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shinvold.3618

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  1. Most players already know that ANET never considered Legendary Relic, and they were never developed. As always, ANET does not admit to their mistakes. Actually, it's not a mistake, it's a lack of ability and naive stubbornness. It's just disgusting to wrap it up with plausible and ambiguous phrases while pretending that you've already prepared well. Users with legendary runes could experiment and test by changing the rune settings at any time. What can you do right now with only 3 relics? (If the relic has changed a lot from the existing 6th rune set effect, more diverse tests are needed.) For at least half a year to a year, users with legendary runes lost their efforts for convenience without any compensation. Seriously, I would recommend ANET for a separate solution. If you can't implement the legendary relic right away, please mail the 'Infinite Relic Free Purchase Box' to existing users who have more than 6 legendary runes. (Let's think of a kind of portable merchant) When using the purchase box, a mini-shop opens, and all Core Relics can be created and taken out for free, without any quantity restrictions. Of course, that relics must be non-tradable and non-salvage. 40 Core Relics will be available right after release. In the purchase box, 12 new expansion relics start out locked, but after achievements or whatever, you can take them out without limit. At least the existing 6 legendary rune holders will be able to survive without investing additional gold and time in this way until the legendary relic comes out.
  2. In the end, it seems that ANET does not prepare achievements or crafting recipes for Legendary Relic at all at this point. At least half a year to more than one year. "players who craft Legendary Runes already will be rewarded with a portion of their progress toward obtaining Legendary Relic" I'm pretty sure that is hurriedly prepared solution. Honestly, it's so obvious and meager that it makes me laugh. Think about if your level 80 character has 8 equipment tabs, and each has a different equipmet setting with a legend runes. With the 3 core relics each character receives, rest 5 builds will be unusable right away. I think ANET should give at least as many key relic boxes as the number of equipment tabs the character has.
  3. The rune combination you're talking about doesn't mean much. Matching only with the same type of runes is much more beneficial for stat bonuses. Even if a relic comes out, it will generally be set only with the same rune.
  4. Please make a quick item slot. I would be happy to buy it if the Gemstore sells it per character limit.
  5. That's an interesting suggestion. I like the summoning concept. I thought about the concept of a Ninja using Clone. Additional weapons are the focus to support ninjutsu! Normal thief's F1 is stealing, F2 is using stolen skills. Ninja's F1 basically spawns clones that move within weapon range and perform normal attacks. When a ninja uses a weapon skill, the clone also uses the same skill on the same target or location and disappears (F2's role). (Imagine Zed from League of Legends.) At this time, the skill's initiative usage increases. Perhaps Deadly Arts' Improvisation will allow the clone to use the skill twice. Using utility skills, Ninja can explode clones (like a mesmer) or swap clones and bodies. Or how about an elite skill that instantly increases your clone count? (Naruto???) The clone's duration can be seconds, similar to Rev's energy system or Holo/Druid's energy system. Alternatively, there could be a method whereby the initiative continuously diminishes while the clone is summoned.
  6. I wish that even in PVE, Shadowmeld's removal of Revealed would be eliminated, and additional defensive effects, which can be associated with the skill name, be given. If the stealth itself does not guarantee mobility, it disappears from sight and becomes untargetable, but receives all the damage from the activated skill as it is, so whether Deadeye enters stealth or not, Invulnerability is applied for only 1 second, so you can survive for a while. It would be nice to have a chance. Even if it's not complete invulnerability like Distortion, 'Damage Prevention skill' would be nice. (CC and conditions apply) For example, such a skill Signet of Stone Defy Pain (soulbeast) Unflinching Fortitude Endure Pain If this is enough, it seems to have value as an elite skill... Or at least give it a barrier, really.
  7. The February 14th update is nothing different from the patch preview announcement. If this is the case, why is CMC saying they will get feedback in 2 weeks? If ANET is going to ignore hundreds of comments, just close the comments altogether.
  8. Yes, you are right. What I want to say is that if 'True Sight' is applied, when a user with True Sight sees a stealthed enemy, it will appear as a translucent effect with outlines like 'Hide in Shadow'. Good idea.
  9. 'True Sight' seeing stealth will probably be similar to mesmer's 'Hide in Shadow'. - Hide in Shadows is an effect almost identical to stealth created by some mesmer skills, but has a pink outline
  10. I have linked the wiki for each skill. As you can see, most AOE skills can target up to 5 people.
  11. Your comments are actually pretty close to the changes I'm looking for. Some skills that cause Reveal are already AOE. I want these skills to only be Revealed on stealthed enemies. And the skills that have this role need to be a bit more diverse. Gaze of Darkness / Sight beyond Sight / Detection Pulse / Invisible Analysis ------------- And in the case of a skill that causes Reveal by targeting, targeting is actually impossible if the opponent is stealthed. These skills usually apply Revealed preemptively, at an unavoidable level, at a distance, and for a long time. "On My Mark!" / "Sic 'Em!" (2000 range instant cast omg) In the case of these skills, it is also a very good idea to provide 'True Sight' to the user with AOE aura like your opinion. Or, as I first suggested, you could apply Marking (Detected!) to the enemy (like Target Printer). At this time, if the thief is stealthed, Revealed will be applied after 1-2 seconds. At least the thief has the option of going stealth with Revealed risk or not. ------------- And The tether skills (Spear of Justice, Magebane Tether) seem fine to keep.
  12. As I said, if a thief has no stealth, his attacks are very weak, and his defenses are very weak. It's not a matter of play style. This is the limit of the thief class. Aside from Daggerstorm, do thieves have as strong defense skills as any other class? Block you said? doesn't exist. There is only Projectile Block. Naturally, there are no Aegis, Distortion, or Invincibility skills. Mobility? There are some elites with greater mobility than thief. All classes have evasion, and it has nothing to do with the topic. Interrupts aren't technically a defense, so they're not even worth mentioning. Above all else, if ANET thinks stealth is excessive, they should pay back the increased cost of the initiative they've been on. Even if other classes have cooldowns, they can use 2-5 weapon skills (up to a total of 8 weapon skills with cooldowns including swaps) at least once. Thief? Without stealth attacks, regardless of weapon swap, thieves can only use few skills inwvw and pvp cause initiative limit. That's why it's really only allowed to play stealth, regain initiative, take advantage of the opportunity to burst, and then stealth again. Consider why most thieves use the Trickery & SA trait. In the end, Anet's sustained increase in Initiative usage is a reality that has left the thief with no choice but to focus on stealth. You are right. Stealth isn't the only option for reducing damage, of course. But don't deny that stealth has practically the majority of thieves' stakes at this point.
  13. There is a change to "Keen Observer" in this patch preview. Although not a direct patch change, in WVW, do you know the bug that Keen Observer only gives 8% bonus instead of 10% crit bonus only? (No problem in PVE and PVP.) This bug is quite old and is still easily reproducible by hitting the golem at Armistice Bastion. Without using Twin Fangs, 70% crit (2365 precision) + 20% crit by Fury (Using 'No Quarter' makes easy to perma Fury) = 90% Crit Chance If Keen Observer is running normally, It should have 100% critical hit by +10% crit chance bonus (I've definitely excluded other variables). However, if you continue to hit the golem with normal hits, there may be some normal hit cases. As test by changing the Precision value several times, you can see that a 100% critical hit occurs only when the actual critical chance is 92%(2407 precision + fury). In other words, as already written as a bug in the wiki, Keen Observer actually gives only an 8% bonus. Please don't ignore the bug report and fix it.
  14. To change Shadow Meld, the current Revealed mechanic also needs to be improved.
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