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arenta.2953

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Everything posted by arenta.2953

  1. to quote Anet, Thief is balanced around stealth. so yeah they gonna stealth alot. they forced to also. Ranger rifle has 1500 range. Ranger longbow has 1500 PLUS falloff range. for a max of 1800-2000 if you higher up.thief has 3 secound reveal time between end of stealth and returning to stealth. they can buff this reveal time with toughness or power.thief has laughably little hp, no stability, crap condition removal(relying on being in stealth to remove most dmg conditions), and stun breaks are limited. thief AoE is limitedthief has the WORST downed skills. wont help in WvW or PvE. tldr; thief doesnt have better range, they not easy to stealth due to reveal, reveal skills(which break stealth), lack of defense vs CC knockbacks, stuns, daze, knockdowns, and even in stealth, you can hit with normal attacks, just swing at where you think thief is, if animation plays, you hit them. so keep swinging. AoE spam em.
  2. agreed on infiltrator strike. (though i should mention its 900 range. not 1200. maybe instead increase int from 3 to 4) shortbow 5....hm i can agree to that in sPvP, reducing it to 600, balancing it out with other leap abilities but WvW and PvE its 900 range should be fine for the 6 int cost. as for gw1 assassin model. you mean twin sword warrior or dagger spellbreaker. no joke its nearly identical just different visual and names. the stealth strike has been fine to me, but the ability to rapidly stealth, strike, stealth strike is whats been broken. but any argument to fixing that (which Anet sort made worse with deadeye's elite) sorta gets screwed up when you consider how Anet keeps balancing it around the stealth. thus digging them deeper into the hole rather than fixing it. first step to stopping that, stop balancing around stealth as the must use feature, and make stealth an add on feature. like Ranger's pet. you can ignore that pet and do well, soulbeast was basically all about that, or trait to use it and also do well. don't make it required for all builds. heck we have tricks/venoms. Daredevil's theme was focused on sticking around without the need of stealth....at launch. but it got nerfed down to being dependent on stealth...so Anet went the wrong route. Daredevil WAS a step in the right direction...until they made it dependent on stealth rather than its sustain off endurance
  3. spvp maybe. thief is defenitly good there due to few enemies. and you got a good argument for it being too goood. but only in this mode but look for it in WvW. mindwrack is overkill for it. not to mention mesmer works better with zergs. and PvE.....thief is defenitly underpowered I dont know what you mean by mesmer works better in zergs, mesmer is one of the kitten zerg classes, dont know if thief is any better but comparing one kitten to the other doesnt mean much now does it.mesmers pretty useful in zergs, both for utility (portal, AoEs, quicken buffs), and has a nice bit of HP. as a support character. a zerg without mesmers is going to be a pretty limited zerg. specially as clones +confusion are both great for making the zerg seem bigger than it is, and doing alot of dmg as people don't pay as much attention to what condis they got in the middle of a brawl
  4. spvp maybe. thief is defenitly good there due to few enemies. and you got a good argument for it being too goood. but only in this mode but look for it in WvW. mindwrack is overkill for it. not to mention mesmer works better with zergs. and PvE.....thief is defenitly underpowered
  5. to be fair. in PvE they keep balancing it around stealth. yeah, stealth is big part of thief, but they put WAY to much focus on it. and in PvE, where enemies have alot of hp and fights can become battles of attrition, burst dmg and stealth don't help much in long brawls. add to this the LACK OF ANY STABILITY, and some honestly eh heals (crit heal trait is nice, but you still need some sustain. and your condi cleanse isn't going to do it) in sPvP. sure. thief works great, stealth + burst dmg is the way to go. but if they got AoE, enough tank, or 2 on 1, or when your on cooldown. game over. hope u can run. in WvW. daredevil is still impossible to catch. so its good at running, and shares thief's good burst. so good for 1 v1. but so much of wvw is zerging. and your gonna be the most commonly downed part of the zerg. gratz. oh and you lack the condi clear/stability/AoE spam that other classes get to farm bags. or survive. deadeye in WvW....just feels so much weaker than it was prior. and most of that i put to the new kneeling 4 skill being dogshit. seriously, for its int cost, the crap duration, the lack of protection from AoEs, how short the distance you can place it AWAY from you, and the fact IT DOESNT STOP PEOPLE JUST RUNNING OVER IT (and doesnt even BLIND THEM) and its like they took guardian staff, went "ok this skill isn't bad. how do we make it bad.", "well lets remove the range, duration, block movement" and again. NO STABILITY. its nice that they made it so that when stealths you auto kneel to do stealth attack. but for the other kneel attacks, just....PvP and WvW your fked. cause your giving up mobility, the MOST IMPORTANT thing for both PvPers and thief in general. and you LACK STABILITY so tis EZ to knock ya down. oh. and i forgot. for both PvE and WvW. WHERE ARE THE TRAITS FOR PREPARATION SKILLS. WE USED TO HAVE A FAIR NUMBER OF TRAITS THAT WOULD BUFF TRAPS. BUT PREPARATIONS GOT NOTHING. no trait to buff it. no elite either. all in all, thief isn't bad. but its severely limited. and if you try to play a rifle deadeye in HoT. well i hope you like taking vines up your rear. cause the AoE spam, alpha dmg, and WARS OF ATTRITION are going to turn you into paste pretty damn quick. P.S. thief down skills are still crap in PvE and WvW. i mean, 1 skill is fine. 2 skill is acceptable utility. but 3 skill....that stealth is not going to help you, its duration is to low to make any enemy forget aggro. if the enemy is alive, your not gonna get back up unless some trash mob is low hp. compare this to say ranger or necro. necro can revive with 1 skill spam. ranger, can revive with 3 skill while in the middle of a mob of enemies.
  6. how about giving deadeye rifle some love when kneeling. like a stab pulse. thief has so little stunbreak/stability as is. for PvE and Wvw.....specially WvW. deadeye gets stun/knock down spammed due to the lack of stability. also could make the Kneeling rifle 4 skill actually do something. like a smoke wall instead of just "block ranged, with cast time" which is pretty....eh seriously...thief really lacks stability, which is a problem when kneel immoblizes you.
  7. So currently, for AoE Ground Target, in the menu you can choose to either manually place the AoE, or have it snap to ground at current target. Problem is, you can't choose which AoEs do what. your stuck with one or the other. so most go manually. issue there is when your moving camera, you can't see where mouse is. So the Idea here is to remove that option from the menu, and instead put it on the skills themselves. So you'd right click a skill icon, and select "Manual, Auto place at current target, or place at self" this would allow you to diversify the ground target skills based on how they ment to be used.like AoE heals, you generally want to put on top of you, so select "place at self"AoE attacks, on your enemy "Place at current target" (and if it has a bit of a cast time, you can set it to manual)and AoE teleports, manual as you are either using it to get in front of enemy, or away. this would help alot for using these skills without having to search for where your mouse is when you turning your camera
  8. my theory, is the name is so cursed that people instantly forget it, and if written down people can read it, but don't recall it if someone attempts to magically remove the curse, they drown in their own body as fluids begin to evacuate.
  9. they never said no cantha they said it wasn't planned, but that they would see what the playerbase wanted. aka, that it wasn't off the planning table. In 2010, Arenanet was therefor forced to delete all work on Canthan elements in GW2! The unnamed NCSoft producer from Korea don't work anymore but the decision wasn't changed.Taken from: https://forums.mmorpg.com/discussion/377215/cantha-expansion-and-asian-themed-content-banned-for-cultural-reasons Josh Foreman who kindly joined the discussion. Cantha was my favorite GW1 region to work on. And I worked on every GW release. I know a lot of the dev team loved it and would love to revisit it. I kinda agree with critickitten about the negative aspect of tight corridors. Most of that came from hitting technological limits while trying to keep the epic quality of the concept art. I think we could do some really amazing things with those themes in our new engine. Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for.Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for. Pardon my $%^&*( French, but your yelling is quite childish. If this is the best you can do to support your argument please exit this topic. its not yelling... i forgot that putting ------ under a line of text makes it capital and bold.... edit: ......and > makes a quote...... >.<
  10. they never said no cantha they said it wasn't planned, but that they would see what the playerbase wanted. aka, that it wasn't off the planning table. In 2010, Arenanet was therefor forced to delete all work on Canthan elements in GW2! The unnamed NCSoft producer from Korea don't work anymore but the decision wasn't changed.Taken from: https://forums.mmorpg.com/discussion/377215/cantha-expansion-and-asian-themed-content-banned-for-cultural-reasonsJosh Foreman who kindly joined the discussion. Cantha was my favorite GW1 region to work on. And I worked on every GW release. I know a lot of the dev team loved it and would love to revisit it. I kinda agree with critickitten about the negative aspect of tight corridors. Most of that came from hitting technological limits while trying to keep the epic quality of the concept art. I think we could do some really amazing things with those themes in our new engine. Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for. Certainly nothing is ruled out. I certainly encourage anyone to express your desire for a Cantha region in GW2 in a positive and friendly way. It could be years away, but it’s worth asking for.
  11. they never said no cantha they said it wasn't planned, but that they would see what the playerbase wanted. aka, that it wasn't off the planning table.
  12. Warriors have a few traits that conditionally buff toughness:• Thick Skin - +180 toughness when above 75% hp• Spiked Armor - +150 toughness when you have retaliation. Gain 5s of retaliation when you block or are hit by a crit. --> You likely didn't have retaliation as a buff as your combat log shows you getting hit by necros shades, well of corruption and loss aversion. • Your screen shot is at a keep and you have the Presence of the Keep buff on you which is giving you +100 toughness (also +100 to power, precision, vitality stats). --> Based on the above, subtract 280 toughness from the value shown in the display window in the screen shot You don't know how buffed the warrior was (i.e. might stacks on him, bloodlust sigil stacks, stacks of Insight, vulnerability on you). Investing in toughness suffers diminishing returns: for each additional point of toughness you add to your build you get incrementally less and less reduction in damage. Direct damage continues to scale in a linear manner. The system was setup like this likely as a way to prevent a situation where a player could create an unkillable tank in pvp. (Sidenote: HoT especially took a massive dump on this system by adding flat percentage damage reduction modifiers and food to the game). Wastrel's Ruin has a +100% damage modifier if it hit you and you aren't using a skill at the time. If you were using a skill at the time he hit you, he would have crit you for 4,737 damage instead of 9,475. TLDR:• Stacking toughness is not the best way to go• The 9,475 damage hit you took is legit ah..diminishing returnsis there a recommended armor level its suggested to stop at
  13. you are correct, the buff gives +100 to all stats. but even that isn't enough to explain it plus, this was by a tier 1 supply camp.
  14. no vulnerability, had just used the Natural healing skill. got hit by thishttps://wiki.guildwars2.com/wiki/Wastrel%27s_Ruin which has a coefficient of 1.5plus 100% more dmg. but no matter how much i use the armor formula. i can't understand just how he got enough attack power/strength to hit a 3.5k armor warrior for 9.5k dmg assuming they have 2700 power. 1030 dagger. the 1.5x2 coeficient. that would only do 3kand then a crit for say 225%...and its still only 6750
  15. trying to choose between these 2 builds http://en.gw2skills.net/editor/?vNAQJARTnE8CN8itsA+rAUtgl8Ar5GM8OC5x357+dJAUAWbDYC-j1BBQBlUJIAeCA9RHAGV+hQ1fyjmgis/AA-w http://en.gw2skills.net/editor/?vNAQJARTnE8CN8itsA+rAUtgl8AbJAUAWbN3gh3RIP+Of3vDYC-jFCBABZq+DAPBguU61nOgtUGEpSwi2fIPNBAA-w but the big question i'm having is...does toughness work?https://i.imgur.com/Tik2NSg.jpg i got a ton of toughness here...and yet i take a 9.5k dmg hit with 3.5k toughnesswhich makes me question if toughness works...or is worth having at all. do crits ignore or reduce armor? does it only reduce dmg by so much? and how did this do so much dmg....its an insane ammount...
  16. LOL Fine as it is huh ?....... I wouldn't redesign the profession/elites. Just buff the numbers and do some adjustments here and there. If the design of the necromancer does not appeal to you, then play another profession. Bandaids don't help core design issues, it just makes them more difficult to deal with later down the line. That said, what you proposed wasn't just "more numbers". In your own words "More Stability, Some Group Utility and Core Necro Shroud buff/redesign". That isn't "fine as is" that is certainly calling for a redo of necromancer's design. I apologize, I think we're misunderstanding each other. When I hear "re-design" I take it to mean scrapping how it plays now and create something entirely new (example removing Reaper's Shroud as it is and inserting some other skills). Most of the changes I suggested are easily implemented; ex. Reapers Shroud 3 could grant 3 stability to begin with and pulse two more for as long as the armor lasts, well of power could also grant pulsating 2 second stability. The change to Dread I presented could also be implemented without redesigning the profession (and it's a core trait to begin with). But yes, to insert a bit of hypocrisy, core shroud needs a re-haul. Yeah, that's the idea. You have ton of balance threads around to talk about the numbers, I would like to focus on design changes, as far as you want to take them, so go crazy with the redesigns if you want. It's just for fun, and I could see some ideas eventually leading to elite specializations, so it's not a waste of time if you worry about that. Personally, I think all core professions need a heavy redesign. Elite specializations were never part of the original plans, the professions weren't ready for them, and it shows. The problems are all around if you start paying attention, and they should be fixed at the core, not through elite specializations. These problems are limiting the potential of elite specializations as well. I think they'll eventually need to overhaul the core professions, updating the mechanics, adding new weapons plus the missing healing and elite slot skills, and more. I don't think they will go as far as to redesign entire mechanics, which is a pity, but hey, it's fun talking about it anyway. I didn't leave that clear enough, edited it to avoid confusion. What I meant is that you have four shrouds to choose from, as in, you choose one of those four. Same for the swarms. Scourges choose two shades, and can swap between them. So, you still have a single shroud, but you equip the one you prefer instead to being locked to a single option. It's all based on the ranger's pet variety. I feel like every profession should have an equal level of customization, if possible.works for me...just dont blow up my minions when i go into shroud. if anything, make the minions get some effect when i go into shroud. like maybe have a shadowy effect on them.
  17. overall i like reaper as is, aka only havin 1 shroud. i'd rather not have 4 to have to pick from every time (to close to Ele) plus i like my Reaper with their minions, sacrificing the minions whenever i go into shroud (which i do often to break stun, teleport downed allies to me, and recover hp) would be a pain. as i rely on them and Vamperic to recover hp while i in shroud, and then recover life force when out of shroud. cutting minions away when i shroud as reaper would hurt. i'd love to have more choice in what minions you take, not to mention visual options (like skins for minions). plus having different shrouds to pick from(could use traits to select one, similar to daredevil's dodge). no comment on scourge as my build is literally designed to counter that overused WvW spam class
  18. yes! sooner the better except Cantha was rather large for the Tengu, not to mention Naga. while it was a literal hive of human activity near the coast(with a city built up like Kowloon Walled City) the further east you went, the less humanity. and the more Tengu/Centaurs/Naga . another thing is, humanity used to populate the entire surface world. the norn are small. and the charr are recent.so new areas won't have much in the way of lore for the 2 of them that we don't already have. CharrPrior to Ascalon's fall, the Charr didn't really have much in the way of lasting structures or history. what history they did have was told in stories and thus didn't leave an impact on the world. Norn, while norn do likely have some remnants in the north. as we've seen from the remains of the Eye on the North. they haven't stood the test of time well. and if the Eye of the North has faired so poorly, its unlikely the nomadic Norn structures have survived at all. any expansion we have to new lands will either be human remains, or wild land with no sign of past civilizations prior to the charr's invasion of Ascalon.
  19. who needs eyes anyway. This little girl sees through the eyes of the undead flying lizard. its usually a pretty nice trick....unless the lizard goes boom. good news is she can see through the eyes of any of her minions. just gotta get used to seeing yourself 3rd person
  20. Making an asuran thief has not been easy for me. as i absolutely adore the attire of my Reaper (theme being she's blind, and instead sees through the eyes of the tiny undead dragon (the miniature) as well as any other minions she creates. so copying that theme for my thief hasn't been easy....partially as i dont have minions, and partially as they haven't had blindfolds (medium armor the only ones who lack that) but recently, i finally have a new headwear that works perfectly (subpar to the necro's headgear. but this does have a very nice feathertail? (feather + ponytail) on the back.plus...she's a sniper xD blind sniper with her spotter being an undead dragon. i like to imagine it resting on her shoulder and sticking its face in the scope to target correctly. don't worry, after the first 3 deaths by missed shots, she's picked up a pair of pistols. that way she can hit stuff easier..........collatural damage is still pretty high though.....rata sum wont let her walk around with firearms.....freaking pansies
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