Jump to content
  • Sign Up

BoxHat.1824

Members
  • Posts

    69
  • Joined

  • Last visited

Everything posted by BoxHat.1824

  1. Daredevil should be reworked to focus on short duration dazes and interrupts. Initiative regen on interrupt, more interactions with pulmonary strike would be a good start
  2. thank you all so much for your input! and Zero for the vid, that was exactly what i needed to see. That GS4 and 5 transformation are so freaking cool. Time to start saving those mystic coins.
  3. Would it be possible for someone to make a quick video of the exordium animations with vindicator? Trying to decide if it's worth the extra cost of crafting over dusk but can't find footage anywhere of the skills/morphs. For example does the GS5 whirly explosions get replaced? Thanks
  4. If we're undoing the elite spec tradeoff changes can we please get 1200 range back on daredevil steal. 'Tradeoff' was the original given reason why it was dropped to 600 That is all
  5. gonna have to try this tomorrow, will be a real gamechanger if it works
  6. Here in NZ the leader of our opposition party is called Luxon lol Makes seeing #luxonforever very unusual
  7. 1. Swap vindicator traitline for something else, a core line, Rene or Herald 2. Log out, log in 3. Reapply vindicator and assign skills (remember underwater) 4. Profit Posting this here as its own thread for better visibility as it seems to be the most common and frustrating bug encountered by new Vindicators.
  8. Most consistent fix seems to be: 1. Swap vindicator traitline for something else, a core line, Rene or Herald 2. Log out, log in 3. Reapply vindicator and assign skills (remember underwater) 4. Profit Haven't had it stuck in blue since I did this
  9. The trick to making it good in PvE is just camping arcehemorus and spamming scavenger burst on CD. Gives easy 100% quickness which is way better for dps than rotating upkeep skills
  10. You either make it so if you want 1 you have to have both, to keep the duality theme and then balance them as dps offensive, healing defensive respectively around the fact your are locked into both. Or you do what the guy above said and make them f1 f2 f3 so you still get 1 free choice. Having a legend swap within a legend is just a weird system honestly
  11. This is probably the new tickbox setting the causes combo finisher skills to glow when you are in a combo field and CC skills to glow when target has a defiance bar
  12. At this point can't they just make arcehemorus and saint Victor two separate legends and get rid of alliance tactics. Seems like that would fix most of the buggy stuff
  13. GS3 Phantom's Rush has tooltip listed and range indicator of 900 range but is only around a 300 range dash when used. Additionally the secondary AoE attack does not cast if it doesn't get you into range of a target
  14. A very very good analysis. I think you're right that it has some good synergies but Is simply outdated these days with the amount of extra stuff other classes/elite specs get access too. Would you mind throwing up your power Rifle build? I'm curious to have a run around wvw and test it for myself
  15. The problem with your argument there is that you seem to categorize Trickery as a defensive line.You are wrong right from the start. I categorize it as what it is, the class mechanic traitline. Every core class has 2 offensive, 2 defensive and 1 class mechanic traitline. Of course there are offensive and defensive aspects in every traitline, but overall these are the categories. Thief:Offensive: Deadly Arts, Critical StrikesDefensive: Shadow Arts, AcrobaticsClass Mechanic: Trickery The traitlines were even sorted this way from the top to the bottom before anet reworked the traitline panel in 2015.When going a S/x build though, Acro kinda is an offensive line because it gives a huge 240 power. I don't know the exact maths but it feels like giving that up for CS or DA would be a net damage loss rather than a boost
  16. Problem I have noticed in WvW With power damage down but neutral enemies unchanged, taking camps is now seriously difficult for some classes who can't burst multiple targets at once (theif). Even a t1 camp can kill me if I'm not frame perfect because I simply can't cleave everything fast enough to kill within the duration of my smokescreen. With power damage down, classes running condi specs with trailblazers are broken. Even after swapping to zerker gear with scholar runes a full burst combo with crits barely did half a HP bar and left me with literally no resources. It is impossible to keep up enough pressure vs trailblazers classes and eventually they just catch you without cooldowns and you burn. Something needs to be done about this gearset as it's wrong that condi builds should get so much defensive power without giving up any offence, something power builds can't do. Perhaps lowering toughness effectiveness, or some kind of toughness penetration trait would be nice. Soulbeast can still burst for around 30k with worldly impact +maul. Even with lowered coefficient their ability to stack damage multipliers makes this crazy still. That being said I am a squishy theif so it may be balanced for other classes. Still just felt out of line though. Positive: dueling other power classes feels really good now,the 33% damage reduction seems good and fights feel a lot less coinflippy. Once the condi build problems are sorted i really look forward to the new meta.
  17. Hey just to reply to some of your criticisms. You mentioned you are looking from a pve perspective and that is probably where a lot of our disagreements come from as this was primarily designed with PvP/WvW in mind, considering Trickery is not considered a PvE damage spec anyway (most builds prefering the better modifiers in CS + DA + elite) +3 initiative is really not as big as it seems as it is only a one off benefit in a fight, it doesn't increase regen or refund it faster or anything. Regardless if it causes such a big issue to DE then it could early be a DE tradeoff that it loses the +3 bonus, or even slot that tradeoff into MAl7 effect. Similarly Deep Pockets would not be as big as you think or stack as hard with Improv because again its only a 1 off occurence. when you steal once you dont fill both 'pockets' with an item. only if you come to a fight prepared with one, or if you hold off using a stolen skill during a fight until your steal recharges and then spamming its use form both pockets, but this gives up the immediate power/utility of the stolen item anyway by forcing you to hold onto it. That being said i was toying with the idea of this trait simply being the double use passive from improv without the utility recharge portion of the trait and then replacing Impove is DA with something new- just didnt seem as interesting. Thug: how is thug underwhelming as a minor when it is currently literally a Grandmaster which is taken 90% of the time Trickery is picked? not to mention it can now interact with Pressure Striking for in-spec synergy. Pressure Striking: im not quite sure how you think this will boost condi dps so much as it is literlly the exact same functionality that pressure striking has currently. The only difference is the added 1% condi damage per torment stack but this is there simply to cover the loss of 15% damage boost from lead attacks. Keep in mind it requires an interrupt to proc, not just a disable and so has the standard 3 second CD vs enemies with a breakbar. Loss of lead attacks: yeah it kinda sucks but the overall utility of this line should be boosted which is the real reason it is taken it in Pvp scenarios anyway. In theory the boon lockout increased your damage output a lot by disabling protection on your enemies so i would expect the boon control line to actually have higher damage overall when it matters in PvP scenarios. As for PvE this already isnt taken as a damage spec as mentioned. Thrill of the crime: i admit this is a loss that i would sorely miss. perhaps if my reworked burst of agility still gave the current 6 s of might/fury but had the nerfed Agility duration on a 20s CD then this loss wouldnt feel so bad> Also i think you are the person who does fun benchmarks or really simple builds and if so i love your work :)
  18. The idea here is to rework/reorganize the Trickery Spec into a more coherent line with specific applications, rather than being a general trait-line taken for the +3 Initiative. Overall the lines should be more powerful but come at the cost of damage as lead attacks are removed. There should be 3 clear focuses within the tree: the top line for self/enemy boon generation and management; the middle line for utility; the bottom line for cover condi application; meanwhile the three minors all improve Thief steal as baseline for picking Trickery, and the Master traits provide a choice for a single unique steal enhancement. In addition, the 3 Grandmaster traits give the thief an interesting an unique gameplay-changing build focus. Bold new or altered traitItalics numbers can obviously be changed or balanced Baseline: +3 initiative becomes baseline for thief. allowing skill costs to be properly balanced no matter what specs are takenAdept Minor: [Trickster]Steal Cd reduced by 30% (roughly equivalent to taking current sleight of hand + lead attacks)Master Minor: [Kleptomaniac] Gain 2 Initiative on StealGrandmaster Minor: [Thug] Stealing dazes your opponent (1second) Top line: Boon generation and controlAdept: [burst of Agility] Cast Lesser Haste when hitting from behind. (Quickness, Fury, Swiftness duration all halved to 3seconds, Stun Break removed. CD reduced from 60 to 20 Seconds)Master: [bountiful Theft] Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.Grandmaster: [insurance Fraud] Removing a boon from an enemy 'locks' the boon, preventing that boon from having any effect on the enemy for 3 seconds even if reapplied. Duration of these 'locked' boons is paused while they have no effect. (this part is optional depending how strong the trait turns out to be) Locked boons cannot be stolen (but can be corrupted) Middle Line: UtilityAdept: [Trickster] Tricks gain reduced recharge and remove conditions. (No Change)Master: [Deep Pockets] gain an f3 slot which can now hold an additional, second stolen skill if f2 is full when stealing.Grandmaster: [Quick hands] Weapons Swap CD reduced to 2 seconds. Weapons swap either costs or refunds initiative based on the time since weapons were last swapped. Initiative cost scale from 3 -1 between 2 and 7 seconds, Initiative gain scales from 1-3 between 9 and 14 Seconds. (provides shorter default free weapons swap, the option to swap more frequently at a cost, and the ability to refund some initiative{current functionality} when swapping infrequently) cost/gain is indicated by 3 small dots above the weapon swap icon on the UI which change from red to blue. Bottom Line: Cover CondisAdept: [uncatchable] cast lesser caltrops when you dodgeMaster: [bewildering Ambush] Stealing also applies confusion.Grandmaster [Pressure Striking] Enemies you interrupt are inflicted with torment. Torment increases the damage of other conditions by 1% per stack. (with daze on steal now a guaranteed minor trait it doesn't compete with itself in the Grandmaster slot for obvious synergy)
  19. Too many classes have access to perma boons (25 might and prot are the culprits here - see soulbeast and Holo) boons should create windows of opportunity for opponent players to go on the offensive or defensive when they are able to create a small boon advantage, not allow them to be unkillable AND dealing huge damage with no vulnerable windows. Corrupts create too much cover condos, requiring huge amounts of condo clear, making builds that focus on a single condi useless or builds that lack consistent condi clear deadweight. Each class (or elite spec) should be tied to 2-3 condos only and should focus primarily on applying those condos. Corrupts should not work on a direct boon -> condo conversation but rather convert any number of boons into a specific condi. Eg a scourge boon corrupt will always strip x boons and then apply always y torment and y cripple (as those are it's class condos). Then mass condi clear can be reduced.Bonus idea - condos are split into two groups damage and debuffs. Condi cleanses are split into two groups, mass and singular. Mass cleanses remove all debuffs but never damaging condos, allowing windows of opportunity. Singular cleanses remove the current highest dps condi on you. This prevents damage condos to be covered by debuffs and allows more decesion making during fights. Dodge spam - the +30/40% endurance foods are much to strong, now that classes can use Dodge to remain invulnerable AND apply pressure (thrift warrior Holo mirage) remove them. Also look at sigil of energy. Dodges should be a fight changer that is well timed, not something that is spammed constantly. Heal spam - too many traits provide massive health regeneration over time for no cost -especially when paired with perma protection and infinite Dodges creates way too much sustain for little investment. Permastealth - remove the 'marked debuff' remove cd on missed theif stealth attacks. After 3/4 seconds in stealth characters now start to fade back into visibility while they continue to remain in stealth. Basically after a short while in stealth they should start to look to enemy players like the translucent version of themselves that you see on your own screen when stealthed. This give you short stealth windows while in combat and 'semi stealth' over your long permastealths that a vigilant enemy could still track you in. Buff backstab damage but make it apply a short stun/imobilize, and then the damage after a delay. The skill itself is still then a surprise from stealth with big damage, but has counterplay because if the enemy can stun break OR condicleanse they are spared the backstab damage. Base HP - since the game came out it has become much more spammy with classes having access to more and more skills on lower CDs with high damage. This leaves low hp classes like theif and ele more vulnerable than ever as a single mistake can outright kill them. HP is your blanket against burst but with such low values these classes are forced to invest into it to get any semblance of survivability. When you consider it also takes 3 other attributes to do any considerable power damage you can see why thief is always shoehorned into marauder as their only stay option. This contributes to the prevalence of the current condo theif build as it needs only 2 offensive attributes opening more opportunities to shore up it's low survivability and creating a low skillcap build
  20. Too many classes have access to perma boons (25 might and prot are the culprits here - see soulbeast and Holo) boons should create windows of opportunity for opponent players to go on the offensive or defensive when they are able to create a small boon advantage, not allow them to be unkillable AND dealing huge damage with no vulnerable windows. Corrupts create too much cover condos, requiring huge amounts of condo clear, making builds that focus on a single condi useless or builds that lack consistent condi clear deadweight. Each class (or elite spec) should be tied to 2-3 condos only and should focus primarily on applying those condos. Corrupts should not work on a direct boon -> condo conversation but rather convert any number of boons into a specific condi. Eg a scourge boon corrupt will always strip x boons and then apply always y torment and y cripple (as those are it's class condos). Then mass condi clear can be reduced.Bonus idea - condos are split into two groups damage and debuffs. Condi cleanses are split into two groups, mass and singular. Mass cleanses remove all debuffs but never damaging condos, allowing windows of opportunity. Singular cleanses remove the current highest dps condi on you. This prevents damage condos to be covered by debuffs and allows more decesion making during fights. Dodge spam - the +30/40% endurance foods are much to strong, now that classes can use Dodge to remain invulnerable AND apply pressure (thrift warrior Holo mirage) remove them. Also look at sigil of energy. Dodges should be a fight changer that is well timed, not something that is spammed constantly. Heal spam - too many traits provide massive health regeneration over time for no cost -especially when paired with perma protection and infinite Dodges creates way too much sustain for little investment. Permastealth - remove the 'marked debuff' remove cd on missed theif stealth attacks. After 3/4 seconds in stealth characters now start to fade back into visibility while they continue to remain in stealth. Basically after a short while in stealth they should start to look to enemy players like the translucent version of themselves that you see on your own screen when stealthed. This give you short stealth windows while in combat and 'semi stealth' over your long permastealths that a vigilant enemy could still track you in. Buff backstab damage but make it apply a short stun/imobilize, and then the damage after a delay. The skill itself is still then a surprise from stealth with big damage, but has counterplay because if the enemy can stun break/condicleanse they are spared the backstab damage. Base HP - since the game came out it has become much more spammy with classes having access to more and more skills on lower CDs with high damage. This leaves low hp classes like theif and ele more vulnerable than ever as a single mistake can outright kill them. HP is your blanket against burst but with such low values these classes are forced to invest into it to get any semblance of survivability. When you consider it also takes 3 other attributes to do any considerable power damage you can see why thief is always shoehorned into marauder as their only stay option. This contributes to the prevalence of the current condo theif build as it needs only 2 offensive attributes opening more opportunities to shore up it's low survivability and creating a low skillcap build
  21. "Nope, its just annoying to get countered by random actions and backstab can easily oneshot from behind(15k to 20k hit full marauder gear) but the same hit would be like 4k if not behind. Maybe something like 10-12k from behind and 6k to 7.5k/8k if not behind would be more balanced" Wut? A front stab does literally half the damage of a backstab, not 1/4. It already works how you want it to be changed to
  22. You didn't show us your build anywhere
  23. Core s/d and d/p should both be viable. D/p in it's current +1 role, while s/d should have it's mobility reduced and it's passive dueling power increased so it can perform as a 1v1er like Holo/spellbreaker
×
×
  • Create New...