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ZeroTheRuler.7415

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Everything posted by ZeroTheRuler.7415

  1. Not sure if it is related, but I have been crashing at the end of PvP matches... Once or twice at the start.
  2. I agree with the person above me. Very well stated. I would like to see some sort of balance or a retooling around revealed / stealth for the whole game. There's some talk about it in another thread here actually. I particularly like this idea.
  3. I like this idea. It might lead towards there being less frustration around stealth. How long might true sight last? Also how would it work with those using action cam or aoe based skills? In a game like D&D attacks have disadvantage to attacking an enemy that isn't completely visible (I forget the name of the spell, but I've fought a 'fire mage' who turned into smoke making it harder to attack them). Would there be a disadvantage on attacks for true sight users? Also how would it work with trapper rune users or other classes that go invisible?
  4. A 5 person aoe reveal skill sounds a little too strong to me. Note traps are fine, but a sill does not.
  5. How many targets does this aoe skill apply to though? That's why I suggested a detected/revealed action in a earlier post. No one responded though.
  6. I agree with your thoughts regarding possible balance. This is kind of why I suggested a 'detection' self buff action and 'revealed' reaction on the same skill.
  7. I think this is a interesting idea. The how though is a little more tricky though. It's my opinion that revealed should be looked at as a 'whole' instead of changing how shadow meld works right now. Instead of just changing shadow meld, revealed itself should be looked at across all game modes. Here's a new idea that I have been thinking about. I know in a older game I played it had something different. It had 'detection' was a self buff which gave vision to make invisible stealth users slightly visible. What if revealed skills were 2 a fold reactive version of that. There would be a self 'detection' buff and a reactive 'revealed' skill on the same skill slot. It could replace the current 'revealed' skills. Detection: self buff (4-6s) on activate with short melee range (x), effect causes a small field around the user who casts it to see stealth users cloudy outline within a short range of (x). To make the stealth user revealed and directly targetable the skill would need to be reactivated on said target. Revealed: reactive skill (you reactivate the detection skill once to end detection on a target). If the skill isn't dodged you reveal your target for 2-3s. This would make revealed skills so much more reactive like the OP mentioned. PS: It is late. My idea might be a bad one. I just thought of a few reasons why (deadeyes vs rangers), but still I wanted to state it haha. I will think on this more.
  8. This is the 2nd post that you have bumped that is months old 😄.
  9. lol this thread is over 6 months old. Good tips from people though! Also death's judgement is highly telegraphed too so if you know what it looks like then you will be able to react.
  10. We also get this. Also in the stream they stated maybe it might not be enough to resupply just a single initiative and that they would have their eye on the trait. The same thing was said about the trickster change.
  11. No, I am not mixing anything up. The question that I have underlined above is precisely why I first brought up the point in the first place on page 2. Please do not insert words into my mouth or make bland assumptions. The repetition is on purpose as well. I restated my feedback in the feedback thread as well. Maybe that will clarify your opinion of what was stated. It makes a whole lot more sense to approach systems thematically and systematically. Take this patch for instance. One of it's main goals was to remove cooldown based traits in order to make build diversity higher. It changed other things, however from what I have observed the main 'scope' or 'focus' of these changes were exactly that. The change to shadow meld feels tacked on based off of the reason that was given in the stream. It is possible it's something that is a let's try and see what happens type of thing too. One of the thieves in my all thief guild thinks a patch that will balance revealed might be coming up next actually. Did I state that it would break DE? No to the contrary. I also have stated that shadow meld is strong which you have reiterated. I am talking about high level ideas. Revealed should be balanced as a 'whole', the whole being 'the complete game in its entirety'. This is another reason changing shadow meld might be bad without more thought. Note: I only really run DE in WvW and PvE. For PvP I stick to daredevil non shadow art builds. WvW has much more space to maneuver. Moreover in WvW I mostly use shadow meld as a reactive skill to counter revealed from an opponent since opponent's reveals usually last much longer (6s) than coming out of deaths judgement (3s). Three seconds is peanuts when compared to the length that opponents dole out.
  12. Maybe it will be? I hope so haha. https://wiki.guildwars2.com/wiki/Burst_of_Agility
  13. Yeah I feel the same. The only change I really am not looking forward to is the shadow meld change.
  14. For PvE I do not think Signet's of Power will ever be taken over Twin Fangs. I could see it be taken In WvW / PvP though for sure. Overall I never really used the trait signet's of power, but I might in the future. It will be interesting to see how it ends up. I like this change. The Trickster change seems good and aligned with the changes to cooldown reducing traits. Personally I think the only trick skill that I take currently on any of my builds is withdraw or dagger storm's. Note: both cooldowns for withdraw or dagger storm were not touched at all. The cooldown for withdraw is pretty low already, but it lost the additional potential benefit. The potential cooldown for dagger storm was much higher 72s. I am ok with it, but some in the thieves community are wondering why those two skills weren't adjusted as well. These changes might lead to some fun gameplay :D. My all thieves guild is already discussing some potential builds for it Caltrops. I asked some of my thief friends who do benches for if they would ever take it for a condition daredevil PvE build. They said no. This is what they said. For PvE I wonder if caltrops should be changed again in the future so it works better (there's some problems with the skill from a PvE perspective). I think it may be possibly be great for WvW / PvP though! Haste. I think this is really only useful for open world or PvP / WvW. There isn't any group content that would take it, but this is a good QoL change still. Roll for Initiative: I could see why people might be upset over the change to initiative in competitive modes at first glance. Someone else worked it out and it is slightly better because you can do 3 rolls in 105s vs 2 in 100s and the initiative gain is the same (so it ends up being better which is awesome news). Love these changes. I use Skelk Venoms on my Condi Specter and it will go very well with those builds. The Keen Observer trait is a awesome change! The Keen Observer trait will make power thief less jailed to being above 90% hp. Twin Fangs, Keen Observer and Scholar Runes all require 90% HP right now. On a side note. It would have been nice if Twin Fangs were also adjusted from 90% to 75% in PvE only. So basically the steal change is a revert of a 2019 change where swipe was added to physical supremacy. According to the stream the steal will also have a reduced cooldown from 30s -> 25s. This means a better steal cooldown and a range increase from 600 to 1200 for daredevils. The unlockable though, that's a tough pill to swallow for competitive play, but then again it might make for some new playstyles (or old ones, for people who have been doing competitive for a long time). Impairing Daggers: no complaints here. I know some people were taking it before with brawlers tenacity (reduced cooldown), but that meant being a lot more squishy. I like this change. Actually I am surprised brawlers tenacity wasn't mentioned since it is a trait that reduces cooldown of physical skills. Was brawlers tenacity missed in the notes and stream? Impact Strike: exciting change. I wonder how this will look like after the patch is applied :D. Let me start by saying awesome QoL for deadeye's mark. I think it should have gone a step further, but this would be more complex. If you are doing a fight and a enemy phases or goes invulnerable your DPS can often go down quite a bit since you can't remark to a new target if mark is on cooldown. This is another topic, but I would really love for malice to display properly in areas like deep stone fractal (it goes completely black in the first half), desert boarder lands (it goes a light brown color where there is fog), jormag in drizzlewood (it goes blue and blends in with the icey areas in the north) etc.... The rest of the DPS buffs, I can't wait to see what it will look like. Shadow Meld: This change... yikes. Deadeyes mark is essential for damage which requires stealth, stealth is essential for survival for deadeye in competitive modes. It doesn't matter on other professions so much, but it's awful to be revealed on deadeye. Shadow meld is currently the only counter play skill to counter revealed. The reason in the stream for it's removal was just 'shadow meld does too much.' While that may be true, it might have been fair to replace reveal removal with something else or a slight adjustment in cooldown since it is a elite skill. Onto my last point. It becomes a larger issue if other revealed skills were designed or balanced around there being a counter for revealed in the first place. Since this counter play was removed I think that some builds like soulbeast that use 'revealed' in their skills like 'sic em' should have their range or duration adjusted. Right now sick em has 2k range and for revealed for 6s. Overall I think the change to shadow meld are bad. That brings to my next point which I want to emphasize heavily. In all fairness if the only counter for 'revealed' is being removed from competitive game modes, then 'revealed' should be balanced as a 'whole'. Love these changes. Condi cleanse on a well, more might access on a well, and aoe might on scepter skill 2. TLDR: I am excited for most of the changes to thief except shadow meld. Some in the thieves community are wondering withdraw or dagger storm cooldowns weren't adjusted given that those are also both tricks. Also Did Brawlers Tenacity get missed? Shadow Meld: In all fairness if the only counter for 'revealed' is being removed from competitive game modes, then 'revealed' should be balanced as a 'whole'. PS: Will we see changes to make thief less reliant on trickery for more initiative?
  15. Yes, you get revealed with death's judgement, however if someone counters the damage going off then that's just good counter play. I think that this is less of a issue. I think it's more of a issue if other revealed skills might have been balanced around there being a counter for revealed in the first place. The reason in the stream for it's removal was just 'shadow meld does too much.' While that may be true, it might have been fair to replace reveal removal with something else or a slight adjustment in cooldown since it is a elite skill. Also it would have made more sense to revisit all revealed skills as a whole at the same time. If a counter is removed then it may cause a imbalance that was overlooked as a oversight.
  16. It was mentioned the stream that some things in the patch preview notes might be outdated or slightly different then the stream. Apparently this is because of the editing process. In any case since the stream showed swipe being removed (it no longer replaces steal), and steal gets 25s cooldown. This means Daredevil steal gets a 600 range boost up to 1200, a cooldown reduction of 5 and is no longer unblockable.
  17. Wow it's your first post lol. I know we talk outside via EcK. Anyhow it's nice to see your perspective as a long time player who is competitive play focused. I played for a year at the start of the game, then came back in 2019 and focused mainly on PvE. I originally played PvP / WvW to get reward tracks done (for mystic clovers). I came to enjoy it quite a bit. I 100% agree with your statement about giving back something of equal value. It's also why I said this. Personally, I normally don't stealth for long and mainly use it as a DE very aggressive damage output vs going stealth for longer periods of time unless going against another stealth user (I count attacks and cast my stolen attack right away since DE loads things in order if my attacks aren't blocked). My playstyle is very in your face type of thing. I do use stealth to get away or escape if I get in a sticky situation still though. There is one reason I mentioned sic em builds with some ranger builds. When I was fighting Maguma for two weeks there were some pretty skilled rangers (with stealth trap builds). The only reason I could go toe to toe was clearing revealed. PS. This is a different topic, but honestly I really hate the pub stomping pew pew longbow ranger meme builds. It annoyed me when I was a beginner, but after gaining experience I have made it my goal to hunt down and demolish those who use it because it's plain annoying. Now it's getting buffed? That makes the Shadow Meld change even worse. EDIT: If I could maybe my statement I made should be reworded to this. I really, really want to zero in on this as my feedback. In all fairness if the only counter for 'revealed' is being removed from the competitive game modes, then 'revealed' should be balanced as a 'whole'.
  18. Scepter Skill 2 is a attack. It will now grant might aoe around the specter. Also the ally skill. The healing well, is passive heals for a specific amount of seconds. This is great if you cast it at specific times, even if you are doing it off cooldown. The condi cleanse well, will go great with specter alac builds if you swap it out for well of sorrows. It will be a DPS loss, however if you have passive (cleanse over time) condi cleanse then it might be equivalent to other classes where you swap out a skill for a DPS loss as well. I 100% agree with the power well, but I think this patch was zeroing in on other issues. I hope it will be addressed in a future patch. Power specter is kind of a joke right now even if someone made a PvE rotation for it. This is one reason I said this. I would like to see improvements here too, but it's kind of off topic. PS. on a unrelated note: I added italics to different paragraphs to emphasize things in my last post.
  19. For PvE I do not think Signet's of Power will ever be taken over Twin Fangs. I could see it be taken In WvW / PvP though for sure. Right now I think Assassins Fury is much better to take if you are roaming or solo capturing, but that's my personal preference without trying the new changes. Overall I never really used the trait signet's of power, but I might in the future. It will be interesting to see how it ends up. I like this change. The Trickster change seems reasonable to me and aligned with the changes to cooldown reducing traits. I think the only trick skill that I take currently on any of my builds is withdraw or dagger storm's. Note: both cooldowns for withdraw or dagger storm were not touched at all though. I think the cooldown for withdraw is pretty low already, but it lost the additional benifit. How about the cooldown for Dagger Storm (90s -> 72s) being lost because of the trickster trait change? Caltrops. I asked some of my thief friends who do benches for if they would ever take it for a condition daredevil PvE build. They said no. This is what they said. I think it's a step in the right direction for build flexibility diversity. For PvE I wonder if caltrops should be changed again in the future so it works better (there's some problems with the skill from a PvE perspective). I think it may be possibly be great for WvW / PvP though! Haste. I think this is really only useful for open world or PvP / WvW. There isn't any group content that would take it, but this is a good QoL change still. Roll for Initiative: I haven't taken this really in any of my builds for a while so I don't really have a comment. I could see why people might be upset over the nerf to initiative in competitive modes though. Maybe it's because of the signet changes I wonder? So basically the steal change is a revert of a 2019 change where swipe was added to physical supremacy. The steal change reduces the cooldown from 30s -> 25s and increases the range for daredevils from 600 to 1200. I think both of those are buffs. The unlockable though, that's a tough pill to swallow. This is my feedback on steal. I kind of feel like if steal is blocked then maybe it should have a reduced cooldown, say -5 to -10s. Steal for DD is very important, especially if you hold it to rip boons to survive or overpower your opponent (this is often how I use it in sPvP). If steal is blocked in competitive modes then it's a massive nerf. Impairing Daggers: no complaints here. I know some people were taking it before with brawlers tenacity (reduced cooldown), but that meant being a lot more squishy. I like this change. Actually I am surprised brawlers tenacity wasn't mentioned since it is a trait that reduces cooldown of physical skills. Impact Strike: exciting change. I wonder how this will look like after the patch is applied :D. Let me start by saying awesome QoL for deadeye's mark. I think it should have gone a step further, but this would be more complex. If you are doing a fight and a enemy phases or goes invulnerable your DPS can often go down quite a bit since you can't remark to a new target if mark is on cooldown. This is another topic, but I would really love for malice to display properly in areas like deep stone fractal (it goes completely black in the first half), desert boarder lands (it goes a light brown color where there is fog), jormag in drizzlewood (it goes blue and blends in with the icey areas in the north) etc.... The rest of the DPS buffs, I can't wait to see what it will look like. Shadow Meld: This change... yikes. Deadeyes mark is essential for damage which requires stealth, stealth is essential for survival for deadeye in competitive modes. It's awful to be revealed on deadeye. Shadow meld is currently the only counter play skill to counter revealed. Since this counter play was removed I think that some builds like soulbeast that use 'revealed' in their skills like 'sic em' should have their range or duration adjusted. Right now sick em has 2k range and for revealed for 6s. Overall I think the change to shadow meld are terrible. That brings to my next point which I want to emphasize heavily. In all fairness I feel like if the only counter play for 'revealed' is being removed from the game, then 'revealed' should be balanced as a 'whole'. Love these changes. Condi cleanse on a well, more might access on a well, and aoe might on scepter skill 2. EDIT: @Lithril Ashwalker.6230 there were also these. This is a edit to give feedback on these too. Love these changes. I use Skelk Venoms on my Condi Specter and it will go very well with those builds. The Keen Observer trait is a awesome change! The Keen Observer trait will make power thief less jailed to being above 90% hp. Twin Fangs, Keen Observer and Scholar Runes all require 90% HP right now. On a side note. It would have been nice if Twin Fangs was also adjusted from 90% to 75% in PvE only.
  20. I haven't checked lately, but last I checked the skill is quite bugged too. I hope they fix it! For instance, death's advance wont work going up valid steep terrain like stairs in EoD (if the ending of the skill is still on the stairs) or if you are within 600 units of a wall.
  21. Projects like WvW alliances right? I'm not a WvW main, buuuut I really really want to see this feature in the game. Hopefully the interface update to the store also updates some of the other interfaces too in preparation for it 😀
  22. I had an idea a while I was typing my last post, but didn't add it for clarity's sake. What if skill 3 in shroud was considered a "well"? I think it would add to the ALAC build if ALAC was speced. Mind you it does fear so that's not optimal in all situations.
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