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Twilight Tempest.7584

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  1. A rather silly request anyhow. Can't expect the best advice from those who don't even play the class. That goes for any class. OP basically assumes mains can't be unbiased, which isn't true. Some are, some aren't. Some, like Jazz, are as objectively analytical as it gets and just tell it like it is.
  2. Not sure about elsewhere but it's pretty snowflakey behavior. Someone once rage PM'd, blocked so I couldn't respond, then un-blocked to say one more thing, then re-blocked. I feel bad I had that effect on them.
  3. Totally. This is the direction they should rework Mirage, but it would require some work. Active, engaging play instead of passive.
  4. @Trevor Boyer.6524 Thanks for elaborating. The initial post seemed to be focused on Smoke Screen as the primary problem, so I responded based on that. Combined with other frequent sources of Blind along with the siphoning traits, I can see how the build is a bit loaded. Not sure if and how it should be adjusted though. Either way, seems every time Thief gets a particularly effective build it gets nuked eventually. 😕
  5. This. I feel like I'm missing something, which I may well be. Why isn't stepping off the node, out of Smoke Screen for a moment, clearing any Blind, and dropping any ground targeted AOE on the node to force the thief off, a viable and common-enough counter? Ranger Barrage, Scourge Shades, lots of Ele skills, any AOE pulls and knockbacks... It's acknowledged that Guardians and Necros in general can probably deal with it. I imagine most other professions have effective ground-target AOEs available as well. ^I thought the same when reading the update notes.
  6. Exactly. Pretty much what I was getting at here: To each their own, but passive-play staff Mirage at its peak was one of the most reviled builds in competitive modes and the coming update is a push back towards that. QoL improvements are always nice, but I would personally prefer they improved, dare I say buffed (or just partially un-nerfed), the far more active and risky Axe, and do little things like restore Jaunt if a second dodge is non-negotiable. Not to mention trait lines have been butchered so bad over the last few years they may as well blow them up and start
  7. Are thieves not allowed to be "side node decap duelist[s]"?
  8. Don't worry. The influx of staff-mers come May 11 will kick off a fresh round of nerf Mirage discussions and Anet will continue to ignore all the things that really need attention.
  9. Maybe I’m missing something, but can’t the opponent move out of the SS/off the node, lose Blind, and force the thief out with their own non-projectile AOEs? The initial post seems to presume staying in the SS, which of course only select classes/builds can afford.
  10. As others said, this is clearly a PvE-oriented update with some probably unintended consequences in competitive modes. Buffing an ambush (alacrity on staff ambush) signals Mirage isn’t getting its second dodge back. The improvements to Staff reinvite the safe, passive play style that led to nerfs in the first place. Meanwhile, the change to Torment makes already high-risk, moderate-reward Axe even less effective in competitive modes (though probably significantly better in a lot of PvE scenarios). Together, these changes seem to push Mirage the opposite direction of whe
  11. Imagine if this standard were applied to all classes. :)
  12. Eliminating a dodge not only killed Mirage, it killed sPvP for me. I just like the unique illusionist playstyle too much. :'( I've seen almost no one say un-ironically that removing a dodge was a good idea. Most agree it should be reverted. Some believe other nerfs would be appropriate. Removing a dodge is kind of like how Anet slapped 300-second cool downs on several high-impact skills as though to say "we really want to nerf/rework this skill, but since we won't get to it any time soon, we'll just gut it rather than remove it entirely." Except replace the word "skill" with "e-spec" (M
  13. Just experienced exactly this. Cleared all NPEs down to just the Supervisor. Unloaded a Rapid Fire burst into him only to see "Obstructed" the whole time while in fairly close range, on level, visually unobstructed ground. Other times this has happened with allies nearby, and I thought maybe necro minions were somehow obstructing. Guess not? Did this happen on the SEC on one of the alpine BLs? I got that problem too, and had to hit in melee range in order to attack.It was the south middle camp on one of the Alpine Borderlands.
  14. Just experienced exactly this. Cleared all NPEs down to just the Supervisor. Unloaded a Rapid Fire burst into him only to see "Obstructed" the whole time while in fairly close range, on level, visually unobstructed ground. Other times this has happened with allies nearby, and I thought maybe necro minions were somehow obstructing. Guess not?
  15. Still broken. My utility skills 7 and 9 always swap places when switching templates.
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