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nosleepdemon.1368

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Posts posted by nosleepdemon.1368

  1. 16 hours ago, Holmindeboks.3490 said:

    I hope the EU push them to end this practise and that for eu all bl chest items would be purchaseable. Ridiculous that company’s stay healthy because of gamble addcitive ppl. Company’s should make real and good content instead of making money from gambling. 

    People should be allowed to gamble, but they should also be shown the exact odds so that they are as informed as possible about the likelihood of any sort of favourable outcome.

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  2. Putting that into perspective a bit, based on the HIGH end droprate for super rare of 0.3%, after 40 keys spent you’d still have an approximately 88% chance of NOT ever having seen a super rare (0.997^40=0.8867). And with each failed opening, that chance of never getting a super rare by the Xth attempt increases as the drop chance in each chest is independent. Super rare is, indeed, as described!

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  3. 6 hours ago, Lithril Ashwalker.6230 said:

    Feedback bubbles, siege turtle pet effects, revenant ventari tabs...all of it needs color coded for bloody sake

    Yep and not even seeing any combat text flash up to show that your attacks were consumed is a big problem. Actually the combat system in GW2 has some rather glaring shortcomings which become apparent in WvW. Not having enough feedback on whether your attacks even launched would be top of my list of issues to resolve. Or maybe I am missing something? I certainly have never seen the equivalent of "immune" show up on screen or even in combat logs for attacks I have initiated that vanished into thin air.

  4. 58 minutes ago, lvis.3824 said:

    Has anyone of you found a remotely playable axe-build for WvW or PvP ?
    It feels like a waste to play axe, every other weapon combination makes more sense. The setup of damage feels clunky, if you are not controlling / kiting your opponent or are stealthed it's an uphill fight as thief and Axe needs setup. The Damage is okay, but nothing that would justify the setup.
    Perhaps i did not yet find the right combination, tried a lot though.

     

    *Engi Shortbow is nice, btw, check it again perhaps.

    No, Axe/Pistol was my backup set for Rifle Dead-Eye (replacing Sword/Dagger) in WvW siege and large zerg fights because it was able to reliably hit opponents, unlike Rifle which just single targets and often, the shots just ... vanish into thin air. But it never had any synergy with my other weapons, it was just there because it was less kitten. Unfortunately now it can't hit anything either, so there's no point in me taking them, and in general no point in taking part in most zerg fights as a Thief; Anything with more than 5v5 becomes an unplayable mess of non-activating skills and weird latency issues. I've found the current meta to be basically unplayable in zergs anyway unless I am heal botting on my Rev, so it's OK as I prefer to roam (which was very hard on Rev). But it is a bit of a shame that both of my favourite professions ended up with rather clunky and ill fitting additions.

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  5. 42 minutes ago, The Game Slayer.7632 said:

    Hey guys, don't worry though. Ranger can still use long range shot or rapid fire while being outside 1500 range! This will surely be patched soon too.  /s

    Oh yeah I just assume at this point that you can't ever put a ranger out of range.

  6. 3 hours ago, Emeth Selch.5926 said:

    The axe is nice, but there are many targets it cannot hit. Not sure if intended.

    1. Shadow Behemoth portals: skill 3 cannot hit them (miss)

    2. Object on the grounds such as landmines: the axe cannot hit them at all

    3. Mouth of Mordremoth's body: skill 3 cannot hit it (miss)

    4. Jormag/Primordus Ley Line Siphons (Dragonstorm): skill 3 cannot hit them (miss)

     

    Those are the ones I've noticed so far, but I believe similar objects will behave the same way with Thief Axe.

    Can't hit siege either.

    • Like 2
  7. 6 hours ago, Xoranium.6481 said:

     

    Yep, fun while it lasted, now it's completely useless

    That explains why I couldn't land ANYTHING in the zerg fight earlier. I just gave up and thought it was down to skill activation lag. Are Thieves are just destined to be useless in zergs? That's OK I guess, I'm managing to hold my own in roaming now after a week's practice. Between Rev and Thief ANet sure managed to duff up the new weapons. Maybe other professions fared better?

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  8. 1 hour ago, Laosduude.1690 said:

    It's busted in WvW, so many unpredictable things you can do with it, it'll all get nerfed, so enjoy the bloopers for now. 

    I like it a lot as Deadeye condi in casual pve, just unload a bunch of condis with axe/pistol and fractal relic, I dislike the forced shadowstep of dagger offhand, but will prolly have to use it on more stationary enemies.

    Shadowstep sets you up for a stealth and weapon swap, it'd be nice to make it an optional second activation though because yeah that forced reposition is definitely not safe.

  9. 22 hours ago, paper.6230 said:

    This weapon is so unimaginatively designed, I hate it.

    I've expressed my feedback here: https://en-forum.guildwars2.com/topic/140597-expanded-weapon-proficiencies-beta-feedback-thief/page/5/#comment-2040639
    The weapon lacks complexity and synergy, as I said there, and I explained the reasons.

    For competitive modes it will always be a never-ending source of problems. It encourages passive, yet bullying and annoying gameplay, and this is always going to be frustrating on the receiving end (to an average player).

    The weapon only does damage, and if (or when) the damage gets nerfed, then nobody will play it, because it doesn't have anything to justify using it. So what's the next step? Start adding utility to it? How much dev time and money will it cost, how many iterations?

    ArenaNet would do everyone a favor if they just got back to the drawing board with Axe and started over. I believe the design is irredeemable at very core idea of it. There's easily 50 different and better ways to make it.

    The core idea is AoE cleave with longer range than Thief's other AoE abilities. The cost to that is potential setup time for burst, and positioning requirements, which can make it a bit chaotic and unpredictable. I don't think it's broken beyond repair, but Malice / resource usage needs to get fixed for sure. I also sort of wish it was just straight up power damage but that's just my selfish self after buying a pile of Marauder's equipment.

  10. On 2/28/2024 at 2:22 PM, Doggie.3184 said:

    It's very concerning these malice/shroud bugs weren't caught before release. Thief players already feel neglected in a multitude of ways and question if there're any devs who actually like the class.

    Mate... Every class feels neglected according to these forums. Go to any other profession forum and you'll see stuff like "This is the most nerfed profession in GW2 history!!" or "Why don't they make us like X?!". It's nothing personal, ANet hate us all equally, *especially* Revenant 😉

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  11. On 2/17/2024 at 10:22 AM, Demeth.5816 said:

    I have similar issues, textures leaking, black boxes appearing on the UI, walls flickering... I'm about to send back my graphics card, is it the game?! 

    I just started experiencing this today, with pieces of geometry extruding toward the horizon. I also get black screens sometimes when I try to screenshot. No idea wtf is going on, running a 3060 Ti with 6gb onboard, 32gb RAM, M2 drive, Quad core i5 10th gen. This usually happens when the GPU is dying, which is a bit concerning!

     

    Edit - I ran 3DMark and nothing out of the ordinary happened. No glitches, same score as always, GPU over clocked itself like usual and nothing went above 60°C. Seems like my game installation is corrupted somehow.

  12. I actually saw NUMBERS flash up in the middle of an enemy zerg today! Hallelujah! Some actually useful AoE damage that doesn't put you right up in the face of death. Can't quite figure out a rotation with Rifle, but the delayed damage has caught people right off guard. Not to mention you can stack 'em off to the side and coax players into running right passed them.

  13. 18 hours ago, prototypedragon.1406 said:

    I mean they could just build a trebuchet to take out the arrowcarts right🤯? last I checked most towers have camps nearby to carry supply from?  Even quicker with the handy dandy warclaw🤔. And at least then there was a incentive to defend. And if a zerg dies to arrowcarts it's not on the zerg but the commander for making the decision to run into AOE without clearing siege? Isn't world versus world technically guild versus guild hence the name of the game? ( Granted wvw is split amongst various levels of game play zerging, roaming, scouting, havoc, f2p accounts pulling tactivators  on opposing teams side)Not to bash on roaming but I mean at least back then in terms of defending it has to be better then this boonball mess unless you counter boonball with equal boonball the roamers still shall get ran over anyway so it's not like it makes any difference still while against greater numbers your better off roleplaying a tower guard then actually fighting with no ability to counter or at least being able hold your ground for back up to arrive if it ever does?

    Yeah there WAS a fair few more steps to taking a tower before, unlike now where you can just poop catapults onto the ground in visual range of the walls and smash a corner. Trebs used to get put up in easily defensible locations and slowly knock down enough carts to allow the attackers in. Murder ball tactics nowadays are ... ok, I suppose? I don't hate the current state of wvw but it certainly seemed more tactical in earlier iterations. Mind you, Warclaws also trivialized the mode greatly. My biggest issue with everyone clumping together is that the game has huge issues rendering all the clutter, SM 3 way battles become slideshows for me.

    • Like 1
  14. Just wanting to point out that skills flashing on the hotbar but not going off is not an l2p issue, it is really annoying and I experience it in heavier fights. Also experienced it way back when the Karka invasion happened. The server can't keep up and your skill casts never materialize. Bit of a bummer when you're counting on evade frames.

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  15. I kind of didn't notice this so much playing on my Rev, as I tended to run support and stick near the rest of the murder ball, resulting in frame drops and other weirdness that I attributed to the game just not having time to display everything.

    But now I've been playing a Deadeye Thief, and I swear to God there's something odd going on with projectiles. I'm late to the game, I assume, and this is a known glitch that happens? What I'm referring to is that sometimes, for no reason, my skills cast but don't actually do anything. Maybe I'll try to cast 'steal', but all the skill does is that activating flash over and over and then stops. Or I'll fire an entire combo of shots - using my initiative up and playing animations and sounds, only for nothing to ever leave the rifle.

    Am I crazy? In PvE the skills seem to execute fine. And I am fairly sure I'm not hitting projectile hate fields or anything.

  16. On 1/24/2024 at 1:31 PM, thief.7429 said:

    this is why i switched over to revenant, been dealing with this trash since HoT release

    Hi there! Thread necro worth it - Rev player here since HoT, switching over to DE Thief because Rev keeps getting touched in all the wrong places. Not certain you picked the best profession to switch to 😄

    • Haha 1
  17. 8 hours ago, Yasai.3549 said:

    I play mainly core rev roaming, let me know if you want some builds or tips because there's quite abit to cover. 

    Bit of a general question, but what does core offer over one of the Elites? Alliance for example seems really strong with the two skill sets.

  18. I am not particularly fond of the mechanics. I remember some time ago when Riot started updating old Champions in League of Legends, they introduced a lot of fiddly dual usage skills with strange AoE shapes. These new weapon skills seem similar in concept - let's increase skill complexity because more complexity equals higher skill ceiling. Getting the tether to work in WvW was largely pointless, I ended up just playing around with the Hammer changes. By the way, Hammer skill #2 still hits sweet F-All, so can't we get that fixed first?

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  19. 14 hours ago, Sereath.1428 said:

    Hahah, yeah exactly how I felt and how I expected it to be.

    I was basically unable to hit anything with it in WvW. Actually I found it hard to land hammer auto as well, but it did land occasionally. I'm not sure where Scepter fits in WvW either, it requires you to use your Legends for gap closing. I did have a laugh at the almighty skill descriptions. You know you might have complicated things when it fills your screen height...

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  20. Regarding most players not knowing and thus not caring, they might still fall into the same train of thought as I did. I didn't know the Kryptis used the same rigging as other creature types, but there WAS something familiar about them, which made them seem rather unspectacular and a bit boring. The Kryptis mobs are the least interesting part of the expansion, they are (with the exception of the higher beings) very cookie cutter. They could be replaced by any other creature and I wouldn't care. Now I know why, and it is a bit of a let down.

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