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An Eye on the Deadeye


Gaile Gray.6029

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@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle [i am sure people with stellar pings aren't going to have much issue]. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

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@Vulcaruss.9567 said:

@Specialka.7290 said:They did not revamp DE to only fix one build.

It was because the system was crap, boring and bland before. Now, you have to be more active while playing DE, especially with Rifle. Though it could need some tweaks, it is better designed now than before.

You perfectly name the problem: Now we
have
to play this active playstyle. Imo active players aren’t automatically the better players; the diversity makes it.All the other classes are already (hyper)active classes and now they take away the only specialisation which was different.

If you want to play an active class you have several options in this game. I don’t want to offend anyone but I honestly don’t understand why the „active/dynamic“ players decided for rifle DE.For a calm ranged damage dealer there was exactly one possibility - untill this patch, now it is gone.And I wasn‘t a DJ spammer before; I loved to change the place while stealthed and chose the right moment for DJ (in PvP, PvE is another thing) - without the need of beeing stealthed. I wouldn‘t have had a problem with a DJ nerf (for PvP/WvW), but I have a problem with seeing this unique specialisation disapear of this great game.

There are maybe some points for the trait changes you can talk about but I haven‘t seen one good reason for the changes in the rifle skills yet.

THe entire game was meant to be active. If you want to be a 'calm ranged damage dealer' you can still kneel and just spam rifle 3. Or pistol 3. It's also not horribly difficult to press your elite skill, dodge roll or a stealth utility and then press 1. Rifle also has a smoke field now, which can be comboed with standing 4 for stealth.

I don‘t like using the same skill over and over again. With the removal of cursed bullet and the unnecessary stealth need of DJ they took away some main mechanics for me. And gave me this useless smoke wall instead. Of course I could arrange with this new skill set but it just doesn‘t make sense to me and takes the fun out of the game. And for me a game like GW 2 has to be fun.

May I ask if you for yourself see any benefits in the new rifle skills (not malice changes)? I‘m just interested...

Certainly. Crouching rifle 4 is amazing and would definitely cover, or compensate, for the removable of unbockable from DJ. You can fire away at opponents pretty much freely without fear of ranged retaliation (except for unblockables obv). It's also a smoke field, so 20% to blind people you shoot at with the rifle. And you can use it with rifle 4 standing to get stealth. It's an amazing skill.

And if you cast it in all four directions, it makes a pound sign xD The new maleficent GM trait thingy gives amazing sustain and pressure + boons such that you don't have to take trickery anymore. I can also fire off DJs more frequently, albeit lower damage (but I odn't need to hit someone for 30k - that's overkill).

You're actually defending that smoke wall abomination?... it's literally Smoke Screen that can be spammed infinitely and maintained with no worry of running out of initiative by itself. If you want to make a way for Deadeye to have projectile defense why not take a page out of swtor's book on the smuggler for crying out loud and give the Deadeye permanent cover.... the end result is the same.

You get a pass for now because that was your phone, but go read who I was responding to. A fellow asked about the new rifle stuff. I explained. It was almost a mechanics only post, except for the little bit where I implied I thought it was a tad too strong - I haven't the faintest idea where you pulled the rest from, but it stinks.

I see, well regardless I still hate the Smoke Wall, I was personally hoping they would add a more Deadeye Themed skill, rather than just put an already existing one on an Initiative skill to replace the strongest move the Deadeye had. All of the Deadeyes ability's have this Shadowy Orange tinged to them, Snipers Cover Smoke Wall simply does not fit with the Rifle weapon set in it's current implemented state.

Wishful thinking, but: remove stealth from dodge and make kneeling 4 on rifle something in line of a very short blink skill (radius 100/120 or sth) that gives stealth and creates shadow clone 1 second after cast. This shadow clone (looking like fractal avenger or sth... shadow magic thingy I would say xD) is purely animation (like mob fanged iboga nightmarish creations), but it simulates usage of DJ (laser and sound). As a animation it should be untargettable and not possible to body block attacks. Skill highly gated behind initiative cost with ammo mechanics (internal cooldown on skill usage and ammo cd). As shadow clone is purely pvp oriented it can be gated by trait so this skill have both pve and possible more pvp oriented side (this trait can increase ini cost/cooldown of skill or lower number of ammunition).

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@Arlowslol.1974 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

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@MUDse.7623 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

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@Arlowslol.1974 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

now is the issue the amount of stealth or the burst from it - i am confused.first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

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@DemonSeed.3528 said:

  1. Give back Malice passive 3% extra damage per point.
  2. Rifle #4 Kneel Skill Sniper's Cover - Change to: Shadowstep to target location. Range 900
  3. Silent Scope - Add: Sniper's Cover now grants stealth (3 seconds) and stops you from auto attacking.
  4. Increase rifle range to 2000 when kneeling and have bullets pierce (just like the kitten longbow).

Wouldn't #2 not be a great idea for a ranged weapon to go in melee range? #3 I can think of by manually turning off the AA, but it could be a qol. #4 I am sure everyone would like/agree for the range, not so sure about piercing but that would be a bonus if put somewhere on a trait.

My idea for #2 + #3 is for it to be like the utility Shadowstep where you pick a target location. It's more to trick the enemy so they won't know where you'll deliver the shot vs being melee range.

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@Wondrouswall.7169 said:

Peripheral Vision and the +20% duration bonus on stolen skills for each Malice the player had were integral into making boon-share work. That potential is now weaker due to the loss of being able to share additional boons from stolen skills with nearby allies around the marked target and the duration extension per-Malice removed from stolen skills. On top of that, Premeditation ends up contributing more towards DPS specs than boon-shares, mostly due in part to the 1% bonus damage per boon portion.

I agree with you on everything else, but what you're saying is not quite how Periphal Vision worked.It shared Boons around you, and spread Conditions around your marked target to other enemies. Only FfE spread boons around you and your marked target as well.

Regardless I want to see it re-instated as well.

@DragonSlayer.1087 said:

  1. Give back Malice passive 3% extra damage per point.
  2. Rifle #4 Kneel Skill Sniper's Cover - Change to: Shadowstep to target location. Range 900
  3. Silent Scope - Add: Sniper's Cover now grants stealth (3 seconds) and stops you from auto attacking.
  4. Increase rifle range to 2000 when kneeling and have bullets pierce (just like the kitten longbow).

3% is too much with how Iron Sight gives a flat 10% from the get go. I'd change it to 1% to 2% depending on M7. Even then that's kinda sketchy considering if you run Premeditation and M7 as that basically gives you a flat 16% boost when M7 procs, ignoring the potential 3% you get from TotC in conjunction.

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Why are all of you trying to implement all these weird features all of a sudden this isnt the build a spec workshop. Bottom line is. Deadeye was fine how it was and functioned damn near perfectly, now it doesnt even fit its sniper theme asking for more changes is completely beyond reason at this point. Deadeye needs to be rolled back so I can have the Sniper spec I paid for with PoF.

Your forcing your customers to hate you anet. you advertised a sniper class made a working sniper class that functioned amazingly and had proper counterplay in PvP and WvW granted slightly lacking for raids and in certain PvE environments but we dont need every class to be meta. (not to mention its lost alot of dps from this "rework"/nerf) Deadeye was the reason I bought path of fire Im just going to say it. It was literally mounts, and Deadeye. those were my two big selling factors but I cant tell you how (pleased I was) with my purchase and the class. Now im barely playing gw2 at all after this change and had to dump the spec in the trash becuase its not something that is enjoyable to play anymore, and is no longer a sniper. its just a revamped p/p spam a rapid fire gun that we didnt need 2 of so thanks for trashing my favorite thing you guys have ever made. Everyday I get sadder and sadder with the state of Anets choices as of late to my favorite game franchise ive been playing gw1 since I can remember and have been dedicated and fell in love with this franchise. I sincerely mean this I dont know how much longer I can stick around when you keep pulling stuff like this. its fine to tweak down and up stats, its even fine to rework a class, but its not fine to just change the entire class on a whim and without any reason or justification this new deadeye is a trash fire its clunky and it feels wrong I tried to make it work and I cant its just awful. I will miss deadeye. but Ironically what you did made it dead to me. v_v I cant begin to understand why this happened. I just want my class back...

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You are right, it literally came out of nowhere and this makes this bad changes even worse. No one aked for changes of DE (maybe not more than a nerf of DJ in numbers PvP wise); and now you can‘t even play this class anymore. At least I and many others as it sounds, it just doesn‘t make fun anymore. If you give me a nerf I accept it without saying anything (never posted here before 5/8 patch) but not if you take away my class/spec.

For me the DE spec was the main reason to buy PoF either; so much for trust in this game. And if this happens to DE in this way, it can happen to every other class too, anytime and out of nowhere...

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@Aistos.5174 said:You are right, it literally came out of nowhere and this makes this bad changes even worse. No one aked for changes of DE (maybe not more than a nerf of DJ in numbers PvP wise); and now you can‘t even play this class anymore. At least I and many others as it sounds, it just doesn‘t make fun anymore. If you give me a nerf I accept it without saying anything (never posted here before 5/8 patch) but not if you take away my class/spec.

For me the DE spec was the main reason to buy PoF either; so much for trust in this game. And if this happens to DE in this way, it can happen to every other class too, anytime and out of nowhere...

Enough with the hyperbole...Deadeye as a trailtline is (mostly) fine.Rifle as a weaponset is the only issue that needs to be sorted.

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@MUDse.7623 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

now is the issue the amount of stealth or the burst from it - i am confused.first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

And without the PVP point, it become more cancer in WVW.

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@Arlowslol.1974 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

now is the issue the amount of stealth or the burst from it - i am confused.first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

And without the PVP point, it become more cancer in WVW.

yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

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@Specialka.7290 said:They won't roll back, you know that? Time to grow up I guess and take it like a man.lol it's a game not life, better answer is : this game is not balanced so go play an OP class (ex: mesmer, war, druid ,etc )@Specialka.7290 said:The gameplay before was bland and boring, it is more dynamic and fun now. Deal with it.say "for me" 'cause it is boring slow and bad for me

@TwiceDead.1963 said:Deadeye as a trailtline is (mostly) fine.it's why nobody use it with rifle

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@lpgfou.5327 said:

@TwiceDead.1963 said:Deadeye as a trailtline is (mostly) fine.it's why nobody use it with rifle

Do you have some kind of severe reading comprehension? Or are you just particularly selective in your quotations to push your agenda?

@TwiceDead.1963 said:Enough with the hyperbole...Deadeye as a trailtline is (mostly) fine.Rifle as a weaponset is the only issue that needs to be sorted.

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Call it whining or whatever you want I don‘t care. I was just consenting CattyWampus and listed two facts for me personally:

  1. I liked DE very much and decided to buy PoF because of this class.
  2. As it is now it doesn‘t make fun to play for me so I don‘t play it anymore.

Maybe someone who is interested in how players feel about the update (dev, other unhappy players) sees it, maybe not. But I can for sure do without your wise comment.

At least in the „another access to stealth“ part of your comment I agree with you.

@TwiceDead.1963 said:

@Aistos.5174 said:You are right, it literally came out of nowhere and this makes this bad changes even worse. No one aked for changes of DE (maybe not more than a nerf of DJ in numbers PvP wise);
and now you can‘t even play this class anymore.
At least I and many others as it sounds, it just doesn‘t make fun anymore. If you give me a nerf I accept it without saying anything (never posted here before 5/8 patch) but not if you take away my class/spec.

For me the DE spec was the main reason to buy PoF either; so much for trust in this game. And if this happens to DE in this way, it can happen to every other class too, anytime and out of nowhere...

Enough with the hyperbole...Deadeye as a trailtline is (mostly) fine.Rifle as a weaponset is the only issue that needs to be sorted.

Yeah you are right, I wasn‘t accurate enough: I was mainly talking about the rifle skills, they are the really screwed up part of this patch imo.

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People hate change. I get that. But change is inevitable, so might as well roll with it and see what you can do. I screwed up on an earlier post, and feel like an idiot, but a later post corrected my understanding of something, so now I have a better understanding of how things work now (specifically I missed that you only gain malice from skills with an initiative cost, oops).

The other thing is, everyone has complained about powercreep since HoT dropped. A lot of changes (not just deadeye either) have worked to roll back some of this. So people asked for reducing the powercreeep and they are getting it, they just don't like it because everyone hates seeing their dps drop. shrugs This is a more general statement btw, not specific to just deadeye.

I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

So long as other classes are having their power reduced as well, I'm ok with this. Druid got hit pretty hard too, but they still function, they just have a hard choice to make on what they are gonna be good at. Same with us having Perfectionist rolled into M7, and having to choose between that, BQOBK and FfE. I'm ok with that. Just means more build diversity. Other classes will likely get changes too.

Gonna play this out for a while and see how it feels, now that I understand how it's supposed to work. Honestly been curious to try a stealth build for a while, so we'll see how this feels.

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@bearshaman.3421 said:I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

the bosses that are immune to stealth? you mean raid encounters with permanent reveal? you can remove this reveal with shadow meld, it does not pulsate so it sjust a long initial reveal. else even if they see and attack you, as long as you can apply stealth you can aswell use stealth skills

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@MUDse.7623 said:

@bearshaman.3421 said:I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

the bosses that are immune to stealth? you mean raid encounters with permanent reveal? you can remove this reveal with shadow meld, it does not pulsate so it sjust a long initial reveal. else even if they see and attack you, as long as you can apply stealth you can aswell use stealth skills

I'll check that out. Maybe I was doing something else wrong lol

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@"TwiceDead.1963" said:I agree with you on everything else, but what you're saying is not quite how Periphal Vision worked.It shared Boons around you, and spread Conditions around your marked target to other enemies. Only FfE spread boons around you and your marked target as well.

Regardless I want to see it re-instated as well.

Thanks for the correction. I missed that part while writing it up. Should have caught it when I went through it again to edit and put in "and conditions" between "allies" and "around". Hoping PV returns soon and not like a year from now "soon™". :grimace:

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@bearshaman.3421 said:

@bearshaman.3421 said:I am ok with the stealth mechanic becoming more integral to the elite spec. It's a sniper. It makes sense. the dodge roll for stealth instead of just kneeling, I like a lot. However, stealth mechanics really need to work on bosses EVEN IF THE BOSS IS IMMUNE TO STEALTH! It should still activate the trait/skill/etc as if stealth had worked, even if the enemy can still see you and attack you. (PVE)

the bosses that are immune to stealth? you mean raid encounters with permanent reveal? you can remove this reveal with shadow meld, it does not pulsate so it sjust a long initial reveal. else even if they see and attack you, as long as you can apply stealth you can aswell use stealth skills

I'll check that out. Maybe I was doing something else wrong lol

but it may depend, sloth is different. he applies reveal for 30s on his hits, so dont get hit :Dit was better with old DJ, as this was an option to overwrite long reveals without cd.

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@MUDse.7623 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

now is the issue the amount of stealth or the burst from it - i am confused.first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

And without the PVP point, it become more cancer in WVW.

yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

cancer are not just SA, minstrel ,dire and trailblazer are the same

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@Arlowslol.1974 said:

@"DemonSeed.3528" said:Hello anet, can you let malice generate over time as well as generated like it currently is at same time? If not maybe consider adding a malice autogain somewhere in the traits like in payback [because that trait is lacking], and make payback 20%++ or something that would make it at least more interesting to consider from the other 2 options. I still find resetting silent scope with kneeling very disjointed, if not for the fact that the act of kneeling/standing can be unreliable especially when we are doing a more frantic in&out playstyle
[i am sure people with stellar pings aren't going to have much issue]
. Kneeling rifle 4 is also an issue because of this, with the smoke screen either not being put down, or being put down double [not that the ini cost is much of an issue], but it's just messy and rather not smooth. I'd settle for rifle4 kneel making 2 randomly placed deadeyes kneeling to confuse enemies in place of the smoke screen with a reasonable ini cost.

NONONONONO, never change that malice generate overtime and malice should never generate whlie using a healing . just make auto attack to the mark generate 1 malice per second, no more "Mark and stealth untill 7 malice" that fuxking stealth camp need to go!!!!!!

stealth camp will allways be possible. you can aswell wait till stealth runs out, use a skill towards end and go into stealth right after. so your visible for a split second for faster malice gain.

the core problem of stealth camp is the SA trait line. I have said this for years. SA should encourage player to in-and-out from stealth, not stay in stealth for years. this is why no one use SA in PVP/PVE but every one use it in WVW.

even now,I still think the pre-hot DA/SA/TR d/p is an cancer build that camp stealth and make my s/d nausea

now is the issue the amount of stealth or the burst from it - i am confused.first you said you have an issue with camping till m7, now an issue with SA tho SA mainly gives sustain.i for instance play now a bit around with an s/d + rifle build utilizing sa/tr/de in WvW, i can permastealth on rifle if i want to and i want to keep this feature to avoid unwinnable fights like outnumbered fights with one or multiple supporters in the opposing group. however i can no longer oneshot as i gave up too many good traits and stats to be able to fight visibly with s/d. therefor i want the option to stealth camp in order to avoid a fight, i dont care for being able to oneshot out of it or not.

SA promotes camping over in and out as many of the good traits are linar during stealth and not on entering / leaving. changing this to buff entering/leaving stealth will also make stealth openings out of camping safer. so if you still prefer to camp you will. but that is only an issue if stealth openings are going to kill. therefor the only thing that needs to be adressed is malice gain for MBackstab. replacing MI with for example unblockable during reveal trait, would be a great buff for more agressive playstyles.

but there will still be some to complain that a thief used 4 times CnD, allways precast when stealth runs out and then MBackstab GG. there will allways be a way to kill the opponent in a highly annoying way, if you wish to. waiting for m7 to build up with MI, requires alot of patience many people dont have so i dont think this will be a big issue, most people you can just kill with spammin AA or random skills so its a bit inefficient to wait 2 mins to even try.

because SA give the ability to easy camping stealth, and with SA you can easy out sustain other thief build that dont use SA, and reset fight whenever you want.

And without the PVP point, it become more cancer in WVW.

yes you have more sustain with SA but you have more pressure if you do not run SA. resetting fights can be done aswell with mobility. some bunker builds can even outheal most builds on their way to the next safe spot.SA makes thieves survive, it doesnt make them kill anything. but in this game you have to kill, there is no last man standing mode.

no, in dueling and wvw, not get killed means you are not lose. survive untill your enemy dead .

cancer are not just SA, minstrel ,dire and trailblazer are the same

but what is killing you? them not dying or your going to offensive to try and force their death? i mean you could probably stall the fight easily.

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