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StabbersTheThird.6053

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  1. In WvW and Spvp, it claims to grant quickness but does not. Its the first line of text for location.
  2. Swindler's is less iffy. Dagger training, Revealed, Staff Master, and other professions say "Gain power, then gain more after X" condition is met and SE says gain increased damage. With context clues its obvious. Off the top of my head: Many AOE based ranged attacks, and Renegade Summons. For some reason a lot of these will not let you use/summon/shoot them in scenarios with too many layers of elevation (which is weird). Easily replicated with Renegade Summons on Skammer obj stairs, and Shortbow 4 on Thief for many EBG towers in wvw. Runes/Sigils is more that they say they do X but they don't tell you what X is. Easy examples are Sigils of Fire/Air that say they trigger an effect but don't tell you the stats of that effect leading you to guess if the Force/Impact is better than those are. Runes have examples like Citadel that sound really neat (summon an artillery strike) but doesn't tell you the radius, damage, or effects. It summons an artillery strike. Multiple boxes are used in traits and skills (Dagger 1 on Thief with Deadeye is eye bloat, Mirage/Untamed/Berserker e-spec trait says what Ambush/Unleash/Burst do now) but not Runes and Sigils. I can bring more later. These are off the top of my head. My main sticking points are that text should not actively mislead (Invigorating Bonds, Spectacular Sphere, possibly others but I'm not that far into checking things yet this patch), and that information should be availably visible (what exactly does rune/sigil do). Also that Renegade Summons should work like Banners/Wells and not what they are now where terrain elevation breaks it and says "no, you can't do that from here". Free bonus: Ranger LB4 if used against a ramp, wall, flat floor, and at least one corner can almost consistently stick people inside the terrain if used within 300 range. Sounds like a hard condition- Capricorn pvp map on the two far points (not mid) can replicate. I don't because I don't want to get banned but I did get 3 stuck one match before I realized what I had done.
  3. Is there any chance Anet can fix text in the game? There are such a large variety of issues ranging from the extremely common lack of transparency all the way to being directly lied to. Summary is that the text is inconsistent, or has multiple moving parts that are hard to test sometimes, or just lies to you. Dagger Training vs Swindler's Equilibrium for inconsistent (check how the daggers say they give you power compared to how swords/spears say), Improvisation for multiple parts and only one cooldown to reference both, and Spectacular Sphere in WvW says it grants Quickness in game but only grants Swiftness (which, aside from balance, means the game actively misleads). I have more examples. I just wonder if its intentional to have to guess what does what all the time. Malicious Intent with Shortbow only grants 2 initiative when you crit, not when I steal nor when I stealth attack. Then you have some pet traits (Invigorating Bonds for example) not functioning with specific pets (Siege Turtle as an example there) meaning that the traits are inaccurate. Tldr: The traits are not truthful and will mislead you, and they are inconsistent. Its a deal worth pursuing when so much information is required to make an informed decision on how to build, and you can't tell how something works or if it will work. Examples: Spectacular Sphere in wvw, Malicious Intent (maybe just in pvp), and Invigorating Bonds. PS: Skills are not immune to this. Traits are easiest to point out. With skills I would have to include which skills don't work the way they are meant to. Then we have runes/sigils as well which is its own ordeal.
  4. I mixed my points like a dummy, sorry @Myror.7521. The dps loss is in pve from what they were saying. In pvp its a dps loss BUT faster by a large margin. I'm still upset to lose it because going in like a cyclone with quickness and swiftness felt so great in spvp. But for pvp I think its fine (we shall see). The pve one seems bad from what others are saying. Wish they'd put Burst and BerserkerBurst up in BerserkMode then have them share cooldown so we didn't have to worry about this kinda optimization. F1+F2 kinda thing.
  5. I tried to post this in the main balance thread as well. Problem is I think I said it wrong because I got aggro'd and then it followed in game (o.o thats so weird). How do you concise points? I have ideas to fix Thief up to be less modifier dependent.
  6. There are plenty of good things in there (thief, warrior, ranger, engi, and ele) and then negotiable things (Mirage, Scrapper and Scourge) which are changing so much we need to wait to properly riot. However, there are some notable misses. This is my preface to say: I'm not raging mad. I'm quite excited tbh. I play an offense based Mirage so the two dodges ~look~ fun, and my three picks are all getting some attention (Necro War Thief). Even Rifle on Warrior is getting some much needed attention (can we add 3million damage to memeflame though?). The parts I want to bring attention to: Hammer Rev, Hammer Guardian, Pistol/Pistol Thief, Longbow Warrior for being ignored despite their objectively poor state. Not much to elaborate here- these need attention. They were not mentioned at all. Sword on Thief is getting attention via Acrobatics changes and Rifle on Warrior got some too. Even Dagger on Necromancer appears to be on the radar (I hope it becomes the Shroud weapon with some kinda buffs to it beyond Life Force generation since its competing against Axe in pvp, and Staff in pve). The bad parts are: Corruption on Necromancer, excessive nerfing to Heal Scourge to completely remove it from the game, Daredevil changes are off, Greatsword on Warrior is off, and Mirage is a bit off. Mirage first: A trait added to redo the dodge back to the one on live by making it a grandmaster (dodge energy cost doubled, now usable while stunned and immobilized) and merging Infinite Horizon with Dune Cloak to create that space in some fashion (Maybe instead of Mirrors, it makes your Ambush steal boon/transfer condition?). This would be a simple solution and probably terrible but at least it gives that option. I think historically it also had some kind of trait that let it dodge during stun Elusive Mind - Guild Wars 2 Wiki (GW2W) . Daredevil is fine for condi but severely underpowered for power. It needed the buffs. Distracting Daggers was entirely forgotten, and the changes (according to raid theorycrafters) seem to make it so you never want to finish an auto attack chain. 1-1-Dodge-2-repeat. A more effective change is to put a Smokefield on Staff 4 and rework Staff Mastery in some way. A buff to Pitfall as well to solidfy the CC based DPS spec would be welcome. This is likely to do what was done to Reaper: Brute force a spec into viability. The difference is that Reaper comes with heavy cc, boon rip/corrupt, significant self-sustain options, and great dps without being glued to the boss. Boosts to raw damage will make DD compete with DE. Greatsword on Warrior is quick. The numbers seem to make it so that you lose damage for going into Berserk and using Arc Divider where dropping out and then using Arcing Slice would be better. Again, based on the theorycrafters. I'm against it because it will severely impact the power build for Berserker in spvp (now its a single hit, so it dies against Aegis which Guardian brings) in the same way that removing Stability hit Bladesworn into the stratosphere until it was given range. Difference being that Bladesworn was S tier and Zerk is memetier/B to my limited knowledge. If Corruptions are being removed from Necromancer weapons then they should be put onto the utilities named Corruption that also belong to Necromancer. I can get behind it being too prevalent. I cannot in any sense agree with it being removed altogether. The simplest change here is to just add Boon changed to Condition:1 to each Corruption, then to make the trait Master of Corruption add +1 to that. Or, revert until a better solution than getting rid of an identifying piece of Necromancer is located. Killing HealNecro (fringe, but available to core), HealScourge, and CorruptNecro in the same patch is going to dramatically drop the Necromancer population until only Reapers remain. HealScourge should be a competing option against AlacScourge for Scourge. Anyway I'll go back to my corner. I just wanted to ask and hope that maybe these would be looked at. Sorry if this all silly/dumb. PS: Those Cata changes are going to make boonball Staff Cata inclusions for WvW really strong especially since Corruption gameplay is dropping so you won't need as many cleanses. And the nerfs to Rev with that boon rip skill. This is your preliminary headsup that Ele will be God of WvW soon (Fire/Air/Cata for dps and Water/Earth/Tempest for support, both using Staff).
  7. No. Because its entirely different. Vindicator cannot dodge while immobilized let alone stunned. Their dodge provides buffs based on trait. Daredevil can only dash while immobilized on one of three, but not while stunned- and they are IMPAIRED for it. There is no candy. Mirage? Mirage dodges during stun or immob, gets a bonus attack, and gains all dodge trait benefits (clone, reflect, boons). Mirages CORE dodge trait is Ambush+Distort- it is not "get out of jail free". I disagree with you on a fundamental level because you are simply incorrect. I am sorry. If they removed the dodge options on Daredevil they'd be fools because thats the point. Daredevil does not get ANYTHING besides that. It has an entire grandmaster set and two minors attached. Vindicator has a grandmaster and a master set and a minor attached. Mirage has a minor attached, then some ways to extrapolate- but it does not lose out in the same way because it is regaining rather than selecting. Vindicator Dodge is the jump providing damage, heals, or boons. Using skills that provide evade do not provide Vindicator Dodge. Daredevil Dodge is Power damage, Condi damage, or mobility with limitations. Using skills that provide evade do not provide Daredevil Dodge. Mirage Dodge is distortion (so it double dips distortion traits and doge traits) as well as an empowered attack via Ambush. It can also be triggered from Mirage Mirrors. This is an objectively good change. It fixes pvp and lets you dodge twice. By reducing endurance cost rather than double size of bar it also DOUBLES the effectiveness of Vigor. This is a massive buff. At least as far as I can tell.
  8. Oh. Less feedback and more hip hip hooray. Thanks for removing Mirage's dodge during stun. The amount of times in pvp I have them cornered, stun, immob- then they just dodge is frustrating. They can do this with other Mesmer skills too (Distortion, Torch Stealth, Staff hop) but those I can time. Dodge is harder with Vigor since its more frequent than Alac into T4, S2, F4. Now stand aside Mirage's. My Devourer Venom S/P Daredevil is coming. Vengeance >:]
  9. Constructive Response :D. If you plan to read it. If not, sorry for the thicc feedback chunk. I play Necro (all), Bladesworn, and Thief/Deadeye/Daredevil. So thats my feedback. First off: Thanks for listening to my suggestion and making Dagger and QUICKENING THIRST good for something (I made a suggestion on Reddit, not here). Will it overtake Axe in pvp? No. Not a chance. Will it overtake Staff+X in pve? Definitely not. But hey its a start. In pvp: Dagger suffers from being a melee spec on a profession with minimal safety/protections (Spellbreaker works because it rocks around with stuns, leaps, stability, prot, regen, quickness, superspeed, and barrier- Necro can run at Swiftness speed oooooooh, then you shroud on and the dagger becomes worthless to discuss because its Shroud now). The removal of CORRUPTIONS for boon corruption is just silly. There's no question here on any level. Necromancer is the spec, the concept of taking whats good and making it bad. Both in theme and in balance XD. Suggestion: Go all in. Do it. Be brave. DAGGER should be good for life force generation. Really good. Quickening Thirst should be a way to reduce cooldown of going into shroud and reset shroud cooldowns and be shifted to Grandmaster. Rip it off Dagger if you have to. Not every weapon even has a trait anyway (Dagger has two between Quickening Thirst and Weakening Shroud). But make it synergistic that if you want a Shroud spec, you want dagger. Not a pigeonhole in this way either. Its an enabler. If you want SHROUD itself, this is the way. Mandalorian sounds. Anyway. Now that Necro got slapped around for corrupting boons (...?) let me make another option clear. Necromancer has a subset of Utility Skills named Corruption. Yep. Redo Master of Corruption. Instead of "now you eat more condi's for using Corruption" and the cdr- Make the cooldown part baseline (thats obvious) and have it corrupt a boon on use baseline. Then the trait itself corrupts a second boon. A simple, single, clean line of text. Necromancer is the corruption, the plague, the voodoo that you do. Having minimal or no corruption is a terrible decision thematically. Having Necro be your go to Boon Corrupt option and Boon Rip option also gives them a place in all content without making them overbearing. TLDR: Dagger for Life Gen good. Quickening Thirst should absolutely give something to Shroud, preferably cdr. Scourge has too much changing for me to vote so I won't (but I really hope you buff the dps spec: This coming from one of the four people who plays DPS scourge). The removal of Corruption is VERY bad. Use the utilities named Corruption to boon corrupt and redo the trait to corrupt a second boon then make cooldown reduction baseline. Now for Thief. Not sure what the decision making on Thief is. I'm glad Daredevil is getting a buff. It needs one for power (its quite literally bottom tier for damage and I'm frequently told to "just go Deadeye, its better"). Bound getting more damage is nice- what about Vault? Are we really pushing an Auto Attack and Dodge based Staff that spams Weakening Charge? Vault and WC do about the same damage BUT Vault costs 2 more init and has 1/4 longer cast time. Vault should be the skill for damage. WC should not. Also Brawler's Tenacity is now completely worthless. Whats the play? I like those steal changes though. Really really appreciated. Pain Response change is GREAT: always reward skill over oopsie-woopsie. STRONG against for Guarded Initiation. Condi's get thrown about like its going out of style in pvp- Resistance is not the move. Its a good idea. OitC change is fantastic and might (maybe) see play. Kudos. Shadow Flare is god tier. The amount of backstabs I've been revealed out of because I mentally space during the chaos and CnD is too kitten high. Feedback: This is much better than Necro. I was going to riot over Necro. Improvisation is good IF the internal cooldown changes or leaves. Otherwise its just a giga nerf for some unknown reason. ES/Fluid Strikes is nice but may not see play since its fighting for viability against kitten and CS lines. Redoing kitten to be condi/expertise oriented and having Acro be utility+evade oriented could fix that. Not recommended. PR is good. GI is bad because condi removal is better than resistance so its just a nerf on a trait line that is already the worst thief trait line (yes, we're including Shadow Arts in this list). SE change works. UH is whatever. Bound and Auto Attack chain for Staff makes a low intensity build. A high intensity build should include a way to make the dps drop a TINY amount (neglible, maybe like 1-2k not 10k the way DE looks at DD for power options) in exchange for huge cc options (Pitfall exists, it should be an option rather than a furnishing choice). BT is dead since now it just gives some small amount of endurance for using skills that require you to stand still and cast/channel. CDR should be baseline on all cooldown options on all professions. Just wish you swapped BT. Maybe using the Physical skills give Prot/Regen/Resist/Reso/ or Aegis (not all 5, just one or two if generous). You forgot the cdr for Distracting Daggers. Vault is a better dps option than WC, except that WC is just faster and hits harder and nothing is done to make that work. Also: How did P/P, S/D, and S/P get completely ignored in this balance patch? Acro changes and SE changes do not a buff make. Slap some burning onto P/P if you have to. Last bit of feedback: Whats the plan to make Havoc Specialist less punishing (looking at Lead Attacks here for inspiration) and to make Staff Mastery not an inferior option (because its quite simply a calculator equation here when your options are "+damage and sometimes +damage" vs "+lots of damage")? DE changes are fantastic. No complaint. Well actually. Rifle vs P/P is my complaint. But the DE changes are simply good. OitC (one in the chamber) is great now with the steal skill changes. MI change here is going to slightly buff D/D power AND adjust the rotation a tiny bit. Its good. I like your DE shifts. The Meta DE build brings nothing. No cc, no party synergy, no downtime/forgiveness. It brings damage. Meta Power DE is the devourer of synergy/support and that means your damage changes are good. Now if DD could be a good option for CC and Q-DPS (Hey Staff Mastery could offer Quickness when you spend X amount of Endu/Initi). Daring Dragon change is good. Its the right spot. The question now if what you plan to do about Immortal Dragon. Unyielding is the damage option (as it should be). Can Immortal have Stability and Resolution/Resistance (whichever) on Dragon Slash so that it can be usable in pvp and bring Dedgesworn out of the depths of permablind death? Tada :D. GodSworn is saved! PS: Hey can Signets of Power do something Crit related? Its a bad Signet trait in a bad line. The two non-crit based trait options in the line named Critical Strikes are bad (go figure). A look at Critical Strikes the line is a good idea. Then a deepdive into S/X and P/P and Acro could be fantastic. Shadowarts is good conceptually but needs buffs/shifts.
  10. That seems to be the answer. It is neither readily apparent or in the achievement (to guide new players) description. So you have to get two disciplines, then reroll one. Otherwise it does not register you having a discipline at all. Which is fine. Just wish I had known. Still listing as a gameplay or text bug.
  11. My bad. Early typing before my coffee. Yes. So I had Artificer during boss blitz. I got so many lucent motes and just picked one that seemed relevant to Ele. Either yesterday or the day before I picked Tailoring to get the exp. My apologies. Judging from this thread I'm not the only one. I will try to "re-select" and switch tailor for weaponsmith.
  12. Selecting Crafting Disciplines says "Train in a crafting discipline from a crafting master". Generally, map chat agreed this just meant to "choose your crafting options" for which I chose Artificing and Tailoring. This achievement will not complete despite the requisite being met. If replication is needed: I made a basic Elementalist, got the Tailoring craft option during the Boss Blitz event recently, and leveled it with Lucent Motes and a few potions. As it had no incremented, I assumed I would need to acquire another one and so I chose Tailoring. I made Jute Scraps and more Lucent Crystals- still no progress check. I might be misunderstanding it. But I did 1) Choose a crafting discipline and 2) Acquire experience in both choices.
  13. What methods do you use, and how do you go about it? I know that "you can make money doing anything" but I'm curious what everyone does specifically. Want to see if there is a trend. Sorry if this topic has been done to death. My method is just doing random stuff and gaining money becacuse I'm full "oh look a shiny, time to change my entire day plan around the shiny".
  14. Oof. Can I at least play Goomba Daredevil (staff+power dodge)? Or is that dead too? PVE/PVP/Fractals (which I have not done yet)/Raids (which I have not done yet)/ WVWVW (which I have...also not done yet >.>). I just like being a lil ninja. Makes me happy. Idk why everyone hates ninja stuff (yes I know its thief, but I'ma think of it like a ninja because rada rada).
  15. Is backstab damage coefficient scaling too low? It used to be like 1.25 or something nutty with guaranteed crit in CS line. And I guess I should ask: would I go Revenant for the sword move? I've been using Soulbeast because longbow does old backstab damage on longbow 2 (thus making it 15k damage at 1500 range that pierces) with Signet of the Hunt to make it unblockable. I just miss running at someone and being better- but a person told me that "thief no longer 1v5s so its good". And last time I checked in thief was having issues doing a 1v1 and was relying on janky burst builds that were good at specifically 1v1s, or for rocking +1 builds (shortbow+x). :C I miss backstab so much :C. The new thing feels like I came back to play Thief (which I did, I'll be honest) and I just get an insult for my troubles Q_Q
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