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Szymon.5369

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Everything posted by Szymon.5369

  1. Maybe make it a leap skill that dazes?
  2. Eh, yes, it's a no brainer. Any class gets better in pvp if they get more mobility and more CC, but that's just lazy, not everything has to be that, also it's not like Ele (with daggers) was lacking in leap department. Let's redesign every ability into mobility+CC, surely this will make the game better?
  3. Tbh with revamp of havoc specialist a power D/D DD (what a lovely abbreviation for Dagger/Dagger Daredevil we have) might be close enough to Staff, since we got rid of anti-synergy with bonus energy on auto chain.
  4. Thief with instant daze on steal: nothing to see here, move along 👀
  5. Thief's Axe autoattack, Spinning Axe (and subsequently axes recalled), has an icy damage splash for no reason. Screenshot of a poor eagle Weapon used was https://wiki.guildwars2.com/wiki/Jaws_of_Death, which doesn't have frost damage type.
  6. Thing with "condi pistol thief that stealths over and over" is that it's a Daredevil with Bound, so a) attack pattern is painfully predictable and b) it can't run Dash, so if you squeeze an immobilize you basically win. And I haven't played for a while but usually that build ran a condi amulet, so you're killed slowly by 5x bleed from stealth attack and whatever poison they get from SA traits, so the damage is low, you have time.
  7. I think they removed alac for much simpler and straightforward reason, they just don't want it in wvw.
  8. It's the funniest thing, people complain that all Deadeye does is press 2 on rifle, well guess why, it's because pressing anything else on rifle does no damage and devours half of our total initiative pool. I'd really like if there was more to Deadeye than spam 2, but apparently it isn't supposed to be more.
  9. Lords could - and should - pulse strip stability instead, as it is insane that you can complete objectives with enemies present. But I guess pulse strip is reserved for those pesky Thieves trying to play the game under a tower.
  10. The axe change is really weird, it's like they didn't even look at it after the beta and only now are adjusting it. First they shipped it with range for A/P so we could assume it was actually intended, but it was not; now they took away the Malice reset - which was there all the time, it was literally the main and obvious reason why the weapon is so strong on Deadeye, and if they wanted to tune DE down they could have started with it instead of slashing the damage overall, so we could assume it was intended, but it was not. I'm not saying the changes are unreasonable, but boy are they confusing.
  11. That would be neat, but let's be real, unblockable stealth attacks are probably a thing that's explicitly written on a whiteboard somewhere under "things that can never happen", together with warrior teleports.
  12. I think you can bug it in different way, yesterday I ended up pulsing quickness for no reason after turning IO off. I was running around mining, so maybe it's something about mounting up with upkeep skill active, but I couldn't reproduce it yet.
  13. Go away completely is a hard no, you have 8 other professions that don't use it, and it's central to Thief playstyle.
  14. 1. No Thief uses Shadowstep when already semi-safe in stealth only to go ahead and stealth some more, it's too valuable of a cooldown. Also, shadowstep leaves a telltale circle behind too, which disappears when Thief ports back in. Instead of blindly spamming AoEs in hope of hitting them, hover with an attack ready over the circle and whack it when it disappears for nearly guaranteed hit. 2. I'm fairly certain that since December 1, 2020 literally nobody used Infiltrator's arrow in Stealth in WvW or PvP, because it costs 8 initiative. It is not semi-spammable, and is in fact the poster example of bad and unimaginative initiative nerfs, because on Specter you get base 9 Initiative, while this skill costs 8, making this shortbow feature nigh-unplayable. Again. If a Thief is "porting around" while already invisible, they are burning their escape tools while already safe and likely won't pursue you anymore. Well that is indeed kitten to deal with, I can give you that, and counterplay involves knowledge of no-port zones - short version is, shadowsteps only work on continuous and permanent terrain, so you can't teleport on/from various platforms, stairs, siege walls, sometimes boulders etc. You can port up a wall only if it's natural and continuous terrain that's just too steep to climb normally. So there is counterplay to somebody teleporting to you, but I agree it's very weird and unintuitive. Not gonna lie you lost me there completely. If you attack hit strike somebody from stealth, you get the Revealed status. The only way to remove Revealed from yourself has been removed. Either you face hackers, the thieves port away instantly, or you somehow failed to locate the enemy in 3 seconds. From my experience, if you try to carelessly Steal -> Backstab somebody who happens to be experienced in dealing with thieves, it is still possible to dodge it, so to land Backstabs you have to get a bit more creative.
  15. You said yourself that stealth breaks on Thief dealing damage, Thief has to use damaging finishers to combo a field, and the field is visible to you. Please connect the dots and either stand there to catch the heartseeker (it tickles when above 50%, don't worry) or drop a bomb there or something. That said I agree the design itself is flawed. Oh and I like how the thread name is always "stealth is XYZ", but it's always about Thieves specifically and not a word about entire zergs stealthing, I guess that's all fine and dandy 🙃
  16. I think you misread the room. Most of the posters here almost certainly know why it works like that, we (I hope you can forgive me the plural on this issue) just don't agree with ANet treating it as a seemingly intended interaction or a necessary evil, while meticulously keeping every other kind of projectile at shorter range.
  17. Aaaand yeah. It still misses siege.
  18. Honestly the ability has very weird momentum, you shadowstep in your enemy's face and... just kinda wave your axe around?... Please consider changing animation and adding a strike after the shadowstep which is definitely not a teleport, it feels very random right now.
  19. Honestly of all things with Axe this one also bothers me probably the most, there is no DUAL attack in both dual attacks for Axe. That's an absolutely fundamental misunderstanding of profession's flavor 😞
  20. Yep, 1 and 2 hit siege, but 3 just makes the axes "miss". EDIT: though I didn't check after the range and LoS fix, gonna report back in a few hours
  21. Tbh it happens with almost every dual wield if you don't land it, they queue exceptionally easily when there's no target.
  22. It's funny to harass people from range in WvW, for now I'm trying it out with Bounding Dodger to stealth with dodge without the need to melee.
  23. It's bad and effectively can't even reflect projectiles now.
  24. Axe3 has 900 range, but from the placed axes. Your attacks place axes even if they don't hit. Combining these two, if you throw axes in direction of the enemy, you can put them in range of Axe3 from anywhere between 900 and 1800.
  25. It seems too obvious but I have to ask - you have accounted for kitten minor grandmaster, right? I think it won't show up on tooltip and you have multiple condis on target, so the damage will fluctuate as new condis are applied or run out.
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