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Meridian.9103

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Posts posted by Meridian.9103

  1. On 1/23/2024 at 11:46 AM, draxynnic.3719 said:

    I suspect that the devs might be a little shy about going to the effort of making three dual skills that are DOA. "Not everything needs to be good in all modes" only goes so far - there's not much justification in making an offhand that obviously only works with one or two mainhands when they could do something that works for all.

     

    What skills are DOA obviously depends on the skills themselves, and not the weapon type. People are ultimately going to play what is good and fun.

    And besides, the prospect of wielding an offhand sword with any mainhand sparks way more excitement for me as a rogue archetype player than e.g. throwing axes or pew pewing with a rifle.

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  2. 5 hours ago, HeliosMagi.9867 said:

    Why is everyone ignoring how good the AoE is? Axe 2 and 3 can hit up to 15 targets,  that's amazing! One of Thief's biggest weaknesses in PvE was a lack of cleave for add phases or swarms of trash mobs, and Axe fills that niche quite nicely.

    I didn't find the aoe that impressive tbh, because the enemies basically have to stand all on the exact same spot to really get a lot of damage on all of them.

    And besides, this doesn't change the fact that axe just feels terrible to use right now. By the time your first axe reached an enemy, other classes already chunked half of its hp.

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  3. Looks really cool, the first mew weapon for Thief that I'm actually a bit excited for since we got staff with Daredevil. I'm especially glad that they built in some kind of combo mechanic to break up the usual "Spam highest dps skill" Loop a bit.

    However, I can't deny that still being stuck with only 2 offhand weapons leaves a very bitter taste. And is another mid range weapon really the thing Thiefs needed the most? I doubt it.

  4. I was always quite supportive and patient with the development of the WR and Alliances system, but this studio update post is taking it too far. It reads like they are desparately trying to somehow deliver on their plans from 5 years ago, without putting the required ressources into it, whilst framing it as a success. Which in itself is just embarassing by now, and as a WvW player I just feel trolled. So much for "cornerstone gamemode".

    I really think that releasing just half the feature is a big mistake. It's going to introduce unnecesarily high friction in maintaining any sort of community. We already know this from the beta events. And this is undoubtly going to kitten a lot of people off.

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  5. I don't really care what axe could or couldn't bring to the thief weapon lineup as mh. I'm just sick of being stuck with the same 4 oh skills for over 11 years now.

    Ideally thief would get both new mh and oh weapon, as some other classes do, if anet really thinks thiefs gaps can't be closed with just an oh weapon alone. But as it stands right now, mh axe could be the most exciting weapon in the game, and it would still be only half interesting to me, because i have to pair it with dagger or pistol again.

    And further this also means that builds using the existing mh weapons play out the same since said 11 years. Anet misses another opportunity to give those weapons a breath of fresh air as well, which they really need.

  6. Title. Not much more to say. I'm not necessarily against the idea of taking the randomness out of this trait, but 15% recharge is plainly not nearly as good as it was before. If you want d/p thiefs to run kitten over SA, this is not the way.

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  7. I don't think it's ultimately about the total number of skills you get from a weapon, but about the potential to complement other existing weapons for new playstyles.

    And here we are being are stuck with the same 4 offhand skills in the 4th and 5th slot to complement for a decade. In the end this feels just limiting and incredibly stale, no matter how good and exciting a new mainhand would be.

  8. I think i kinda made staff work on power specter as an open world build. It flows nicely when correctly alternating Staff, shroud and wells. The key is to take trickery with slight of Hand, which gets procced when entering shroud to refill initiative quickly.

    Overall fun build with good cleave to run around and kill multiple mobs at once, but ultimately very lacking in single target damage potential. I don't think it's anywhere near viable in instanced or competitive content

  9. I really hope they Anet looks again at well of bounty, that change is a sleeper general nerf to that skill. Yes, stab is good, but the CD increase in pvp/wvw is wayyy worse, reducing mobility, alac generation and shadow force generation, which was the main reason for taking this skill.

    Also with the already heavy nerfs to shadow force generation in place in pvp, I'm really afraid that the health scaling change will now outright delete Specter from pvp. Especially any variant that is not condi specter seems to suffer.

     

    • Like 3
  10. 16 hours ago, Bazsi.2734 said:

    Deadeye is a mix of many many useless and a few OP things(which keep it together). If a-net decides to touch Silent Scope, the spec is dead. If they raise initiative costs on basic weapon skills, anything BUT deadeye will be unviable... have fun balancing this guys. You dug a really deep one with this last patch.

    I'd argue that the few OP things are what holds both DE and thief in general back, because that's exactly what's causing such Forum threads to appear.

  11. 12 minutes ago, sentient.2081 said:

    Trapper rune still exists just a reminder.  Remove stealth on dodge and DE dead

    There could be worse things than killing a spec that is simply unhealthy in competitive modes. DE should stay a roleplay spec in PvE if you asked me.

    Moreover, thief should not get it's base strength nerfed because of DE which is inherently problematic by design (1500 range nukes + plethora of stealth access? cmon...)

    And trapper runes in their current form should obviously be long gone by now as well, this shouldn't be an excuse.

  12. 3 minutes ago, Graeaw.6329 said:

    This leads to the following design/fantasy question tho: is there any one Thief spec that is allowed to have "way too easy stealth access"? Cuz for me it's like saying: - Bruh this mesmer spec has way too easy access to clones/phantasms.

    Because if the answer is no, we might just have to rename the Profession.

    There is always a sweet spot. To stay with your example, Memser can actually have too easy access to clones as well, that's why traits ans skills got nerfed in the past. (E.g. Condi Chrono during HoT times was conceptually too good with it's recuring clone generation fueling shatters until it got destroyed via many trait changes).

    In this case, DE has more and even easier stealth access than other thief specs, which is the root cause of why new SA can get oppressive. If you nerg SA instead, you nerf DE a little bit but ensure that SA is unusable by other Specs (ignoring the support aspect for now).

  13. Stealth on dodge finally has to go, it's one of the most unfun things in the game. And it just became more op with the new SA traits.

    Even if you kept only 0.01 seconds stealth on Silent Scope, it can still give the player a target break, superspeed, condi cleanse, initiative and venom stacks very safely by simply dodging.

    I'd be very sad if Anet nerfs SA just because DE has way too easy stealth access.

    • Confused 3
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