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Sylvia.4870

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Posts posted by Sylvia.4870

  1. On 1/18/2022 at 8:09 AM, noiwk.2760 said:

    delete thief please !
    or delete stealth .. 

        Is the Thief profession that much powerful? Why are there few players picking it up as the main, favorite profession in the game? Is stealth so scary while there are AOE damage skills, Revealed status from certain skills of specific professions', a useful tool from World versus World gamemode? There are things more frightening and worse than stealth. Play it long enough and you will see what I mean.

    • Like 2
    • Confused 1
  2.  Ah! Players who can't manage to join in the Mad King's Labyrinth instance, which is already full and yet leave such childish messages on commanders. As one of the followers for farming Trick or Treat bags from the Labyrinth, I never complain about the full instance. Should the instance I intend to enter be full,  I look for other instances on LFG system and join in the instances, which contain less than 10 players or not over than 25 ones (It is not always possible to enter. In rare cases, there is another squad, seperated from another in the same instance). If there is no squad available on the LFG system, I wander around there, beat some demons, play hide and seek with Mr. Steve, holding his huge Texas chainsaw and look for another squad on it again. There is no point to complain about the full instance at all.

    • Like 3
  3. 9 hours ago, Justine.6351 said:

    They should just remove stealth and give thieves same duration evade instead.

      Then, the other classes which can enter stealth should lose it as well, not only the Thief(There would be no complaints about stealth and yes - the tool in World versus World would be no use. The other classes' abilities to deny stealth would be nothing. The weapon sets that thief can use for stealth would be redesigned. How complicated.).

     

  4. 5 hours ago, Dawdler.8521 said:

    Thats not even the correct cooldown and its coming from the pro thief in the thread.

    This is WvW. Its 3 seconds. The thief after revealed has a 40% uptime on stealth even when constantly marked (2s every 5s).

    (Higher percentage if you know your stealth timers and can stealth unders 2s since that doesnt reveal you, such as DE rifle dodge)

        I don't consider myself a professional thief yet, to be honest. I have been learning and practicing it so far. Thank you for correcting that, sir(I don't remember all the details about the class; so, my apologies).

    • Like 1
  5. 13 hours ago, Sleepwalker.1398 said:

    Then Dagger Storm into Shadowstep and juke with Shadow Return 🤪

      Shadowstep and Shadow Return are the skills for breaking the stun. Also, Shadow Return can cleanse 3 conditions from thief. However, those are not considered as dodges. They are parts for playing tricks here and there on a target's sight during combat or going out from danger.

  6. 14 minutes ago, Demonhead.7584 said:

    There is a cooldown on stealth-attacks. 

       My apologies. I have corrected it. Thank you, sir(I was correcting that one and saw your comment at the same time lol).

  7. 11 hours ago, oatsnjuices.1698 said:

    The right nerf is, if they attack and miss then they are revealed with the normal cooldown.

       That would make thief's gameplay be more challenging.

       

       P.S. There are no cooldowns on thief's weapon skills except the Stealth attack(around 2 seconds for cooldown if failed to land on a target)because thief uses Initiatives to activate them(thief still needs to use them wisely; or else, thief will not be able to carry on a fight). Instead, thief loses the stealth attack and gets the debuff, Revealed(3 seconds by default).

  8. 5 hours ago, Gibson.4036 said:

    Thanks!

    In the open (where sneak attach seems to mostly happen) would it be best to try and throw the target painter down at my feet? Otherwise, I have no idea how to predict which direction they head in.

     Should you feel thief is near you, you can throw it around the area your character is. If it misses, you have to use another to expose thief from stealth(each time you use the Target Painter, it will cost some supplies; thus, don't waste it).

  9. 7 hours ago, Telgum.6071 said:

    Here is the weekly dose of salt and moaning about thieves while the rest of the classes dominate WvW.

         I don't know. It has been years, I think. Drama and opera soap barely cease, especially the ones about thief. Even hatred, frustration and narrow mind toward it without even trying to understand or play as the thief on one's own.

  10. 9 hours ago, Junkpile.7439 said:

    How many evades thief can spam if he play some basic build? 3 dodges, signet refill endurance and maybe 2 or 3 short bow evades?

         You mean a Sword/Dagger core thief, right? Even spamming dodges doesn't help thief win a fight - it will make thief run out of defensive abilities and cause thief defeat. Also,  forget about spamming shotbow's skill number 3. That doesn't help much if used unintelligently.

  11. 3 hours ago, Gibson.4036 said:

    In my experience so far, they are mostly a minor annoyance, though annoyance they can be.

    I'm a newbie in WvW, so I could use some more explanation on some of the stealth counterplay listed above. I've been playing an engie.

    So, first counterplay, cause revealed on the thief.

    One of my options is to slot Utility Goggles for the toolbelt Detection Pulse skill. Seems weird to give up one of my three utility skills just to counter the occasional thief. Maybe just worth it to run back from the WP? I guess it does give a stunbreak on the bar and some condition counterplay as well.

    Detection pulse has radius 900, 1/2 second cast time. Infiltrator's arrow has range 900, no cast time. So gotta be really fast to hit those thieves before they hop out of range after hitting me from stealth. My guess is that I should probably save it for the re-engage, since I'm unlikely to hit it fast enough when I didn't know they were there until they appear beside me all slicey-slicey.

    Target painter? Help me figure out how to get my inventory open and use it in the most efficient way possible. Or is there a way to hotbar an item that I don't know about?

    Is there another way I'm missing I can apply revealed?

     

     

     Infiltrator's Arrow costs thief 8 initiatives(Originally it cost 6 initiatives) and that means thief can't use it more than twice since there are 15 initiatives(with the Trickery trait equipped; Preparedness). If thief does so, thief will have no initiatives to continue any combo attacks for engaging, retreating into stealth(with certain combo fields) or getting far away from you.

    You need to put the Target Painter in the Shared Inventory or a slot of a bag, which you feel comfortable to choose and make use of. Then, you predict where thief hides and throw it into that area(Access to the Inventory by default is i).

     

    • Like 1
  12. 16 hours ago, Sleepwalker.1398 said:

    How about thief get revealed from stealth if they tried to hit me and missed or i evaded.

        Thief gets revealed by thief's attack lands on a target, some abilities from some classes or the tool in WvW. Even if you manage to dodge thief's stealth attack, thief is still in stealth.

    P.S. Despite blindness on thief, hiding in stealth, thief still stays in stealth.

  13.   

    On 10/6/2021 at 6:53 AM, gladson.9130 said:

    Perma Stealth are so annoying! 

    Stop to make cansÊr on WvW  please!

    Thiefs/Deadeye  

    So many tank/ so many  sustain / so many condi / Impossible to Hit / Perma Stealth /  this is ridiculous! Please Arena Net make a good WvW and good balance!

    Perma Stealth Ridiculouuuuuuuuuus! I 

    Pleasee!

       I don't know who you are and what class you play in WvW. Perma Stealth? Stealth is ridiculous and annoying? How about predicting thief's incoming attack from stealth and thief's movements(Shadowsteps, Blackpowder, Shadow Refuge, Smokescreen, Black Curtain of Deadeye from Rifle; for instance)? How about using something useful to force thief not able to access stealth(such as Sick'em, a tool in WvW, etc.)? How about bursting thief down with a few combos, powerful enough to get thief down before thief enters stealth to reposition and heal for reengaging? Thief has few options as his or her main defenses - either evasion or stealth. Do you expect thief to fight with honor like a frontline fighter or facetank a foe with barriers? Nothing about stealth is permanent. It is temporary(1 second at least, 17 seconds at most if my memory serves me).

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    • Sad 1
  14.     So, you said you had encountered with a Daredevil, wielding Dagger/Pistol, right? He can dash to avoid damage and remove some conditions at the same time upon successfully evading incoming attacks. Also, he can enter stealth to reposition himself for inflicting damage on you or retreating to save himself then coming back to strike you again. I know it is painful to deal with such an opponent like him. Should you know how many seconds he can be in stealth and what his next move will be, the fight against him will be easier. Once he is visible, you need to burst damage on him or take him down as quickly as possible. It is a mind game - you need to be patient and focus on what he is doing accordingly. It takes time to learn and overcome such an obstacle. Providing that you realize how it works, there will be neither frustation nor fear in your mind to face it.

  15. 21 hours ago, ThrakathNar.4537 said:

    You think that's a list?

    This is the true list of every class or spec that is too powerful and needs to be removed from the game:

    Firebrand - Insane access to utility through tomes, there is no difference between DPS builds and supports because they all offer god-like boon potential. Needs Removing.

    Dragonhunter - Stupidly broken damage on lb2 and ToF, virtues are just upgrades over core, delete it.

    Core Guardian - Some of the strongest utility skills in game, who thought giving a class so much stability was a good thing?

    Renegade - Kalla summons have way too much node control, F skills just give it too much, it has to go.

    Herald - No energy cost on facets? This removes the weakness of core, should never have been considered.

    Core Rev - Seriously, the utility skills on this class are so overloaded, whole thing should just be removed.

    Deadeye - Wayyy too much stealth, and can do strong power damage from such a high range? Get rid of it.

    Daredevil - Three dodges and unblockable steal? Thanks but no.

    Core Thief - Stupidly uninteractive profession mechanic, way too much potential to spam finishers. Be gone.

    Holosmith - A whole other weapon set for free? Are you kidding me? Remove this.

    Scrapper - Why would ANet create a spec that converts outgoing damage into barrier, this is unbalanceable, delete it.

    Core Engi - Jack of all trades, can do literally everything. Shouldn't have even been an idea.

    Scourge - Scourge. No more to say.

    Reaper - Stability and melee cleave in shroud? That was supposed to be necro's weakness.

    Core Necro - Ridiculously high base health and a second health bar is just taking it too far.

    Soulbeast - Sooo broken with the pet interactions, bonus stats and effects make it twice as strong as anything else. Delete.

    Druid - Immobilise and stun spam is something the game is better off without.

    Core Ranger - This absurd reliance the class has on AI means it carries unskilled players beyond their level. Should be removed.

    Mirage - Dodging doesn't interrupt actions and can be done while stunned? Yeah, no.

    Chronomancer - The ability to reset all of your cooldowns is far to strong to ever have been allowed.

    Core Mesmer - Giving a class access to invulnerability and instant cast daze was a mistake and should be undone.

    Weaver - Stupidly powerful barrier spam, utterly overloaded dual wield skills. It has to go.

    Tempest - Ridiculous AoE spam, profession mechanic is just an upgrade to the core class. Bad design.

    Core Ele - The class doesn't even have to build for healing or defence, it has those built in with attunements. Far too strong to be allowed.

    Spellbreaker - Full counter? Nothing should be allowed to counter everything on such a ridiculously low cooldown, get it out of here.

    Berserker - Far too many effects out of berserk mode, just an overpowered thing that can stack modifiers higher than warrior should be allowed to.

    Core Warrior - Too much hard CC, can result in perma stunlock, very unhealthy design for a game.

     

    Once A-Net removes all of these, I'm sure the playerbase will be very happy with the state of the game.

    This is definitely 100% certainly the way to make GW2 PvP good. For sure.

     

       Ahahahahahahahahahahahahaha! 

    • Like 1
  16. @"Bristingr.5034" said:Yeah, we're against Maguuma this week. Both CD and TC are taking a "go kitten yourself" approach to them by simply not playing on EBG. They have been the worst server to play against. If you don't play on EBG, they whine and throw a fit because they're bored. Meanwhile, we're having fun playing the other team on all the other BLs.

    All they want to do is spawn camp and hump SMC. EBG's spawn is terrible, but that's why there's 3 other maps to play on.

    Oh dear! I never thought staying around the spawning area to kill enemies is still a thing! I admit that the spawning points in Eternal Battlegrounds are terrible. Barely I have the journey in it. I often roam in the others. (P.S I like to encounter with enemy roamers and learn their builds, mechanics, abilities and skillplay most of the time)

  17. @"Will.6470" said:So many things.

    WvW is not being played as intended.We have servers actively tanking matches to avoid T1, then we have servers ignoring everything in the game mode except EBG/SMC actively tanking to stay in T4 to get "EpIc KdR" not making the connection Kdr is generally about numbers vs numbers lmao.I don't have a solution to this, and being that its gone on for pretty much ever, I doubt Anet does or even cares.Server transfers are bad, and being stuck on a bad server getting farmed is bad.Winning should be good, not punishing.

    Rewards for completing Diamond multiple times... aren't rewarding.You'd think we would be rewarded for actually playing the game for extended periods? Not in WvW I guess.

    Meta is a bit stale for sure and un-killable try hard blobs are so blase

    Builds aren't super terrible but the cheese is beyond anything we've seen in the past.

    Every class has too much, and skills are bloated (cough Dolyak Stance).

    My list of obnoxious in no particular order:Ranger

    • 2 spam deleting people from 2k range (why is this still a thing?)
    • boonbeast
    • infinite immobThief
    • deadeye in general
    • condi thief.. honestly...
    • unkillable bunker cheese
    • stealth (even with all the anti stealth jazz its still cancer)Revenant-Condi herald/renegade is beyond obnoxiousEngi-Support too stronk-some bunker builds condi and power are so dumbEle
    • insane damage when spec'ed with enough invulns to make warriors jelly
    • 1v1 attrition nonsense is obnoxiousMesmer
    • condi/clone spam
    • 1shot power invisNecro-Raid boss base necro (kitten)-roll face scourge-spin2win reaperGaurdian-1 shot core (not many of them but still nonsense)-DH's all the sudden became obnoxious, what the heck?Warrior-A guild name said it best "No aim no brain im a warrior [MAIN]" kek

    I'm prepared for the hate because most of you play these builds (why wouldn't you) but lets be honest, there's a lot of builds that need adjusting.

    All this being said, I think WvWs faults are just a result of Anet abandoning this game mode for far too long.

    If a ranger uses the second skill from the longbow, any reflection skills or interruption ones can stop his firing. Should a soulbeast be full of boons, those who can convert them to conditions or are capable of stealing boons will smile. Supposing that a deadeye loves to stay in the dark and waits for an opportunity to unleash a high damage on his target, one must strike him down fast(as long as one can still see him) and be aware of his fatal shots(for instance, Death Judgement). Assuming that one meets a condi thief, one needs to take him down as quickly as possible while watching out condition damage(Bleeding, Poison, Torment, Confusion). Stealth is one of the main sources for defenses of the Thief Profession (on condition that one gets used to its mechanics and can predict where a foe is, it will not be an issue). Talk about condi herald/condi revenant - he barely uses an effort to do anything on his foe(a lazy, cheesy build , to be precise.Too easy to play). Providing that one meets such a profession like these, one needs to avoid the crucial abilities that inflict condition damage and slay him with strong, quick combos(don't let him have a chance to heal himself at all!).Elementalist(whether a core one, tempest or weaver); of course, he is deadly when he can use his skills precisely and continuously. Without barriers and invulnerability, he is fragile with no doubts. To freeze him completely, one must land every skills on him accurately and constantly as long as he has no such defensive capacities. Provided that a mesmer creates clones along with phantasm ones, one is to catch the real creator of theirs and beware of his burst damage from the clones and the phantasm ones(whether it is power damage or condition damage). Talk about necromancer - if it is a reaper, one had better escape from the second skill of the shroud's mechanics perfectly or block it. Then, one needs to kite around for ensuring the fading of the shroud's life force from him. After that, one will have a chance to slay him(once his shroud is on cooldown: 10 seconds). Provided that it is a scourge(with death magic, blood magic and minions around as additional defenses), one must be calm and take out his health as swiftly as possible(no rushing on him if he still has barriers). Talk about guardian(whether it is a core one, dragonhunter or firebrand) - there is something common in all of them; their burning damage. To survive from it, one mustn't touch any of their essential capabilities(rushing toward a target while bringing blindness to him, spinning around to chain an enemy, placing an area of blue circle[which causes the burning damage]) If it is a dragonhunter, one needs to evade his shots and favorite traps as well as one can. Next, one is to ignore his shields if they are up on him(the blue shields around him; if it is the dome, don't use any ranged attacks - melee ones are effective on him). Once they are gone, one has an opportunity to cut him down. Talk about warrior - if it is a berserker, one must be prepared for the burst skill and escape from it by evasiveness, interruption or blocking. Should it be a spellbreaker, one mustn't be interrupted by his counterattack or one will be chained. Furthermore, one is to be careful from crowd control potentials( bull's charge, shield bash, Juggernaught mode with its own skills, the abilities from the hammer and daze from the mace).I hope these details will help you in a way or two to deal with such opponents like these. Good hunting ,sir! :)

  18. @anduriell.6280 said:

    @"Yasai.3549" said:Thieves are the apex predator of small scale and Roaming, that's their niche, that's their role.Either accept it or join them and play Thief too.

    No guarantees yu will do well on Thief though, usually those Thieves giving people alot of problems are ones which have been playing Thieves for very very very long time.

    Similarly, a Thief is utter dogdoodoo when it comes to Zerg combat and they instantly explode, even Frontline "dps Staff DD" builds are extremely fragile in Zerg combat.

    Thief is the most forgiving class in game, too many “instaSaved” buttons with stealth, evades and teleports.Also does an immense damage burst.

    I agree PvP balance should be applied to wvw, it would make a healthier gamemode.

    Even if the Thief can do a lot of damage, the Thief doesn't have much toughness. It is not strange that the Thief is light. Too many ''Instasaved'' buttons with stealth, evasiveness and teleportation? With1 Healing skill slot, 3 Utility skill slots, 1 Elite skill slot and 5 weapon skil slots? I don't think so. One or a few wrong moves, the Thief will fall down.

  19. @Arheundel.6451 said:

    @anduriell.6280 said:I'd like to share what needs to be nerfed and some way to buff other area so that nerf is not impacting the class as a whole.
    • Greatsword is over performing in sPvP mode
      . The block is too long making this weapon clearly too forgiving for the class.
      I would reduce the block time to 1.5s seconds
      leaving in 3s for WvW. Reducing the block will not be enough thou, because the other weapon combinations don't bring enough utility.
      Axe#4 needs a wide corridor area of effect, Dagger#5 needs a teleport to target when hit
      .
    • Ancient Seeds is an extremely passive trait which brings too much immob
      in any game mode. That trait needs to be removed as no rework can make a trait which applies immobilize fun to play with or against to.
    • Multipliers on Soulbeast are too many
      . It still can make absurd numbers like 10k mauls (against glass targets). Remove the 7% from fury as that is basically a constant extra damage, replace that minor with GM Oppressive Superiority which will make the Soulbeast to have less multipliers. It will also make the multiplier less consistent as it will apply depending on the enemy hp related to the ranger. I don't see Skills like Sic'em as an issue as those work the same as other classes have to increase burst for short time.
    • Druid has access to too many stealth sources
      . Druid having access to smokescale F2 (lunar impact, warhorn, sword, Greatsword can apply stealth from there) + Celestial Shadows + Runes of the trapper makes too many sources of stealth which can be constantly applied during the battle. This will scale in the future if newer pets get additional combo fields or effects the druid may interact with. Remove access to pets F2, as such druid does does not have access to secondary effects from the pets.
    • Axe main hand is overperforming in all PvP modes, that single weapon can carry tank builds with little investment
      . Axe a ranged weapon (900 range) does too much damage being able to hit for 4-5K with the autos. Splitblade can be a one shot skill if you hit with the 5 blades (2.5K each * 5 times ), Winters Bite can still deal more than a Maul with the additional range, no visual cue and the effects of weakness and freezing. The main culprit is the might from the auto attack which can build very fast with the bouncing attack. Remove might from the auto attack, that will bring the numbers down still allowing the ranger to build a burst with different skills/traits. Winters bite could benefit from an slower projectile and a more clear visual cue like a bigger projectile or an snow trail.
      Honed axes should increase Expertise
      ( 150 + 150 ) when equipped instead to empower the hybrid nature of the weapon.
    • Beastmastery traitline brings too much for the Soulbeast in any gamemode
      . It does bring more damage and utility than skirmish and marksmanship with the extra stats, extra damage when at full hp and the extra movement speed increasing at the same time the tankiness of the soulbeast. Additional Stats and movement speed should be removed from the traitline and applied as baseline for all the pets. If the movement speed for the soulbeast is important can be applied as secondary effect in Essence of speed or as minor to the Soulbeast traitline.

    how about we nerf the ranger and delete the thief class.

    He plays necro now so.....he'll ask for nerfs on anything that soft couter his new main....so if you're
    a thief or ranger
    get ready to be bombarded with nerf threads by @anduriell.6280 .

    lol Oh dear.

  20. @XerMeLL.6042 said:

    @anduriell.6280 said:I'd like to share what needs to be nerfed and some way to buff other area so that nerf is not impacting the class as a whole.
    • Greatsword is over performing in sPvP mode
      . The block is too long making this weapon clearly too forgiving for the class.
      I would reduce the block time to 1.5s seconds
      leaving in 3s for WvW. Reducing the block will not be enough thou, because the other weapon combinations don't bring enough utility.
      Axe#4 needs a wide corridor area of effect, Dagger#5 needs a teleport to target when hit
      .
    • Ancient Seeds is an extremely passive trait which brings too much immob
      in any game mode. That trait needs to be removed as no rework can make a trait which applies immobilize fun to play with or against to.
    • Multipliers on Soulbeast are too many
      . It still can make absurd numbers like 10k mauls (against glass targets). Remove the 7% from fury as that is basically a constant extra damage, replace that minor with GM Oppressive Superiority which will make the Soulbeast to have less multipliers. It will also make the multiplier less consistent as it will apply depending on the enemy hp related to the ranger. I don't see Skills like Sic'em as an issue as those work the same as other classes have to increase burst for short time.
    • Druid has access to too many stealth sources
      . Druid having access to smokescale F2 (lunar impact, warhorn, sword, Greatsword can apply stealth from there) + Celestial Shadows + Runes of the trapper makes too many sources of stealth which can be constantly applied during the battle. This will scale in the future if newer pets get additional combo fields or effects the druid may interact with. Remove access to pets F2, as such druid does does not have access to secondary effects from the pets.
    • Axe main hand is overperforming in all PvP modes, that single weapon can carry tank builds with little investment
      . Axe a ranged weapon (900 range) does too much damage being able to hit for 4-5K with the autos. Splitblade can be a one shot skill if you hit with the 5 blades (2.5K each * 5 times ), Winters Bite can still deal more than a Maul with the additional range, no visual cue and the effects of weakness and freezing. The main culprit is the might from the auto attack which can build very fast with the bouncing attack. Remove might from the auto attack, that will bring the numbers down still allowing the ranger to build a burst with different skills/traits. Winters bite could benefit from an slower projectile and a more clear visual cue like a bigger projectile or an snow trail.
      Honed axes should increase Expertise
      ( 150 + 150 ) when equipped instead to empower the hybrid nature of the weapon.
    • Beastmastery traitline brings too much for the Soulbeast in any gamemode
      . It does bring more damage and utility than skirmish and marksmanship with the extra stats, extra damage when at full hp and the extra movement speed increasing at the same time the tankiness of the soulbeast. Additional Stats and movement speed should be removed from the traitline and applied as baseline for all the pets. If the movement speed for the soulbeast is important can be applied as secondary effect in Essence of speed or as minor to the Soulbeast traitline.

    how about we nerf the ranger and delete the thief class.

    ArenaNet would have to return every gold coins, every bit of money in the real life and every gems to those who play the Thief profession if they deleted it from the game. What a joke.

  21. @Moradorin.6217 said:

    @mrt.7813 said:Hello friends

    I've been playing since 2013 This is lately the thieves got into the game

    How is it logic to fly 3000 range using a skill?shotbow 5 time needs to be addedinvisibility times need to be reducedKeep / Gari Hiding Members Always non-stop.10 people run after a thief now it has become cancer-like I do not understandwhat should we players do? I push logical explanation Regulations must come to thieves.

    we know the logic for thief but not that much When it comes 2 3, it goes out of range in 1 2 seconds no class like this If you run away and recover, dive behind you in 1 or 2 seconds and make waves, the crime here is in the areanenet team.

    10 people run after a thief now it has become cancer-like I do not understandwhat should we players do? I push logical explanation Regulations must come to thieves. we eventually have to swear or insult the games!

    Best regards

    Reduce the time for being in stealth? Want to cancel it? Use a tool, which causes the 'Revealed' debuff to them or use any skills that make them unable to enter stealth for a moment(Ranger, Revenant, Dragonhunter, Holosmith can counter the ones who use stealth well). Don't chase them if they desire to retreat to any friendly objectives of theirs. Want to lock them down? Use pulling skills, immobilizing skills, daze, knockdown, make them float into the air, make them stunned in one spot where they stand and use every main sources of damage you have to take them down. That's it. They will have no chances to run and fall down for real. You must time all of the skills on them accordingly and make sure they have no other utility skills and elite skills left to use against you. Good hunting, sir!

    not every class has access to revealed

    I know not all of the classes have the skills to reveal those who enter stealth. In World versus World mode, there is an item from siege weapon vendors makes one able to reveal those who are in stealth within a certain area(where a foe has been recently in stealth with Shadow Refuge, Smokescreen, Blackpowder or the fifth skill of the pistol in the off-hand of the Thief profession for combining with Heartseeker to access stealth).

  22. @whoknocks.4935 said:

    @Sylvia.4870 said:Last night, I met one Dragonhunter, planting the traps around. Then, he entered stealth after completing the process to let them work for him while he was charging toward his opponent with ease. Talk about the traps. I get used to all of them, very predictable.

    They are predictable, but very spammable, and if get caught in the elite even once you are pretty much done, and not always you can just dodge it, and 60k damage burn stacks applied in literaly 2 skills will get the job done.The problem is not how predictable it is, the problem is how trapper runes carry it, giving it kiting escape potential and easy F1 landing in stealth.

    And of course burn is such a broken mechanic.

    Yes, spammable, boring and annoying at the same time. It is fun for one who places the traps, not for one's foe who encounters with them. One of the easiest mechanics I have ever seen. I understand the feelings well.

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