because they felt it should be comparable to Death Shroud. And when thieves complained about the nerf, Anet gave the 33% reduction to pve but completely forgot about the 50% damage reduction in pvp/wvw in Death Shroud. So Shadow Shroud has become a victim of double standards. Tack on the fact that thieves have to pump more into vitality to get to the same level as necros, Shadow Shroud is practically worthless beyond being a bad second health bar. Imho something needs to be done about this terrible disparity. Pick one: Validate the equality argument by adding the 50% damage reduction for competitive modes only. Increase Maximum Shadow Force to 100% of Max HP and make damage reduction 33% for both modes.
  10. Anet didn't do anything. Stealth is inherently a hard-counter against those who can't think outside their rotation.
  11. Nerfs are going to happen regardless, so I don't see the point. Players refuse to get better and would rather perpetually scream nerf than take that stab to their ego. Nobody wants to even acknowledge that's a problem, even though it is the catalyst that makes stealth and initiative so toxic. Another "free use" is not going to change anything other than the consequence of mindless spamming.
  12. I didn't miss the point, it just doesn't matter to me because you are still limited in the end. Not really. Just about every M7 build nowadays has infinite chaining.
  13. And yet you're on the old system again after putting your entire kit on CD. That 5 initiative will only get you so far and you'll still have to wait for initiative a/o CDs to use more unless you pop a utility. Just as intended. You still get punished for spam, but the consequences of it are not as severe. Again, my whole point of the idea is to create a buffer so you're not screwed out of your entire kit unless you willingly opt into it. So what, you get an extra heartseeker on top of your extra death blossom. It isn't like these single attacks are going to put a cosmic dent in your overall DPS considering thief is plagued with having damage stacked on auto and dual wield skills. Everything else is for utility.
  14. No, you actually don't understand and I doubt you read Yasai's entire post. Initiative is prioritized first and then cooldown. The initiative system hasn't changed. You run out of initiative first, then cooldowns apply. Should you have enough initiative to pay the initiative cost, regardless of cooldown, the skill will go off anyway. But then you must wait for whatever remaining cooldown is left or wait for initiative to regen to use it again. You will never have "ALL of your initiative" while anything is on cooldown unless you get it all back through traits and utilities. The "extra skill usage" is the singular cooldown buffer, and that is specifically meant to keep your other weaponskills from being locked out while you have no initiative. That is what they meant when they said "cooldown bypass".
  15. Yes, exactly. So its more noob friendly, so more people play it, so more players learn how to counter it, so more understand how badly the profession needs a revamp, so bad players can actually get better instead of taking to the forums to air their self-inflicted grief because of a one-trick pony one-shotting them through their blue berserker gear.
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