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ZeroTheRuler.7415

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Everything posted by ZeroTheRuler.7415

  1. Ive never really liked metabatle. Note: metabatle is not tied to anet. Here are my suggestions. Hardstuck has some good ones for a verity of game modes. Hardstuck has ratings on their builds and are generally pretty clear in my opinion. Snowcrows is another, but its focused in on for high end pve only. They used to have encounter guides, but the site changed. Discrtize had some good fractal builds, but I think its out of date. Guildgen has some good wvw or pvp builds.
  2. I also noticed some performance issues. I also have a fairly good PC as well (3070TI for my graphics card). I lowered my settings so I haven't had the time to see if it's still doing it with my old settings.
  3. I agree with changing it to a shadowstep, although apparently relic of peitha treats it as a shadowstep. Perhaps the skill is bugged. It's supposed to put you behind them so at least there should be a flank attack. Picking dagger off hand flows with the movement close to an opponent. It can bring a lot of strategic movement for competitive modes in my opinion.
  4. Do you play on NA or EU? NA What team were you on during January 12-26? Pheonix Down What team were you on during January 26-February 2? Giants Rise If there is a day of the week and time of day you usually play, what are they? Random weekdays anywhere 6:00-11:00 PM, Fridays 11PM - 2:00 AM, Saturday 1:00 PM-4:00 PM. (EDIT: times are in PST) Did your world restructuring matchups feel more or less balanced than your regular WvW Server matches? Yes, they felt more engaging. They were not one sided either. Did you select a WvW Guild for the beta? Yes, however it feels weird to call my guild a "WvW" guild. There are people with a wide array of gameplay interests in it. It is not WvW only. I like to put a lot of time in WvW though. Was your guild part of a larger alliance guild? No Were there usually commanders around during your normal playtime? Yes, absolutely. No one was hiding their tags and there was constant action. Now that the beta is over it's back to hidden tags. Which week felt most balanced and enjoyable for you? The first week had all three teams pretty close. What part of world restructuring felt the most well executed? That things seemed so balanced along side tons of action. What part of world restructuring feels like it has the most room for improvement? Honestly, I am not sure why it wasn't just left on continuously. I was disappointed when it wasn't left on. One person who leads our weekly WvW event for our guild somehow did not get matched with us so there's that, but he only WvW's once every two weeks now so perhaps his activity level dropped below the threshold? If anything that should be improved.
  5. I 100% agree with this. Personally I try to keep things positive even when there is something that I dislike. There will always be players who dislike X or Y or change in general. I work in tech, albeit in a non gaming field, but I can't imagine what it would be like to sift through it all. I see things as mostly being positive in the last few years.
  6. I will try and pop in more to the SC discord, just been super busy -_-'. It's always fun talking to everyone there. Yeah, that's what I was referring to. Maybe I should have been more specific. I mainly use deadeye for WvW and I count attacks there so I don't queue extra attacks haha. I had thought it was because of the quickness, but maybe it's just stolen skills like Steal Time. For instance I press F2, 1 when DJ shows up and then sometimes a auto fires and hits before DJ goes off. I haven't queued anything else. Yes, a "auto" could have been queued in the system, however to me that seems more like a bug then anything else as it doesn't seem to happen for all stolen skills. In any case the issues above, plus revealed, having to flank on non defiant encounters, and the length of deadeye's mark on phases are reasons I don't play DE in PvE much. Edit: Steal Time and scepter's interaction with stealth attacks also seems weird. Malice doesn't always clear there as well.
  7. @Iskarel.7240 theres some other issues with deadeye, but weren't mentioned. You can't cast deadeyes mark on some meta bosses like Octovine or Maw of Nourys You need to disable autoattack else it might cancel death's judgement if you have quickness on Some environments mask over deadeyes malice UI indicators making them hard to see Edit: here is a better thread where auto attack is being discussed. Personally I think it's a bug even if everyone else says just turn auto attack off.
  8. To be specific it was the changes the current team made. I prefer to be more optimistic. Also for thief specifically things have been made better since the new team came in place for the most part. https://wiki.guildwars2.com/wiki/Game_updates/2022-11-29#Thief
  9. I don't exactly think that's true. They do listen to feedback. The proposed range decrease on DE being revered and DE kneel being improved are some examples. I do agree that there are some issues or outstanding bugs that have been there for a very long time for thief, but I also understand changes or improvements will take time.
  10. Every time I see initiative costs go up I am reminded of this... and it pains me a little. Trickery is required for ALL thief builds for the +3 initiative gain from preparedness. Balance is dictated by initiative costs and since all effective builds take trickery, balance must also expect that all thieves have the +3 initiative. It kills potential build diversity by raising the skill floor for builds that do not take trickery. Also shadow arts are pretty much required for all builds in PvP and most WvW builds. This means the remaining options are very, very, very limited and it is a pain point for for PvP / WvW content for many. The goal of the balance document states this. I would like to implore that you to please consider making the initiative gain on preparedness baseline in the future.
  11. I agree and in my opinion the initiative gain from trickery should be baseline and the trait that gives more initiative in trickery should be reworked. That way there is more build diversity. In essence making the +3 initiative gain baseline would follow the goal of the balance document.
  12. Maybe ANET should have had a ingame chat announcement too. As far as my guild goes... my Guild Leader posted daily about selecting a WvW guild ingame and pinned a post in our guilded server.
  13. I hope that there will be a way of having new players join mid matchup. My guild leader was contemplating why they didn't just erase server transfer fees. He thinks we may get some sort of replacement for those fees and suggested maybe this is where it will come in. I personally really hope not, but its a possibility in the realm of imagination.
  14. Did you both select the same guild as your WvW guild in the guild panel before the deadline last week? Also the correct term is "World", not "Alliance". Alliances is a feature that is being delayed. What we have now is "World Restructuring". It's similar, but distinct. Alliances is a layer on top that gives WvW guilds the option to partner together in the matchmaking system. That layer is not in the game.
  15. It's as if their heavy armor doesn't unencumber them at all. Some heavy armor classes have the least amount of health as well though so 😅...
  16. I have been using Well of Silence for condi clear. I have also found it's useful to put wells a little ahead of where the group is going, then the sequential pulses will continue to provide benefit if the group is moving. I am going to try using shadow refuge next time. For now I have been using Haste. It has a low cooldown, allows you to catch up, and most importantly have a stun break up pretty much most of the time. It doesn't have the condi clear though so there is a tradeoff. I probably would need to take shadow step I took shadow refuge. Blinding powder could also be useful as it would give additional barrier as well 🤔 I have been taking shadow savior over cloak and shadow, however if I add some extra stealth it would be very useful. I also have sceptor/dagger as my offhand set in case I need to speed the group up with swiftness. Besides that and well of gloom, those are the only differences. I think I will give this a go.
  17. PvP and PvE are wildly different animals when it comes to staff play. For PvE power staff is decent to good, but I feel it gets outclassed in the highest end content (you can still land great DPS). The forced movement becomes a bit laborsome after a while. I would have to say its a differnt story for PvP. Take this with a grain of salt because I have not played a ton of staff PvP builds. I experimented with it a few years ago and I just remembering it not being a enjoyable experience. The main reason for this is a lack of stealth going alongside thieves expected role compression (being a sneaky side noder and +1). If there were stats to complement staff play in PvP then perhaps I could see myself playing it more. I really wanted to try a vallun staff/staff build a while back, but I never got around to it. I should probably try staff in PvP sometime again.
  18. Yep, and if axes drop over cliffs or ledges axe builds will pretty much be non functional for encounters like Quadim, Diemos, Nourys meta, Suwon meta to name a few. Multiple maps and fractals will also be problematic for axes as well if the axes just drop down to the aether. Edit: the idea of axes dropping down over ledges is kind of cool in some instances, but ultimately problematic for many cases.
  19. This is very, very minor, but recently I have noticed Scepter/Pistol 3 doesn't trigger relic of the thief on ally targeting (I had the wrong rune on, but hey, got 66 bags in wvw with it last night).
  20. Uh, oh 😅. I hope it will be fixed along side the deadeye mark bugs.
  21. Honestly I don't think quick pockets should be moved. Regarding changing quick pockets to 9s: Currently quick pockets triggers with shroud. This means you can bring a second weapon set for utility and still havs access to quick pockets. This is a good thing. A different cooldown wouldn't really be the answer I think. Pretty much ALL viable builds (pvp, wvw and pve) take Trickery and a major incentive is because of the +3 initiative (it has other very useful traits in it as well). This means balance is pretty much dictated by that +3 initiative being there so.... I feel the change is warranted. Besides that there are plenty of reasons to still take Trickery. The preparedness trait change could open up more build opportunities for all game modes.
  22. I agree. Yeah, it's pretty hidden from view. I have been very aware of it and adjust when I need to, however you would really need to look for it if you didn't know about it.
  23. Oh also I forgot.... rework venoms so that if you have two thieves in the same subgroup that venoms are not overwritten.
  24. 1. My main ask would be to replace the initiative gain in "Preparedness" with something else and make the +3 initiative baseline. It's one of the major reasons trickery is pretty much required for most builds. 2. My second ask would be to remove the initiative limitation on specter. 3. Another large QoL would be to add a indicator icon to show when quick pockets is ready to use. 4. Quickness on DE should not allow Death's Judgement to be cancelled by a auto attack. To me this is more of a bug then anything else. I also found some weird interactions with DE + Scepter and steal time. 5. Acrobatics seems very survival orientated. Why not lean into that and make at least a single top, bottom or middle line synergize with heal specter builds? That's what I was hoping a while after EoD landed. 6. Sword damage should be buffed for PvE encounters. 7. Deadeye bugs related to malice being masked over by weather effects should be fixed, deadeye not being able to target PvE meta boss event targets should also be fixed. 8. Combo fields should prioritize ones cast by self first! 9. Quickness deadeye needs some love
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