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Hook Strike, Daredevil Staff Should Have Damage in PvP


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https://wiki.guildwars2.com/wiki/Hook_Strike

This attack requires stealth, like all of Thief stealth attacks. But, obviously it isn't something that is common on many stealth builds. Would normally need to use a stealth heal skill, blackpowder stunbreak, or shadow refuge, which are not normal in staff builds to begin with.

Is staff getting a built in field? That would justify 0 damage, IMO. Feels like the skill is very low access and should have a rework or different conditions to meet outside stealth, like a follow up after one of the 2-5 attacks

I never felt staff to be a stealthy weapon, and other than memes a few years ago. It needs more work.

Edited by Gundam Style.8495
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8 minutes ago, DanAlcedo.3281 said:

If one cc skill gets its dmg back then all of them should. 

Question is, would pvp players like the idea. 

 

Some cc skills did get their damage back already, and this one is quite a bit more set up, it should be one of those with damage back, or a rework on how to get to the skill (access)

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So we are asking for cc skills that should probably do damage. 

Prime example here people, the whole shtick is doing more damage to lower HP targets ,

https://wiki.guildwars2.com/wiki/Executioner's_Scythe

but as you can see it does 3, 4 and the kittening mighty 5 damage. 

Another one https://wiki.guildwars2.com/wiki/Drop_the_Hammer 3 years of casting to do 4 damage.

Kinda miffed about https://wiki.guildwars2.com/wiki/"Chilled_to_the_Bone!" not getting some damage when Prime light beam got some back and that kittener is ublocable, while Chilled to the bone is not but it still does kittening 5 damage,

Then there is Warrior  ...

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Definitely seems like something like (Malicious) Hook Strike should.

It wouldn't even be that strong with it, just a little extra to even the tides. The fact you managed to get stealth while using Staff should be rewarded for sure.

And the other examples mentioned too- except CttB- they intentionally added extra things to it like Quickness/Might to compensate for this.

On 11/10/2023 at 5:21 PM, Vancho.8750 said:

Then there is Warrior  ...

Hammer burst deals damage, you have hammer mechanics that reset your main damage dealer.

I'd argue Rampage should get its damage back on Seismic Leap. (Not Throw Boulder though- not due to disparity, just because Rampage can already hit hard. Let the highest CD on the transformation deal damage though).

 

We gotta remember there are nuances on what should and shouldn't deal damage, considering what they can do for example. We don't want Gravity Well on Chronomancer doing damage again. Especially since it's a part of Chronomancer's kit, which is currently being leveraged to deal burst damage.

We also don't want Shadowfall on Specter dealing damage due to how it's being leveraged and has a unique advantage in being able to use Infiltrator's Strike to extend the range or ignore things like LoS.

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HOT TAKE

Daredevil was designed with a teamfighting role in mind, but staff doesn't offer some real tools to do that. Your main defensives come from vault being an evade and weakness\blind; not enough to survive in a teamfight. I thought two things about thief staff, and I'd like to hear thieves' feedback on this
1) Staff needs a riposte, maybe on skill 2 because I hate Weakening Charge, it feels too clunky.
- Costs 5 initiative: block the next attack for 1s. If an attack is blocked, knock back 5 enemies in 180 radius around you and get back 2 initiative.
Time it right, you blocked an attack and set up a vault. Because why the kitten not.
2) Vault is too costly for the teamfighting tool it wants to be. And initiative cost can't really be lowered because otherwise it becomes too spammable, so I think it could just use a skill check to make sure it rewards player for using it properly. What if it refunded 1 initiative point for every enemy you succesfully hit? Maybe this would require balancing the maximum amount of targets and whatever, but this way staff could actually be used in a teamfight without sucking you dry, while still leaving room to punish a reckless thief.

Edited by Terrorhuz.4695
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On 11/10/2023 at 6:10 PM, Gundam Style.8495 said:

https://wiki.guildwars2.com/wiki/Hook_Strike

This attack requires stealth, like all of Thief stealth attacks. But, obviously it isn't something that is common on many stealth builds. Would normally need to use a stealth heal skill, blackpowder stunbreak, or shadow refuge, which are not normal in staff builds to begin with.

Is staff getting a built in field? That would justify 0 damage, IMO. Feels like the skill is very low access and should have a rework or different conditions to meet outside stealth, like a follow up after one of the 2-5 attacks

I never felt staff to be a stealthy weapon, and other than memes a few years ago. It needs more work.

 

On 11/10/2023 at 6:18 PM, DanAlcedo.3281 said:

If one cc skill gets its dmg back then all of them should. 

Question is, would pvp players like the idea.

 

How about changing Hook strike into a Daze?

Daze skills are allowed to have Damage, according to Anet 😄

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