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Markri.9475

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Posts posted by Markri.9475

  1. initiative makes thief good at bursting by having the option to spend its resource. Its terrible in the sustainfight, which is why thiefs leave/resets fights to regain initiative.As for the damage, take S/D: the third hit of the autoattack has the same power damage as the LarcenousStrike (sword#3 flipover). Now from what Ive understood, thiefs wpnskills do less damage because they are repeatable, which is why most damage comes from AA chain.As for the "in a row" mechanics; sword#2 and #3 are both flipover skills. so you'd add +1 to each activation?"spamming" usually comes from an ability in itself being so good that nothing else matters. condi drd sword#2 spam is an example. S/P #3 is also an example.I don't like the idea of forcing the player to use a suboptimal ability, just to not get punished.

  2. @Alatar.7364 said:...Oh well, I agree with the OP about removal of immobilize, if its swapped for Cripple + Slow it won't even be a nerf to Power S/D....

    As far as I know, for Power S/D the engage of S2 adds a poison that reduces healing, preventing sustain. removing this, would mean no access to poison outside of panicstrike at@50% with a 30sec CD.Poison is a good condi for power builds for the healing reduction.

  3. @Leonidrex.5649 said:

    @"DeerHunter.4129" said:Normally when you use Daredevils main skill, skill number 2 "weakening strikes".. its causing 3 hits on your target. But it has major technical issues that i dont think are designed on purpose. Skills where thief teleports (swipe aka steal skill of DD, shadow step to foe, pull your foe to you) all are skills that pure melee class needs badly, but when daredevil teleports to his enemy or pulls the enemy to him and uses his main damage skill it fails. And it fails in a way that doesnt seem to be implemented on purpose. What i mean is that thief kind of charges forward through his target and missing 2/3 of his hits.. your target can be stunned, or immobilized or downed etc, yet your thief still just charges forward and missing most of his damage.. For your information normally the skill charges forward and stops going forward whenever there is enemy on front of you, so all your 3 hits from that skill hits your target.. but after teleporting to enemy, or enemy to you it doesnt recognize that the enemy is in front of you so it goes through the enemy.. its kind of a bug or at least it doesnt seem logical design.¨

    Overall end result is that by the time i have spent all my initiative, about 50-70% of the hits of that skill has missed because of this.. and if i dont use teleporting skills, how am i supposed to catch any targets as pure melee class.

    just vault -> steal to chunk people for 50% hpThat was adressed in a patch, on Vault;
    December 11, 2018

    The damage of this attack will no longer occur if the thief shadowsteps after the skill has begun.

  4. @"Psycoprophet.8107" said:Change wasn't explained very well. Is it three utility skills only being recharged or only utilities that are on CD? Is it still rng where u may reset a skill not on CD resulting In zero gain. It be strong if it was resting utilities on CD. Smoke screen,steal and another smoke screen would be great for a melee heavy build no?

    resetting "only on cd" utility would be broken; deadeye mark into Mercy, into deadeyemark into Mercy ... with stealthtraits : permastealth and initiativegain.

  5. @shadowpass.4236 said:

    @Tycura.1982 said:So what about skills that allow you to reach areas a typical jump or teleport cannot? Or skills that can be stowed to bait out dodges like the glint elite? That's functionality outside of intended purpose so by that logic they shouldn't be in the game right? I personally think that as long as it's not an overwhelming advantage yes it is a more skilled level of play. Furthermore why tackle GS chain and not an actually problematic evade abuse like staff/staff?

    Somebody (probably Praqtos) posted a thread about it and that thread got removed for advertising an exploit, so power stab was an exploit after all.

    You can do the same thing with every single auto attack in the game including the reflect on thief staff auto.

    Awhile back when I first heard of ranger gs aa3 stow, I thought of staff aa reflect. Staff aa 3 is a Channeled cast, stowing it just wastes it and flips back to aa1.

    Also, you mentioned low range on ranger GS aa and Maul:according to wiki; ranger aa range is 130/130/130.warrior aa is 130/130/130reaper aa is 130/130/130guardian aa is 130/130/130.Maul range is 220100blades is 130Arcing slice is 150.gravedigger is 180deathspiral is 240EDIT: wiki on rangerGS AA says 150, but ingame its 130 on all the rangerGS AAs.

  6. Rating depends on the match rating, or opponents/team ratings. Higher rated players are more likely to get matches of a lower rating; hence a lower gain value, higher loss value, as they are favored to win.

    In my own experience, I gain/lose about the same in rating with a 50/50 ratio once I get to gold2-3.

  7. Im no fan of mechanics that allows a player to be able to dealdamage while not being vurnable to counterpressure. But there are not that many abilities that allows it. Mirage dodge and thiefs Instant Reflexes passive are the ones that comes to mind.Then there are attacks which have evade frames in them, those atleast locks the player into its animation (except DrD staff3s, id say, unintended behaviour).If attacks with evade frames is your gripe, then why was warrior left out. Gs3, Bulls charge and Reckless Dodger?

  8. @Twilight Tempest.7584 said:

    @"saerni.2584" said:But in that context three stacks of poison for 3 seconds every five seconds isn’t going to come close to killing you. There are other abilities that are hitting you doing the bulk of the damage.

    There are plenty of power damage traits that are
    always
    on. And many of them transform power attacks in ways that turn even auto attacks into deadly damage.

    That’s why I think it’s a bit misleading to blame auto condi application traits when power has many “passive” traits that are always on. A comparison would be possible if Executioner (+20% below 50% target HP) only applied to three attacks with a 10 second cooldown, but that just isn’t the case. Power trait passives are all over the game leading to the meme “just dodge” in response to images of certain builds criting for 4-5k on every ability and up to 30k on “telegraphed” hits.

    This isn’t somehow only applicable to “condi builds.”

    More on the general topic:

    Condi builds are viable in two very different ways. First, high application with low reapplication. This is the “spike” that most would associate with mesmer and necro builds.

    Second, lower application with higher reapplication. This type will overwhelm cleanse if the target doesn’t avoid being consistently hit. Fewer builds of this type are viable because it takes time for this kind to work and time to kill is so low that sticking around in a fight long enough for this to work is generally not a good trade off from power or condi damage spike.

    When it comes to the “OP” condi builds they have a lot of AoE condi application that makes it hard to avoid being constantly hit with more attacks that apply condi. Scourge with multi AoE that apply cripple. CI Mirage with multi dazes and immobilizes ensuring more condi loading skills/clones hit. That those builds are effective with condi damage doesn’t make condi OP. It just means those particular crowd control aspects make fighting those builds a struggle.

    If I'm not misstaken ; Executioner isn't a power-specific trait. It works for both as it's Damage mod. Other trait in that slot is just so much stronger for condi.To me the issue is that dodge is the mechanic that counters Power, players are taught to dodge through out the game. However the mechanic of condi- cleansing, I'll call it condi-management, isn't taught until you enter PvP. Bad players (myself included) might know howto dodge, but managing condis and doing my damage is harder.

    There are more players who know howto dodge, than there are players who know howto do condi-management.

    Condi attacks are also dodgeable (and blockable, and reflectable). They're also cleanseable, resistable, and negated by invulnerability if you fail with any of the first options.

    Which type of attacks have more counterplay between direct (power) and condition?

    Condi has more counterplay. And that is part of my point. When I fight against power, I need to dodge.
    When I fight against condi I need to do what I do against power, but also condi cleansing.
    To try put it into an example;If a quicktime event (
    ) type of game used buttons "X, Y & Z", and we consider these to be counterplays to what the game does. Then increasing the buttons to "x, y , z , a, b, c" puts more pressure on the player to deal with.I assume that better players accepts the extra "hoops" to jump through and have no issue with it.Imagine if they gave the thief trait Impacting Distruption (Pulmonary Impact) to spellbreaker, you'd have the opportunity to counterplay by stowing your casts if you are about to get stunned. It wouldn't make it easier though. (It would be broken, but it would have counterplay).

    "When I fight against condi I need to do what I do against power, but also condi cleansing."

    No. If you did what you do against power (e.g., dodge, block, reflect, invuln), you don't need to do anything further because you will have avoided the condition attacks completely, just like any power attack. Every condi attack is an avoidable attack just like power (direct damage) attacks.

    Condi attacks can be avoided in the first place just like direct attacks. On top of that, if you fail to avoid them in the first place you can still mitigate them with a number of other options. These options aren't necessary if you avoid them in the first place.

    To use your quicktime event analogy, a direct damage event can only be passed by pressing X, Y, Z. A condi event can also be passed by pressing X, Y, Z. But if that fails, also with A, B, C. There are simply more options for dealing with conditions. They have more counterplay.

    Doesn't make sense to me. If I could handle condi the same way with only abilities I avoid power, then why are some classes weak to condi, but strong against power? are the players just bad? atleast from what i have heard revenant is weak to condi, but strong in a powermeta , are they bad since power-avoiders is all they need to avoid condi anyways?

    As for the analogy, I think we are of different opinion on how dangerous condipressure is, and how important to stay ahead of it by cleansing is. but we do agree that condi has more counterplay, im saying though that condi needs to be counterplayed using both power-avoiders and cleanses to not get overwhelmed by the pressure. For bad players, like me (gold3 :< ), that is "harder" to deal with.

  9. @Twilight Tempest.7584 said:

    @"saerni.2584" said:But in that context three stacks of poison for 3 seconds every five seconds isn’t going to come close to killing you. There are other abilities that are hitting you doing the bulk of the damage.

    There are plenty of power damage traits that are
    always
    on. And many of them transform power attacks in ways that turn even auto attacks into deadly damage.

    That’s why I think it’s a bit misleading to blame auto condi application traits when power has many “passive” traits that are always on. A comparison would be possible if Executioner (+20% below 50% target HP) only applied to three attacks with a 10 second cooldown, but that just isn’t the case. Power trait passives are all over the game leading to the meme “just dodge” in response to images of certain builds criting for 4-5k on every ability and up to 30k on “telegraphed” hits.

    This isn’t somehow only applicable to “condi builds.”

    More on the general topic:

    Condi builds are viable in two very different ways. First, high application with low reapplication. This is the “spike” that most would associate with mesmer and necro builds.

    Second, lower application with higher reapplication. This type will overwhelm cleanse if the target doesn’t avoid being consistently hit. Fewer builds of this type are viable because it takes time for this kind to work and time to kill is so low that sticking around in a fight long enough for this to work is generally not a good trade off from power or condi damage spike.

    When it comes to the “OP” condi builds they have a lot of AoE condi application that makes it hard to avoid being constantly hit with more attacks that apply condi. Scourge with multi AoE that apply cripple. CI Mirage with multi dazes and immobilizes ensuring more condi loading skills/clones hit. That those builds are effective with condi damage doesn’t make condi OP. It just means those particular crowd control aspects make fighting those builds a struggle.

    If I'm not misstaken ; Executioner isn't a power-specific trait. It works for both as it's Damage mod. Other trait in that slot is just so much stronger for condi.To me the issue is that dodge is the mechanic that counters Power, players are taught to dodge through out the game. However the mechanic of condi- cleansing, I'll call it condi-management, isn't taught until you enter PvP. Bad players (myself included) might know howto dodge, but managing condis and doing my damage is harder.

    There are more players who know howto dodge, than there are players who know howto do condi-management.

    Condi attacks are also dodgeable (and blockable, and reflectable). They're also cleanseable, resistable, and negated by invulnerability if you fail with any of the first options.

    Which type of attacks have more counterplay between direct (power) and condition?

    Condi has more counterplay. And that is part of my point. When I fight against power, I need to dodge. When I fight against condi I need to do what I do against power, but also condi cleansing.To try put it into an example;If a quicktime event (wiki/Quick_time_event) type of game used buttons "X, Y & Z", and we consider these to be counterplays to what the game does. Then increasing the buttons to "x, y , z , a, b, c" puts more pressure on the player to deal with.I assume that better players accepts the extra "hoops" to jump through and have no issue with it.Imagine if they gave the thief trait Impacting Distruption (Pulmonary Impact) to spellbreaker, you'd have the opportunity to counterplay by stowing your casts if you are about to get stunned. It wouldn't make it easier though. (It would be broken, but it would have counterplay).

  10. @saerni.2584 said:But in that context three stacks of poison for 3 seconds every five seconds isn’t going to come close to killing you. There are other abilities that are hitting you doing the bulk of the damage.

    There are plenty of power damage traits that are always on. And many of them transform power attacks in ways that turn even auto attacks into deadly damage.

    That’s why I think it’s a bit misleading to blame auto condi application traits when power has many “passive” traits that are always on. A comparison would be possible if Executioner (+20% below 50% target HP) only applied to three attacks with a 10 second cooldown, but that just isn’t the case. Power trait passives are all over the game leading to the meme “just dodge” in response to images of certain builds criting for 4-5k on every ability and up to 30k on “telegraphed” hits.

    This isn’t somehow only applicable to “condi builds.”

    More on the general topic:

    Condi builds are viable in two very different ways. First, high application with low reapplication. This is the “spike” that most would associate with mesmer and necro builds.

    Second, lower application with higher reapplication. This type will overwhelm cleanse if the target doesn’t avoid being consistently hit. Fewer builds of this type are viable because it takes time for this kind to work and time to kill is so low that sticking around in a fight long enough for this to work is generally not a good trade off from power or condi damage spike.

    When it comes to the “OP” condi builds they have a lot of AoE condi application that makes it hard to avoid being constantly hit with more attacks that apply condi. Scourge with multi AoE that apply cripple. CI Mirage with multi dazes and immobilizes ensuring more condi loading skills/clones hit. That those builds are effective with condi damage doesn’t make condi OP. It just means those particular crowd control aspects make fighting those builds a struggle.

    If I'm not misstaken ; Executioner isn't a power-specific trait. It works for both as it's Damage mod. Other trait in that slot is just so much stronger for condi.To me the issue is that dodge is the mechanic that counters Power, players are taught to dodge through out the game. However the mechanic of condi- cleansing, I'll call it condi-management, isn't taught until you enter PvP. Bad players (myself included) might know howto dodge, but managing condis and doing my damage is harder.

    There are more players who know howto dodge, than there are players who know howto do condi-management.

  11. https://wiki.guildwars2.com/wiki/PvP_Matchmaking_AlgorithmThe score in the end really has nothing to do with the prediction. Also the ratings in the teammates/opponents will matter towards the matchs rating value (wether you are carrying, or being carried).From your high rating loss on defeat, and low gain on a victory I assume you are fairly high rated. I'd be surprised if you are below plat.

    The mmr algorithm tries to pinpoint your current rating value, and from recent games move you towards it. The algorithm is fair in the longrun.

    Edit: By the way ,they apparently had matchprediction until 12/13/2016 according to the wiki.

  12. @Cyric.7813 said:

    @Cyric.7813 said:If you nerf unblockable - make blocks for 3 attack only. Pretty fair.

    I guess someone enjoyed playing soulbeast and not having to care about blocks. Also this is one of the worst ideas ever to emerge on this forum. Whats the point in having unblockables, when in teamfights blocks only last 0,1-0,2 seconds?

    not having to care?) ublock was for only 3 sec when you enter beastmode

    https://wiki.guildwars2.com/wiki/Unstoppable_Union/history4 seconds.

  13. @Crab Fear.1624 said:

    @mortrialus.3062 said:I've heard whispers of a new thief build that when combined with the new preparations can stack 60 poison in the span of about three seconds. Cannot confirm as I haven't seen it myself.

    Thousand needles last 5 secs.

    So in theory you can get 8 stacks of poison from traits in this time with deadly ambition, panic strike, and potent poison.

    If you are running spider venom you can add 6 more stacks of posion.

    Sigil of doom proc add 1.

    If this was enough to drop you below 50% health, panic strikes again and add 2.

    Running devourer venom, add 4.

    That would be 21.

    If you could stack the spier venom with venom from leeching venoms, you could add 6 more stack.

    To get that to work you would need to use another preparation .

    But, we are at 27 stacks now.

    Fire 3 body shots for 6 more stacks of poison from panic strike.

    That's 33 stacks.

    Now make it a duo of thieves.

    66 stacks of poison.

    If you drop devour for a stun break, the total is 58.

    But, what the hell, let's call it 60.

    Edit5 stacks from the trap,...make it 68 total....omegaomelet.

    Since you can have 5 thieves in PvP, its actually 165 stacks.Jokes aside tho, wouldn't you use Thieves guild and share SpiderPoison to them for max stacks? assuming that works, as I never use that elite.

  14. Limiting block to an amount makes Unblockables redundant. Also makes 1vX situations much more impossible to escape. Also it would reward spamming abilities into blocks (facerolling gets rewarded). Pet classes would remove it easily.If you find block too powerful I suggest fiddling with the abilities durations.As I see it, most blocks don't do damage back, but they punish people in the long run for wasting their abilities into the block.

  15. No idea how useful anyghing of this will be, as it doesnt show any numbers of damage, ranges or ICDs.at what interval will venom stack in stealth? at 1 every 3 sec? 1 every 1 sec?The ICD on the shadowstep heal, and its potency?Did all the new preps get their damage increased considering their useage changed? able to trigger preps while CCd?

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