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Legatus.3608

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Everything posted by Legatus.3608

  1. I actually assumed he pre-stacked might with more double taps before the shot and had might stacks that fell off in the image, but stacking lead attacks has pretty much the same effect. In either case you're stacking damage effects before the fact, and you still need to have enough initiative left over to actually fire off two doubletaps/TRBs. You could probably stack both with some boon duration, sadly I don't think there is a reasonable boon duration amulet in pvp for thief (I tried to find one before, never found one that was worth using). So the damage could technically reach 6k if you wanted to be obscene about it or get a mesmer to raid buff you. I would call that arguably a real pvp situation if he's just using lead attacks, but it's kind of iffy and misleading and the build still sucks.
  2. Oh don't worry, they're going to fix that since I didn't break any rules. They accused me of accusing you (or someone else) of cheating which never occurred anywhere in my post, and then issued me 4 "points" for it. Someone is going to be sending me an apology. The gist of my last post is that I used the same build and still didn't get anything near 5500 on double tap... I capped out at just over 4k per shot. So again, you are clearly being dishonest about how you achieved that damage. You can: explain to everyone what you really did thereadmit the build doesn't do that much damage under normal pvp conditionsDoesn't matter to me which one you go with, it's pretty obvious to anyone who looks at that image what you're doing just by observing the image.
  3. You would only 4 have malice this way Which is 80% bonus as opposed to the 140% that you should be using if you want the big DJ everyone is spamming about on forums as being op, and if you've got maleficent 7 you're losing out on your gm trait completely. Might be enough to kill squishy builds if you're zerker but you aren't downing any tanks with it. If you're marauder it won't even down many squishes Tested myselfAlso malicious intent trait gives you 1 malice once you mark target so you get full 5 malicehttps://imgur.com/a/7FwPE6hFeel free to tell me where I manipulated thistraitlines crit strikes/trickery/DE :)The part where you're doing 44% more damage with the same build It's like you people think I can't just log on my deadeye and verify your screenshots are bullshit. You really think anyone buys this garbage? You really believe that?
  4. You would only 4 have malice this way Which is 80% bonus as opposed to the 140% that you should be using if you want the big DJ everyone is spamming about on forums as being op, and if you've got maleficent 7 you're losing out on your gm trait completely. Might be enough to kill squishy builds if you're zerker but you aren't downing any tanks with it. If you're marauder it won't even down many squishes
  5. ... More than sure that thief uses no quarter so he gets fury on hits AND thats common to see 8+ hits in a row to crit ...or its not for you ? :D Idk, I remember having a fairly pedestrian crit chance before kneel when I looked Can give you screenshot from pve with 67% crit chance where i got almost every critical hit. But say its manipulated because 5-6 crits in a row thats...too much ...If slightly contribute to thread , stealth on dodge with no cd is not cool but barely care anymore , feeling like time to move onThe reason I say it's manipulated isn't because of the crits, it's (well partly the crits) because he has a crit for 20k death's judgement... while only showing enough hits to gain 4 malice stacks. He also shows a 3k crit from steal warmth.... like what? I've never ever seen a stolen skill from DE do any meaningful amount of damage. This was clearly a manipulation, there isn't any question about it. The timing of the hits he's talking about could be from lag, but there's no way you're seeing 4.7k double taps and 3.7k steal warmths under normal conditions. As for stealth on dodge, it does have a cd. You get 2 dodges then another every 10 seconds. Your stealth and dodge is also tied together, meaning if you want to stealth you sometimes have to waste a dodge to do it. Some see it as an advantage, but it really isn't that great. I kind of prefer the old stealth on kneel if I'm being honest.
  6. squintsMender Elementalist has 17k HP. If you ate two double taps and a steal warmth, you were down well before the DJ hit you.Either that or the image is manipulated.Tl;dr Dodge. Its definitely manipulated, that's the point I'm getting at. The guy didn't even cap his malice
  7. ... More than sure that thief uses no quarter so he gets fury on hits AND thats common to see 8+ hits in a row to crit ...or its not for you ? :D Idk, I remember having a fairly pedestrian crit chance before kneel when I looked
  8. Two double taps isn't enough to max out malice. Congrats on being yet another manipulating, screen editing, obvious setup individual posting obvious bs. Or are you telling us all that 5 stacks of malice is good enough to generate 20k djs? Not to mention the dude crit 5 times in a row without the kneel bonus. Looks legit. 6 pages, hate is real...Also what the problem with...alot of crits ? With 80% crit chance in pve i could not get crit in like 6 hits in a row and you surprise thief can do 6 crits in a row ? Why sceen is edited? I would rather wonder why double tap does so much damage ... or how he isnt used dodges weaver have...He's not kneeling, which makes his crit chance more likely 60
  9. Two double taps isn't enough to max out malice. Congrats on being yet another manipulating, screen editing, obvious setup individual posting obvious bs. Or are you telling us all that 5 stacks of malice is good enough to generate 20k djs? Not to mention the dude crit 5 times in a row without the kneel bonus. Looks legit.
  10. And you expect every class to have a counter for every situation at every given moment? Don't be ridiculous. this had a counter, they removed it (reflect). That is bad design if you can't understand that this discussion is pointless. It still has a plethora of counters though, Dodges, Evades, Invulns, Pseudo Invulns, Blinds, CC, LoS, Body blocking, out ranging it... You must be fighting some god awful thieves man. or perhaps you don't realize i'm talking about DJ. Any decent thief is going to come out of stealth with 3 round burst, (which will bait your dodge) then use DJ, incase you don't know Dj has a cast time of 1/2 seconds without haste, (the thief will have haste due to traits) your dodge roll has an iframe of 3/4 of a second. learn timing and evades are not a defense.Does every profession have invuls? no they dont.Blinds / CC: first what 1200 range blinds do you have? If you can think of some that's nice, but your also forgetting to mention the fact that the thief is coming in with stealth. you have no refrence point to hit him with blinds or CC.Los: this is PvP most maps don't have decent LOS spots while on point, (obviously there are exceptions)Body blocking: so your either die or killing a teamate. body blocking only work for mesmers and MM necrosOutrange: Are you serious? thief's have teleports. shadow step, and rehashed shadow step those are some horrible thieves. Let's put it this way i have 11k life running a full glass core d/d thief spec.i have 0 problems killing deadeyes. But i can't honestly say Deadeye is a healthy spec for pvp? You can't either Any decent player facing a DE is going to use his blocks and reflects and all those other measures on the Three round burst. Dodges should be held in reserve for DJ and yes you can chain two dodges in a row. It in fact how a Daredevil thief makes things hard for the DE. Dodging twice won't nullify it sadly, the de will just restealth and fire another. This is why I think dodging a dj should remove the malice stacks. Bad idea. Aside from this being too complicated to implement(only lose malice when the enemy dodged it, but not when its out of range, blind etc.), it was earlier established in this thread that DJ only hits too hard with non-viable trollbuilds. Doesn't sound like something we should take into consideration when thinking about balance. If a build can't get on the leaderboard no matter how well it's played, I just don't care to nerf it. Let the one trick pony be.Also I'm pretty sure they wouln't ever try to create a code to check WHY a skill missed, but if the devs felt enough pressure they would just turn malice into adrenaline 2.0. And you'd lose stacks upon casting a malicious attack, regardless of it hitting anything or not. So if you don't want that, dont advocate for losing malice on enemy dodge. Not to mention, about 30% of my DJ-s miss because of bugs. That would also take malice away. I can setswap my dagger/pistol to rifle the instant my enemy(warrior) puts up shieldblock, and melee a DJ into his fat face and not hit because "out of range". Still getting the 3 seconds of revealed, because that part of the code isnt bugged... which is always nice, but losing all malice on top of these would just make it perfect though. Malice gets consumed upon hitting your marked target, or by using Mercy. You don't want to change that, trust me. Well, I kind of agree in the sense that DE is total trash in real spvp and wvw regardless of nerfs or buffs and don't want to call for nerfs to it. But, in terms of how the skill works, I feel like every ability in the game should have some counterplay, and I feel like dodging being a core counterplay mechanic shouldn't be negated by the ability itself. I don't like that someone can DODGE the deaths judgement, but the fact that the ability didn't connect means the user can just keep spamming it until the guy runs out of dodges and dies. I definitely think that's a bad mechanic, and thief has a lot of ways to restealth including during the revealed timer now. Maybe that was the original intent, because the old DJ didn't consume malice, but I don't like it. Yes, the spec blows, so maybe give deadeye some extra utility as compensation for fixing the malice, like reducing the initiative cost of rifle 2 or adding protection during kneel - giving it some buffs for the user. I just feel like dodging the ability should negate it, not just delay the damage for 1.5 seconds. By the way, I do believe there is already coding in place to differentiate between dodge and other missed shots, because there is text popup saying "evade" or something when you dodge IIRC. Two things: 1- The skill is so obviously broadcasted that even tough it looks great on theory it sucks on practice. Saving a roll for DJ isn't that hard.Most DE's are running berserker and for a class that needs to root itself to the ground to attack taking it down doesn't take more than a few seconds. The whole "fails DJ and reapply stealth" isn't that broken on practice if you know how to fight thieves. 2- Said system is already in the game. Every venon works like that. Yes it's broadcasted and very easy to dodge, the problem I'm thinking about is that once you dodge it you haven't avoided the damage - it's still going to come as soon as the DE can restealth and fire another one, until it connects. I don't think it should work that way, even if the spec is garbage. IDK, maybe you disagree, but it doesn't seem like dodge is really countering anything at the very least. You basically can't block, reflect, projectile destroy, or dodge a DJ. My point is that in the 4 seconds of revealed its totally possible to kill the thief.The elite can be interrupted and even if you can't, if you have a general position of the thief it is extremely easy to pressure it even if uses his ultimate to clean reveal. Keep in mind tough that everyone in this topic seens to be focusing the 1x1 situation vs a DE, yet we all play a 5x5 game.If there is a DE at the team fight, its logical to focus on it since it is a high damage ranged class, just like we usually focus on World Impact Rangers to eliminate the enemy team DPS off the team fight and enforce numbers advantage. At 1x1 it can get complicate due to circumstances but it can also be manageable. In the 3~6 seconds that the thief need to ready a second DJ you can always move to a kitting spot and kill any chance of a second DJ on your face.As long you kite enough to always have a dodge ready, pressuring the thief until it runs away or die is extremely simple, as DE's simple doesn't have the kit for long fights. I will be sincere that I find Three Round Burst to be more problematic than DJ most of the time.Talking about TRB, DJ hits so low that you can prolly eat it and reflect the TRB spam post-DJ to kill the DE. DE is a so-so roamer, and most DEs people conplain about just go to team fights and waste time. Most of the matches teams with DE loses to rotation.As a DPS DE also loses to classes like Power Rev and Fresh Air Ele that have way better DPS potential and burst capability.As a ranged DPS, DE loses to Ranger both on range, CC and DPS. Soulbeast is also able to potentially deal more damage off-stealth than the DE itself.DE is one of the weakest Thief vs Thief build of the game. Any Thief, be S/D, D/P or even Condi can pressure a DE out. Cmon guys. This topic is getting tiring. DE got a lot better post patch, but it is still bad.People in this topic are more like OMG-STEALTH-NERF IT than actual people seeking advice. Stop the drama and learn to deal with it.You don't have to convince me dude, I've been a thief player since GW2 was released. I have no issues with DJ remaining as it is. But, I can't say I feel right about having a hard hitting ranged ability that is unblockable, unreflectable, undestroyable, and dodging it only delays the damage by 1.5s. Then again the spec is trash, so I don't expect it to be a problem either way. Well whatever.
  11. And you expect every class to have a counter for every situation at every given moment? Don't be ridiculous. this had a counter, they removed it (reflect). That is bad design if you can't understand that this discussion is pointless. It still has a plethora of counters though, Dodges, Evades, Invulns, Pseudo Invulns, Blinds, CC, LoS, Body blocking, out ranging it... You must be fighting some god awful thieves man. or perhaps you don't realize i'm talking about DJ. Any decent thief is going to come out of stealth with 3 round burst, (which will bait your dodge) then use DJ, incase you don't know Dj has a cast time of 1/2 seconds without haste, (the thief will have haste due to traits) your dodge roll has an iframe of 3/4 of a second. learn timing and evades are not a defense.Does every profession have invuls? no they dont.Blinds / CC: first what 1200 range blinds do you have? If you can think of some that's nice, but your also forgetting to mention the fact that the thief is coming in with stealth. you have no refrence point to hit him with blinds or CC.Los: this is PvP most maps don't have decent LOS spots while on point, (obviously there are exceptions)Body blocking: so your either die or killing a teamate. body blocking only work for mesmers and MM necrosOutrange: Are you serious? thief's have teleports. shadow step, and rehashed shadow step those are some horrible thieves. Let's put it this way i have 11k life running a full glass core d/d thief spec.i have 0 problems killing deadeyes. But i can't honestly say Deadeye is a healthy spec for pvp? You can't either Any decent player facing a DE is going to use his blocks and reflects and all those other measures on the Three round burst. Dodges should be held in reserve for DJ and yes you can chain two dodges in a row. It in fact how a Daredevil thief makes things hard for the DE. Dodging twice won't nullify it sadly, the de will just restealth and fire another. This is why I think dodging a dj should remove the malice stacks. Bad idea. Aside from this being too complicated to implement(only lose malice when the enemy dodged it, but not when its out of range, blind etc.), it was earlier established in this thread that DJ only hits too hard with non-viable trollbuilds. Doesn't sound like something we should take into consideration when thinking about balance. If a build can't get on the leaderboard no matter how well it's played, I just don't care to nerf it. Let the one trick pony be.Also I'm pretty sure they wouln't ever try to create a code to check WHY a skill missed, but if the devs felt enough pressure they would just turn malice into adrenaline 2.0. And you'd lose stacks upon casting a malicious attack, regardless of it hitting anything or not. So if you don't want that, dont advocate for losing malice on enemy dodge. Not to mention, about 30% of my DJ-s miss because of bugs. That would also take malice away. I can setswap my dagger/pistol to rifle the instant my enemy(warrior) puts up shieldblock, and melee a DJ into his fat face and not hit because "out of range". Still getting the 3 seconds of revealed, because that part of the code isnt bugged... which is always nice, but losing all malice on top of these would just make it perfect though. Malice gets consumed upon hitting your marked target, or by using Mercy. You don't want to change that, trust me. Well, I kind of agree in the sense that DE is total trash in real spvp and wvw regardless of nerfs or buffs and don't want to call for nerfs to it. But, in terms of how the skill works, I feel like every ability in the game should have some counterplay, and I feel like dodging being a core counterplay mechanic shouldn't be negated by the ability itself. I don't like that someone can DODGE the deaths judgement, but the fact that the ability didn't connect means the user can just keep spamming it until the guy runs out of dodges and dies. I definitely think that's a bad mechanic, and thief has a lot of ways to restealth including during the revealed timer now. Maybe that was the original intent, because the old DJ didn't consume malice, but I don't like it. Yes, the spec blows, so maybe give deadeye some extra utility as compensation for fixing the malice, like reducing the initiative cost of rifle 2 or adding protection during kneel - giving it some buffs for the user. I just feel like dodging the ability should negate it, not just delay the damage for 1.5 seconds. By the way, I do believe there is already coding in place to differentiate between dodge and other missed shots, because there is text popup saying "evade" or something when you dodge IIRC. Two things: 1- The skill is so obviously broadcasted that even tough it looks great on theory it sucks on practice. Saving a roll for DJ isn't that hard.Most DE's are running berserker and for a class that needs to root itself to the ground to attack taking it down doesn't take more than a few seconds. The whole "fails DJ and reapply stealth" isn't that broken on practice if you know how to fight thieves. 2- Said system is already in the game. Every venon works like that.Yes it's broadcasted and very easy to dodge, the problem I'm thinking about is that once you dodge it you haven't avoided the damage - it's still going to come as soon as the DE can restealth and fire another one, until it connects. I don't think it should work that way, even if the spec is garbage. IDK, maybe you disagree, but it doesn't seem like dodge is really countering anything at the very least. You basically can't block, reflect, projectile destroy, or dodge a DJ.
  12. And you expect every class to have a counter for every situation at every given moment? Don't be ridiculous. this had a counter, they removed it (reflect). That is bad design if you can't understand that this discussion is pointless. It still has a plethora of counters though, Dodges, Evades, Invulns, Pseudo Invulns, Blinds, CC, LoS, Body blocking, out ranging it... You must be fighting some god awful thieves man. or perhaps you don't realize i'm talking about DJ. Any decent thief is going to come out of stealth with 3 round burst, (which will bait your dodge) then use DJ, incase you don't know Dj has a cast time of 1/2 seconds without haste, (the thief will have haste due to traits) your dodge roll has an iframe of 3/4 of a second. learn timing and evades are not a defense.Does every profession have invuls? no they dont.Blinds / CC: first what 1200 range blinds do you have? If you can think of some that's nice, but your also forgetting to mention the fact that the thief is coming in with stealth. you have no refrence point to hit him with blinds or CC.Los: this is PvP most maps don't have decent LOS spots while on point, (obviously there are exceptions)Body blocking: so your either die or killing a teamate. body blocking only work for mesmers and MM necrosOutrange: Are you serious? thief's have teleports. shadow step, and rehashed shadow step those are some horrible thieves. Let's put it this way i have 11k life running a full glass core d/d thief spec.i have 0 problems killing deadeyes. But i can't honestly say Deadeye is a healthy spec for pvp? You can't either Any decent player facing a DE is going to use his blocks and reflects and all those other measures on the Three round burst. Dodges should be held in reserve for DJ and yes you can chain two dodges in a row. It in fact how a Daredevil thief makes things hard for the DE. Dodging twice won't nullify it sadly, the de will just restealth and fire another. This is why I think dodging a dj should remove the malice stacks. Bad idea. Aside from this being too complicated to implement(only lose malice when the enemy dodged it, but not when its out of range, blind etc.), it was earlier established in this thread that DJ only hits too hard with non-viable trollbuilds. Doesn't sound like something we should take into consideration when thinking about balance. If a build can't get on the leaderboard no matter how well it's played, I just don't care to nerf it. Let the one trick pony be.Also I'm pretty sure they wouln't ever try to create a code to check WHY a skill missed, but if the devs felt enough pressure they would just turn malice into adrenaline 2.0. And you'd lose stacks upon casting a malicious attack, regardless of it hitting anything or not. So if you don't want that, dont advocate for losing malice on enemy dodge. Not to mention, about 30% of my DJ-s miss because of bugs. That would also take malice away. I can setswap my dagger/pistol to rifle the instant my enemy(warrior) puts up shieldblock, and melee a DJ into his fat face and not hit because "out of range". Still getting the 3 seconds of revealed, because that part of the code isnt bugged... which is always nice, but losing all malice on top of these would just make it perfect though. Malice gets consumed upon hitting your marked target, or by using Mercy. You don't want to change that, trust me. Well, I kind of agree in the sense that DE is total trash in real spvp and wvw regardless of nerfs or buffs and don't want to call for nerfs to it. But, in terms of how the skill works, I feel like every ability in the game should have some counterplay, and I feel like dodging being a core counterplay mechanic shouldn't be negated by the ability itself. I don't like that someone can DODGE the deaths judgement, but the fact that the ability didn't connect means the user can just keep spamming it until the guy runs out of dodges and dies. I definitely think that's a bad mechanic, and thief has a lot of ways to restealth including during the revealed timer now. Maybe that was the original intent, because the old DJ didn't consume malice, but I don't like it. Yes, the spec blows, so maybe give deadeye some extra utility as compensation for fixing the malice, like reducing the initiative cost of rifle 2 or adding protection during kneel - giving it some buffs for the user. I just feel like dodging the ability should negate it, not just delay the damage for 1.5 seconds. By the way, I do believe there is already coding in place to differentiate between dodge and other missed shots, because there is text popup saying "evade" or something when you dodge IIRC.
  13. And you expect every class to have a counter for every situation at every given moment? Don't be ridiculous. this had a counter, they removed it (reflect). That is bad design if you can't understand that this discussion is pointless. It still has a plethora of counters though, Dodges, Evades, Invulns, Pseudo Invulns, Blinds, CC, LoS, Body blocking, out ranging it... You must be fighting some god awful thieves man. or perhaps you don't realize i'm talking about DJ. Any decent thief is going to come out of stealth with 3 round burst, (which will bait your dodge) then use DJ, incase you don't know Dj has a cast time of 1/2 seconds without haste, (the thief will have haste due to traits) your dodge roll has an iframe of 3/4 of a second. learn timing and evades are not a defense.Does every profession have invuls? no they dont.Blinds / CC: first what 1200 range blinds do you have? If you can think of some that's nice, but your also forgetting to mention the fact that the thief is coming in with stealth. you have no refrence point to hit him with blinds or CC.Los: this is PvP most maps don't have decent LOS spots while on point, (obviously there are exceptions)Body blocking: so your either die or killing a teamate. body blocking only work for mesmers and MM necrosOutrange: Are you serious? thief's have teleports. shadow step, and rehashed shadow step those are some horrible thieves. Let's put it this way i have 11k life running a full glass core d/d thief spec.i have 0 problems killing deadeyes. But i can't honestly say Deadeye is a healthy spec for pvp? You can't either Any decent player facing a DE is going to use his blocks and reflects and all those other measures on the Three round burst. Dodges should be held in reserve for DJ and yes you can chain two dodges in a row. It in fact how a Daredevil thief makes things hard for the DE.Dodging twice won't nullify it sadly, the de will just restealth and fire another. This is why I think dodging a dj should remove the malice stacks.
  14. De has enough room to fit one teleport on a 45s cooldown and without stealth and shadowstep it would just be free kills It's still free kills even with stealth and shadowstep, it just requires you to know how to beat it while those exist Stealth and teleport actually contributes nothing to the fight on it's own, and are the only defenses thief even has. Compare to mesmer and ranger where they actually have some block and invuln, on top of a larger hp pool, and can still stealth and move around quite a bit. Btw fun fact I just got hit by worldly impact for the first time yesterday, I checked and it did 8k. In no way did I feel like it was op and neither is deadeye (except for the 60k worldly impact thing which is obviously a bug)
  15. but DJ is a stealth attack and cannot be used if revealed. I don't use rifle, but that -is- how it works right? It's a flipover skill and reveals you when you use it, but you must be in stealth to begin with. If a thief three round bursts on you from stealth, he is revealed and cant set up for DJ immediately unless he burns his elite. and that takes a full second from Meld to DJ. https://wiki.guildwars2.com/wiki/Death%27s_Judgment is the description wrong or something? hasted meld, dude. Sounds like a lot of excuses and lots of opportunities to counterplay and interrupt... Fact's are not excuses.. Excuses. triggered? Nope, just saying it how it’s, I’m not the one having trouble with easily avoidable highly telegraphed attacks, unlike some people. Reading is hard isn't it....."Let's put it this way i have 11k life running a full glass core d/d thief spec.i have 0 problems killing deadeyes. But i can't honestly say Deadeye is a healthy spec for pvp? You can't either" it's obvious at this point your using this to get carried, and you wonder why the player skill level is at an all time low. do you need a hint? kitten like this. All these people complaining about a kitten build that isn't good in pvp or wvw at all, and the vast majority lying about how fights with DE play out. Tell you what, why don't you link the build for me and I will walk you through the combat with said DE build. Because every single person on these forums thinks deadeye is the only elite spec in the game with 6 trait line slots and 12 utility slots, it is impossible to have a reasonable conversation. Link me the build you think is OP. welcome to the club people put mesmer in. The punch is in the corner.But in the case of mesmer the build was ACTUALLY good. The deadeye specs these people are talking about are trash builds that are generally only useful for trolling in bronze :(
  16. Is this the skills you're talking about? https://wiki.guildwars2.com/wiki/Death%27s_Judgment Or am I in different game? Here is why DJ is so OP :DJ doesn't cost initiative.DJ cool down is 1 sec that's nothing consider the damage.There is 3 secs revealed but it can easily removed by DE Elite.Malic ONLY consumed if DJ hits the target, make dodging useless since DJ can be shot 2 sec later.Not to mention unblockable.Being revealed is actually why DJ hit so hard, due to additional power from https://wiki.guildwars2.com/wiki/Revealed_TrainingAlso knowing where the DE after casting DJ doesn't help either since you can stealth almost immediately. Not to mention 1500 range is distance only LB ranger can catch. I don't know why they made dj unlockable but that one fact is the only thing making the build even remotely viable right now for the same reason core thief became viable. You can still block everything else and dj unbuffed doesn't do much damage, and that's assuming you can't dodge the dj (which you can). The DE rework took away the original rifle stealth attack, which happened to be unblockable AND corrupt boons. They replaced it with Death's Judgement, which has better damage scaling with malice but nothing else (rip DE boonremoval). Also compared to the previous iteration, the post-rework DJ:can only be used from stealthcosts you all your malice on hitcan be used without kneeling, which seems as a buff until you realise it's just a way to waste your damage, kneel is still mandatory And to offset all these changes(nerfs), they made DJ unblockable and removed the initiative cost, and it casts 1/4th of a second faster. Rifle offense is much weaker than it was before the rework, it just wasn't played at all(until other thief specs were ruined by clever and well thought out balance changes). Also I had a good chuckle reading the posts about how its impossible to counter a rifle DE-s fire. I haven't experienced the hell that is platinum 1 and below for a long time, so it's possible that you guys can't dodge an incoming DJ, or can't find LoS fast enough not to get roflstomped by a rifle DE, but im playing with and against players who can. Every match, multiple times. Get good? PS: If you were crying about the stealth on dodge I could be more understanding, but none of you even seem to care about that one.Well I think I agree with fixing the malice on firing. I don't like that dodging the attack allows the de to fire again immediately after for almost no penalty because it doesn't use up malice. That's the only ground I'm willing to give on a spec that is already trash though
  17. Is this the skills you're talking about? https://wiki.guildwars2.com/wiki/Death%27s_Judgment Or am I in different game? Here is why DJ is so OP :DJ doesn't cost initiative.DJ cool down is 1 sec that's nothing consider the damage.There is 3 secs revealed but it can easily removed by DE Elite.Malic ONLY consumed if DJ hits the target, make dodging useless since DJ can be shot 2 sec later.Not to mention unblockable.Being revealed is actually why DJ hit so hard, due to additional power from https://wiki.guildwars2.com/wiki/Revealed_TrainingAlso knowing where the DE after casting DJ doesn't help either since you can stealth almost immediately. Not to mention 1500 range is distance only LB ranger can catch. I don't know why they made dj unlockable but that one fact is the only thing making the build even remotely viable right now for the same reason core thief became viable. You can still block everything else and dj unbuffed doesn't do much damage, and that's assuming you can't dodge the dj (which you can). I think maybe dj should consume malice when dodged though. I feel being unlockable gives dj an actual use in pvp, but dodging it should negate it I think. Hard to say without testing the builds effectiveness at people who know how to beat it. I'll do some tests when I get home.
  18. Calling bs on this, also in unrelated news I hit 90k with mesmer autos once I just don't have a screenshot It was on a zerk ele but I am not lying. I will screencap it next time. I got you buddy! https://imgur.com/a/6CDBfhWThis was done in an unranked match of sPvP. I don't remember what kind of Mesmer it was, I think they were power. They died too fast. Interesting how we're both using the same oneshot build and yet yours is doing 30k while mine is doing 15.5k, given that I activated bounding dodger, the trap, both signets, was attacking from behind and had over 90% health on myself and the golem (full) which accounts for every bonus you can possibly achieve, and the target is vulnerability stacked. The trap was activated on the golem by killing it, placing the trap, and waiting for it to trigger when the golem respawns. maybe there was more vulnerability and conditions on the foe, and another source of additional might on the player. it was in a game, and that might boost the number to near outrageous amounts. I hit ~19k on the same golem type using his build, except for the heal and elite, which i dint change because i wouldnt use them for the test anyways. Might and vulnerability were already stacked (not capped, but there's a lot in the build already) and there certainly isn't anywhere near enough to reach 30k I had a reve boost me to 20 might with the trap and my timing...and got 21.2k, and and 15 vuln from the sig and trap. (the previous post was just the same build he posted, but I wanted to play around to see what I could do with a little boost) now there is a 2% more damage per unique conditions. so maybe if i could have 3-4 unique conditions on the foe with max might and max vuln a 30k might be possible. 21.2k vault basics or maybe the mesmer in that post was a naked idiot and took double the damage...so 34k/2 = 17k...a no problem hit. But on average, i can do about 18-19k on lights with nothing but the build he posted. I am just guessing though. It is easier for me to do a 28-30k worldly impact than to get a 21k vault...and I am probably already hitting hard as f--- before the big shabangThat's exactly my point, he's hitting naked eles with full raid buffs and conditions and people are screening it as normal damage. This damage is not possible through normal means, you can't magically double the damage with a few extra stacks of vuln and conditions
  19. I didn't know you have to give up the ability to dodge, block and reflect to become a bunker. Dodge is the only option... And for bunkers fighting and staying on points, it's always used up most of the time... Pressure from cqc guys hard to stay vigilant of health with a sudden 12k~20k drop in health, it's almost instant death... Running away is nearly impossible but only a pro can reset fight at that point... meanwhile, the thief who takes potshots necessarily need not be one to do that dmg.... U get my point??? That's why I mentioned it a frustration... Anyway it's up to a person's mindset weather to really accept it or not... Or suggest more cliche responses like "use dodge" "run away" "block" "signet" that's beside the point I'm trying to make... If you feel that's not at all a frustration for warriors and guards and esp necros, idk what is... Reflect doesn't work on dj? Use dodge is somehow not a valid suggestion? The build has damage that you dodge once to break the entire build. Dodge that damage and win the fight. Or reflect it and win the fight. It's actually NOT USEFUL at anything but trolling and losing games. Why should you not have to press your dodge button? Provide a valid reason. Ill assume you havent thought about the math based on your response so let me put it into perspective. DJ happens while in stealth. It does have an audio queue yes, and dodging is the only way to avoid it, however did you know that a DE can use DJ more times than you can dodge? Once they bait out your dodges then dodging becomes useless. If DJ wasn't unblockable (or hit as hard as it does) then it wouldn't be bad.This is factually incorrect. You can dodge more frequently than a fully buffed dj can be fired, in terms of cooldown and timers and the initiative system. Yes a regular dj can be fired more than you can dodge but getting hit for 5k isn't gamebreaking
  20. Calling bs on this, also in unrelated news I hit 90k with mesmer autos once I just don't have a screenshot It was on a zerk ele but I am not lying. I will screencap it next time. I got you buddy! https://imgur.com/a/6CDBfhWThis was done in an unranked match of sPvP. I don't remember what kind of Mesmer it was, I think they were power. They died too fast. Interesting how we're both using the same oneshot build and yet yours is doing 30k while mine is doing 15.5k, given that I activated bounding dodger, the trap, both signets, was attacking from behind and had over 90% health on myself and the golem (full) which accounts for every bonus you can possibly achieve, and the target is vulnerability stacked. The trap was activated on the golem by killing it, placing the trap, and waiting for it to trigger when the golem respawns. maybe there was more vulnerability and conditions on the foe, and another source of additional might on the player. it was in a game, and that might boost the number to near outrageous amounts. I hit ~19k on the same golem type using his build, except for the heal and elite, which i dint change because i wouldnt use them for the test anyways. Might and vulnerability were already stacked (not capped, but there's a lot in the build already) and there certainly isn't anywhere near enough to reach 30k
  21. but DJ is a stealth attack and cannot be used if revealed. I don't use rifle, but that -is- how it works right? It's a flipover skill and reveals you when you use it, but you must be in stealth to begin with. If a thief three round bursts on you from stealth, he is revealed and cant set up for DJ immediately unless he burns his elite. and that takes a full second from Meld to DJ. https://wiki.guildwars2.com/wiki/Death%27s_Judgment is the description wrong or something? hasted meld, dude. Sounds like a lot of excuses and lots of opportunities to counterplay and interrupt... Fact's are not excuses.. Excuses. triggered? Nope, just saying it how it’s, I’m not the one having trouble with easily avoidable highly telegraphed attacks, unlike some people. Reading is hard isn't it....."Let's put it this way i have 11k life running a full glass core d/d thief spec.i have 0 problems killing deadeyes. But i can't honestly say Deadeye is a healthy spec for pvp? You can't either" it's obvious at this point your using this to get carried, and you wonder why the player skill level is at an all time low. do you need a hint? kitten like this.All these people complaining about a shitty build that isn't good in pvp or wvw at all, and the vast majority lying about how fights with DE play out. Tell you what, why don't you link the build for me and I will walk you through the combat with said DE build. Because every single person on these forums thinks deadeye is the only elite spec in the game with 6 trait line slots and 12 utility slots, it is impossible to have a reasonable conversation. Link me the build you think is OP.
  22. Calling bs on this, also in unrelated news I hit 90k with mesmer autos once I just don't have a screenshot It was on a zerk ele but I am not lying. I will screencap it next time. I got you buddy! https://imgur.com/a/6CDBfhWThis was done in an unranked match of sPvP. I don't remember what kind of Mesmer it was, I think they were power. They died too fast. Interesting how we're both using the same oneshot build and yet yours is doing 30k while mine is doing 15.5k, given that I activated bounding dodger, the trap, both signets, was attacking from behind and had over 90% health on myself and the golem (full) which accounts for every bonus you can possibly achieve, and the target is vulnerability stacked. The trap was activated on the golem by killing it, placing the trap, and waiting for it to trigger when the golem respawns.
  23. Calling bs on this, also in unrelated news I hit 90k with mesmer autos once I just don't have a screenshot
  24. If you want to talk about trap as counterplay. Vault like most of thief attacks can be pre casted and hit the trapper before trap is triggered. You will need a very dumb thief to get killed by traps after the trapper is down. If you think block / dodge /immunity should do. We have very limited of those and no one can pop defense without any awareness of from where and when the thief will attack. Remember stealth + teleport. Maybe only bunker can survive the initial attack and pop their defensive cooldown. But by that time the game should be called 1-shot vs bunker instead of pvp. That may be true, but thief can decide not to attack until its target uses all of defensive cooldown. After all, the vulnerability + might from https://wiki.guildwars2.com/wiki/Deadly_Trapper last for 10 secs.Also as stated by Kawloon you can precast vault + steal (or other teleport stuff really) and no one will now they'll die 0.5 sec later. I'm not sure what you're saying here. The trap in question has to trigger before the thief can port, that's the tell. You said yourself that the timing is 10 seconds - so that's how long the thief has to respond to the trigger. The "trapee" should start rotating his defensive abilities when the tell goes off. Remember this is a 1shot build you're talking about, this isn't a marauder geared thief with tons of cds - he has 11k hp, most likely no escapes on bar and is built only to 1shot his opponent. All you have to do is avoid that first hit and you basically won the fight. It would be very difficult to lose to a thief who has blown all his shit on a 1shot maneuver and failed to connect it. I find it interesting that the clip doesn't show the before or after, because the thief in the video was clearly afk until you triggered the trap and then probably died to your teammates after he downed you. The one thing I might agree on is the "tell" not accurately predicting the attack since it has a 10s window. But there are a few things about this.First, the thief should be out doing other things - not placing the trap and then sitting afk until someone triggers it. This means he won't have full INI or utilities. If he is sitting there, that's a boon for your team and you can adjust accordingly. But he should be in combat already which means he won't be coming into the fight fully prepared. Second, if you know the guy is trapping the nodes, you can simply avoid the trap by dodging into the node. Third, this trap isn't substantially different from any other stealth or teleport tactics, which are used by tons of builds in this game, not just thief. TLDR is, there's a reason why nobody uses this trap and why people are so confused about the visuals, the reason is that the ability is junk. Also, I have no idea how he got vault to do 19k, I've never seen that before in my life. Looks like raid buffed thief tbh.
  25. I mean LITERALLY THE POST RIGHT BEFORE YOURS he explained multiple ways to avoid it, I don't know how you can not see that I feel like you're missing his entire point or the point everyone is making against 1 shot clown kitten, so I'll throw a brief explanation in. When a game has one shot builds it leads to 2 types of players, those that abuse the cheese and those that despise it because it is just that, cheese. It's extremely bad for the health of a pvp game to have the "counterplay" to being one shot to randomly predict when a stealth person is gonna jump on you and blow you up, this is the same reason people wanted mirage nerfed, because no one has fun plying rng simulator with their life. It actually leads to 3 types of player: those who know to counter it, those who learn how to play against it, and those who cry about it, the later one probably overlaps with your "those that despise it" category. One shot builds are not the problem in this game. The real problem are builds that can constantly one shot you once every 10 seconds or less, who also have strog defense mecanics and can't be one shoted back by another glass canon. Cause lets face it, glass canons should be the only clases that should be able to 1shot. Oh and the 10 seconds interval i mentoned is the time one needs to recover energy for a dodge, it makes the 1shot dodgeable unless you waste evades. And yeah there are proffesions with builds that can 1shot you in a time frame less than 10 seconds while having enough defense mecanics to go toe to toe with sustained builds. I guess those are the real offenders in the game right now. And how exactly you can counterplay a SINGLE instakill attack that came from stealth? Because that is the problem in the game right now. It may be okay for glass canon to do 1-shot against another glass canon. But the ele in video is not really a glass canon. He invest some of offensive stats to VITALITY, yet the thief can still instakill him FROM STEALTH. And killing player in a frame of 10 secs is not 1-shot. A lot of things can happen in that scenario. Every profession can do that.Every profession can also 1shot if they build for it and are given the right circumstances (target is thief or ele). There isn't a single class in the game that isn't able to do it. The important thing is that there should be counterplay and the build(s) in question (arguably but in my opinion) should not be top-tier builds. In the case of thief, every single one-shot build meets both of those conditions, so I don't see a problem with the build specifically. Now, if you're unable to see the tells in some instances due to smoke being hidden behind walls or latency or other such shenanigens, then those issues SHOULD be addressed. But definitely DON'T pin this as a "thief vault/dj is OP" problem, because that's not what this is. There were tells given in multiple different forms and it should fall to the player to react to them (and in one specific case apparently, to the game to display them correctly).
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