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Dagger.2035

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  1. I'm glad other people are seeing this bug too since I was about to delete GW2 and re-download. I tried a repair today, but that didn't fix it.
  2. This was the start of the problem. You can review the original comments and many of us predicted this outcome. Sustain is too high and once you outnumber your opponent by a certain threshold it is too easy to stack extra supports and be untouchable.
  3. You're a butthole! 😂
  4. Since they are buffing S/D it would also be nice if they finally fixed the Thief relic so it triggers on sword #2 and #3.
  5. I hope they all suck since I didn't get the expansion. 😂
  6. There are other ways to fix this issue: Buff skill coefficients. This is a multiplier so all attribute combinations will scale the same percentage, but power builds have more damage modifiers and will see more benefit. Buff offensive boon duration. If these boons have a high uptime without concentration, the concentration stat is wasted. Nerf defensive boon duration. This will reduce damage mitigation and which buffs higher damage builds. Nerf heal scaling. Again, this weakens the investment in the healing stat.
  7. This bug hasn't been fixed for 147 days. It just seems like another bug that won't be fixed for years since it doesn't affect instanced PVE.
  8. The axes seem very inefficient to me. You have to setup axes first and then send them at a target. They also aren't guaranteed to hit anything since they can be stopped by projectile hate. In quick fights you probably won't even get any damage off.
  9. New Weapon Proficiencies Beta Feedback Update – GuildWars2.com Just another PVE weapon. This is disappointing for me as a WvW player. We really need a stronger ranged option for large-scale combat.
  10. The thief relic still doesn't trigger on many skills and needs QA testing. For example, it doesn't trigger on Infiltrator's Strike, Flanking Strike, Larcenous Strike, or Unrelenting Assault. I'm sure there are many more broken skill interactions with this relic.
  11. I guess that's my problem with this thread and anti-thief threads in general. When you look at what the other professions can do and the versatility of their builds, the thief appears to be the worst profession to play in WvW. You can try to switch thief builds to fulfill multiple WvW roles, but if you do anything besides roaming you will be on an inferior build. I can't even remember the last time I've come across a good thief solo roamer. When I think of some of the strongest solo roamers I've faced, I can only think of Catalysts, Renegades, Willbenders, and Harbringers.
  12. I think this logic means Deadeyes should be the Joker of WvW. Deadeyes run away from good builds, and only exists to harass zerg builds and noobs.
  13. The cooldown didn't exist in the beginning of the game and it should have never been added. It seems like a quick and dirty fix to try and balance stealth. We seem stuck with it since most thieves' abuse stealth and prefer it since it allows them to setup for a retry. A higher quality change would be to have all stealth attacks automatically reveal. This would both add more counterplay to stealth and prevent the cooldown from locking non-stealth builds from using auto-attacks.
  14. It's a classic elementalist meme video from the past which I posted for a good laugh. My serious take on the state of the game is to not worry about roaming balance since Anet doesn't care about it either. It doesn't make sense to complain about one profession when all of them have very strong builds. If you aren't playing the best build available to you, then it is your own fault for losing. If you like a build just play it and have fun, but you will have to assume you will have to outplay your enemy at times and will encounter some matchups you can't win.
  15. Here's what it feels like to play elementalist:
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