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ZeroTheRuler.7415

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Everything posted by ZeroTheRuler.7415

  1. Why not report it in the bugs thread topic area if you haven't yet. You probably have already though. I remember reporting a bunch of issues when death's advance came out in thread "[BUG] Deadeye: for skill Deaths Advance". Some of them were patched quickly (death's advance with ally interactions being buggy), but the most recent November patch fixed the remaining issues (death's advance did not move or stealth you if you were pointed at a wall or if you were pointed up steep stairs, but your initiative was still subtracted). It took almost a year, but yay... it got fixed. My point is... take a video, report it and hope it gets noticed. >_> I am still waiting on this to be fixed "[Maw of Nourys Meta] Deadeye Mark - No Line of Sight - Bug"
  2. Here are a few more to add to the list. I was trying to compile a list at the beginning of 2023 on EcK, a all thieves guild's discord. We were thinking perhaps it is a layering issue since it appears when there are different weather effects. Malice not very visible during sandstorm in drytop, it was brown and washed out. Malice not very visible during jormag in bitterfrost meta, it was blue and washed out. Deepstone fractal somehow malice was fully black for the first half... It was fine once reaching the last boss. (note: this is similar to what the OP was describing) I have also seen it happen once or twice in the red borderlands in the north where the dust cloud is. I forget what color it was, but I think it was similar to drytop. I have screenshots for this as well. No videos.
  3. Yeah, it doesn't matter what we think. Previously I tried to suggest to people on how to deal with stealth. I don't know how they will balance the acro line. If they were to make thief dependent on another trait line just to survive that would make options even more restrictive for competitive modes. Already I don't like thieves dependence on the shadow arts and or trickery line. Honestly I like running Daredevil builds without shadow arts. IMO, I think a different type of solution would be better. Like the one suggested in this thread. The comment I have linked here hits the nail on the head for the issue in my eyes. Changing targeted "revealed" skills to be a active self buff would be a much more elegant solution than what is there right now. It would feel a lot more active vs reactive and fair. Targeted revealed skills would turn into a self buffs that allow you to do a a small tell in the form of a "soft detect" or "true sight" for the duration of the skill. Targeting would be disabled, but the goal would be to give hints to where the invisible character might be (stealth is not exclusive to thief). I also think there should be a limited range on this true sight. It would not reveal anything on the map either. Also if a sheathed character walked in range where this skill was active there would also need to be a tell for stealth users. Perhaps this could be a trait or perhaps it could be baked in for stealth users. Targets that are attacked where stealth was broken would gain the same "soft detect" for a few seconds A revealed debuff on exiting stealth via a attack would remain Skills or traits or damage numbers for stealth users would most likely need to be balanced after this in order to compensate
  4. @OP, the solution seems to disable auto attack, but that suggestion is inherently annoying. I wish ANET would simply make DJ travel faster with quickness so autos don't disrupt stealth before DJ goes off. Edit: I also have observed weird interactions with DE specter too.
  5. I would make a post here -> https://en-forum.guildwars2.com/forum/9-bugs-game-forum-website/. Sometimes they get responses.
  6. Hmmm it didnt activate for sword/pistol skill 2 either.
  7. I would post it here mate. https://en-forum.guildwars2.com/forum/9-bugs-game-forum-website/
  8. It's probably happening during the cast time. Most wells have it and it's also easy to cancel out of it too.
  9. Oh, awesome 😁. Thanks, I only briefly watched it on my phone. It honestly sounds like a lot of fun.
  10. It looks pretty interesting. The idea of pulling back axes to land a combo sounds great. It very, very loosely reminds me of one of the skills Talon uses in League of Legends or Xayah's feather retract for a stun. It would have been cool if auto attacks would leave axes too, but then... I suppose because of initiative it may not have been good. Although maybe every 3rd auto could leave one.
  11. This is for your edification 1. I was commenting on your comment about re-applying stealth. You mentioned attacking in the same statement. The way you separated your statements implied it implicitly. If that's not what you meant, my apologies. 2. Where have I misread you more than once? That was my first time replying to you. I think you have me confused with someone else. 3. No, you do not understand at all. You are making a assumption. The first message from me that you quoted I was trying to help another player understand how to work with the reality of how things are currently. Personally I think stealth and revealed have potential to be reworked. There have been some great threads about it previously (like the one I mentioned in the first post you quoted from me 😉). ------ If you hate thief so much, play it or learn it's weaknesses or read up on it. Get a thief PhD. Once you do that then exploit what you know as much as possible. For instance here's one idea. Try overwhelming a thief with DOT's (damage over time) condition skills. A good thief will equip as much condition clear as possible to mitigate, however if you make them blow more of their utility skills they wont have as many options to attack or defend. It is especially a good tactic if they are newer and or are ALL offense, NO defense (glass cannon). I personally bring a ton of condi clear and stun breaks whenever I play thief in competitive modes. I even like playing non stealth specter builds. Sure its easy to stealth, however you aren't going to dominate just because of that. Beginner thieves just know how to run away, but to actually be proficient in attacking is another thing. It's especially different if a thief goes full glass cannon. Then they only have 11-13k HP depending on the game mode. I don't like thieves that just run away either, but honestly who cares if they run away. ------ I will also join others in challenging you in order to try recording yourself going "god mode" as thief against good players.
  12. Not exactly... If a stealth attack actually lands, a "revealed" de-buff is applied on the attacker for at least 3-4 seconds depending on the game mode for competitive modes. You can't instantly stealth right after. https://wiki.guildwars2.com/wiki/Revealed Also it sounds like you are running a glass build if 5.4k is "a lot". Generally full glass requires a little more skill, especially vs people who sufficiently good at PvP or WvW. I would suggest reading up on classes you have difficulty with in order to improve yourself.
  13. Correction -> You can't remove stealth anymore. https://wiki.guildwars2.com/wiki/Shadow_Meld/history It's generally pretty easy to dunk on longbow rangers IMO. Most of them don't have a lot of skill and just rely on getting easy bags. That's precisely why I target them first. Some are pretty tough customers if they chain things well if you get close though. A thief is a longbow ranger's counter if played right.
  14. Bahahahahahahaha lol what a good catch. I had a good laugh after I went and re-read it.
  15. Not really and if you are blowing all of your stuff all at once then you are ill prepared. If one has a high level grasp of skill of the game it's much more than pot shots. For instance, the reason I mentioned skill 1 is because if you see a damage number go off you know you are right on top of them. If you use a block then there is a considerable timeout before you can attack again with skill 1 for the stealth reveal damage. If you use damage over time skills you may get your thief opponent to blow all of their condition cleanse and or force them to retreat using stealth. Knowing the limits of your class is key, but also knowing the limits of your opponent is also key. Pick your battles, learn to take advantage. When I started to play WvW I got overpowered by the pub stomp ranger longbow builds... and yes, those builds can get a ton of kills on non experienced players. However after I gained experience, I specifically hunt those types of build users down and execute them with precision. I will go for them first. The number one thing is... You should not expect one build to overpower all builds in all situations. This is the same for most game balance. There is a little bit of rock paper scissors going on in some instances as well which is also a good thing. I won't go into detail, but lets compare a different game mode. Let's compare a beginner raider vs a veteran one. A beginner will not adjust their builds to fit encounters. A beginner will miss mechanics, and time skills poorly. A advanced raider will be able to fill multiple roles and will adjust their build for a higher success rate where applicable. For instance if you do some content as Firebrand you will swap out (stand your ground), (advance), (bow of truth), (sanctuary), (Mantra of Lore), (Mantra of flame), (Wall of Reflection), (Feel My Wrath) or (Mantra of Liberation), (Signet of Courage) depending on your build (HB, QB or Firebrand), team composition, boon uptime and encounter. A beginner will just stick to the cookie cutter build and won't read what these skills do either. A advanced player, however knows when and where to use these skills and even swap them out. The same goes with reading your opponent and counter play in WvW etc. https://wiki.guildwars2.com/wiki/List_of_guardian_skills Like I said before, it's my opinion that it would be nice if stealth was readjusted to improve player experience. There are plenty of classes that are just as mobile as thief nowadays, so besides stealth the class itself is caught in a tough place. If there were more counter-play to stealth such as revealed changes it would only be fair if things such as damage and survival were upped. The counter play being that revealed changes to (1) it becomes a self buff that can be applied by a skill or by being stealth attacked and (2) it becomes a partial stealth vision within x range (you see more of smokey a outline).
  16. No, deadeye's elite, shadow meld, cannot remove revealed anymore. It's been like that for quite some time now. Besides revealed, or timing it after/during hard cc, the best application vs stealth is Area of Effect skills, block skills, piling on conditions and or and swinging your weapons around by pressing the "1" skill. Most stealth lasts only 2-3 seconds per application. Although things can be chained depending on what was used. There was a interesting thread a while back where people discussed some pretty interesting ideas on the topic of stealth / revealed reworks when "shadow meld" got changed. Personally I liked some of them IMO. One of them talked about turning the targeted reveal skill into a personal buff. See below.
  17. Probably because other players for other classes make more noise about things like this. If no one comments on it then they might see it as a lower priority issue. That's one reason why I asked if others could reply to the bug thread.
  18. Here is a video of the issue so it can be documented. I used Microsoft Clipchamp to create it. If it's not high quality my apologies (it takes a second or two for it to be "clear"). Perhaps it is because YouTube might be processing it still. I will check it later and may upload a new video with higher quality if it helps. The video is also unlisted.
  19. I wonder if the Maw uses similar code... because the Maw in Amnytas meta event has the same issue.
  20. It happened with me as well. Also as a separate issue... I don't use action cam, because of it's many issues, but out of curiosity I tried testing it out with specter and I have similar issues for Maw. While using action cam, ranged weapons for thief need to point way way up to the target in order to do any damage at all. Note: for my deadeye play/testing above I was not using action camera. My default is to have it off, but I do have a button to toggle it. EDIT: if anyone else sees this can you help another thief out, by replying to the bug thread?
  21. @Rubi Bayer.8493 The following topics are all in common with mine. I am hoping it doesn't get the Octovine treatment. As far as I know Octovine has never worked with deadeye's mark. Here is a example showing someone else reporting that the Octovine doesn't work.
  22. Thread necromancer... this post was resurrected from last year lol.
  23. The title is as it is stated. During the phase where you can damage Maw of Nourys I found that it cannot be marked due to a message saying "no line of sight". My regular attacks get to the boss just fine. Since deadeye's mark is a big source of damage and or quickness this seems somewhat important.
  24. I wonder if Specter Mind Shock (blast finisher) does the same thing with Black Powder (smoke field) for area stealth. I am curious now. I wonder if the damage goes off before the stealth or after?
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