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[suggestion]Unhindered Combatant


Safandula.8723

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

https://wiki.guildwars2.com/wiki/Unhindered_Combatant

https://wiki.guildwars2.com/wiki/Expeditious_Dodger

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

https://wiki.guildwars2.com/wiki/Don%27t_Stop

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

@"MUDse.7623" said:you could use dont stop + hoelbrak rune. then you just need to keep up swiftness and you are immune to those conditions

Unless of course they have expertise to counter that in which case they can cancel each other out.

https://wiki.guildwars2.com/wiki/Condition_Duration

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

you could use dont stop + hoelbrak rune. then you just need to keep up swiftness and you are immune to those conditions

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Played a thief for years and don't anymore...But it's ok I can take the ad hominem since that's all you've got left.

https://en-forum.guildwars2.com/discussion/60710/my-story-of-permanent-stealth-deadeye#latest

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Played a thief for years and don't anymore...But it's ok I can take the ad hominem since that's all you've got left.

It's not an ad hom if the generalization is true which you have just proven by admitting that you don't play Thief anymore. Most people who misunderstand the choices provided to the Thief are typically those who don't play Thief. I have been very clear that if you don't like the Exhaustion, you have a choice to take Don't Stop. Also if you don't like Exhaustion, it's fairly obvious that you should not take the Unhindered trait.

EDIT: fixed

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Played a thief for years and don't anymore...But it's ok I can take the ad hominem since that's all you've got left.

It's not an
ad hom
if the generalization is true which you have just proven by admitting that you don't play Thief anymore. Most people who misunderstand the choices provided to the Thief are typically those who don't play Thief. I have been very clear that if you don't like the Exhaustion, you have a choice to take Don't Stop. Also if you don't like Exhaustion, it's fairly obvious that you should not take the Unhindered trait.

EDIT: fixed

Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Played a thief for years and don't anymore...But it's ok I can take the ad hominem since that's all you've got left.

It's not an
ad hom
if the generalization is true which you have just proven by admitting that you don't play Thief anymore. Most people who misunderstand the choices provided to the Thief are typically those who don't play Thief. I have been very clear that if you don't like the Exhaustion, you have a choice to take Don't Stop. Also if you don't like Exhaustion, it's fairly obvious that you should not take the Unhindered trait.

EDIT: fixed

The fact that you're being punished for using one of your only means of protecting yourself as a thief should give anyone pause.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Played a thief for years and don't anymore...But it's ok I can take the ad hominem since that's all you've got left.

It's not an
ad hom
if the generalization is true which you have just proven by admitting that you don't play Thief anymore. Most people who misunderstand the choices provided to the Thief are typically those who don't play Thief. I have been very clear that if you don't like the Exhaustion, you have a choice to take Don't Stop. Also if you don't like Exhaustion, it's fairly obvious that you should not take the Unhindered trait.

EDIT: fixed

The fact that you're being punished for using one of your only means of protecting yourself as a thief should give anyone pause.

You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Thank you!

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

It's not really whiteknighting to say if you don't like the downsides of something don't use it, that's just common sense. I've been playing dash since the patch and it feels fine, I've not been locked out of endurance regen for obscene durations as you suggest, and if a player is using exhaustion to wear down a dash thief it's simply good play on their part. I used to do the same on my P/D thief to avoid giving them cleanses off of EA, just aim my immobs for the end of their dodges and wait for them to disengage.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

It's not really whiteknighting to say if you don't like the downsides of something don't use it, that's just common sense. I've been playing dash since the patch and it feels fine, I've not been locked out of endurance regen for obscene durations as you suggest, and if a player is using exhaustion to wear down a dash thief it's simply good play on their part. I used to do the same on my P/D thief to avoid giving them cleanses off of EA, just aim my immobs for the end of their dodges and wait for them to disengage.

But that's the thing man I did like using unhindered combatant for years with s/p and when it was nerfed eventually I quit the game. It was the only playstyle that I loved to play where I could dodge everything with timing and prediction. It was the true meaning of active combat. Not based on passive procs but on evade frames. It felt like the matrix and that is what I miss. I suppose it was too good in the hands of a skilled player but games like that become Esports. You can't hold back the competitive aspect because casual players ask for nerfs endlessly.

They nerfed feline grace (https://wiki.guildwars2.com/wiki/Feline_Grace) before making daredevil so that people would need to use daredevil to get their 3rd dodge again. Now they nerfed daredevil's unhindered combatant (most useful skill of all of them allowing mobility without shortbow) for evade thieves to make sure that people will have to play deadeye.

In doing so all Arenanet have done is forced thieves into d/p and shortbow that has been meta for thieves since the launch of the game. Bounding dodger and heartseeker in black powder for permastealth is more annoying to fight than evade thieves ever were. The difference between them is stealth is unpredictable and an escape mechanism while evades have to be timed and have counterplay since you can always see the thief.

It's obvious Arenanet want to lower the skill cap of thief by forcing them into a ganker playstyle rather than with skilled play a damage avoiding tank. It's ok for spellbreaker to have overpowered skills because they're all passive but when a thief actively uses his skills to survive that's not ok. Casuals are not encouraged to pvp and wvw if you have masters of the thief class dominating them after years of practice.

Pistolwhip (https://wiki.guildwars2.com/wiki/Pistol_Whip) was meta a long time ago and it was nerfed hard because it offered too much for a single skill. Reality is Arenanet will nerf what the players QQ the most about and that’s the truth. If a thread gets enough attention to be noticed by so many people jumping on the nerf thief bandwagon then it will happen. None of you have any real power except the masses. Majority rules in this world guys.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

It's not really whiteknighting to say if you don't like the downsides of something don't use it, that's just common sense. I've been playing dash since the patch and it feels fine, I've not been locked out of endurance regen for obscene durations as you suggest, and if a player is using exhaustion to wear down a dash thief it's simply good play on their part. I used to do the same on my P/D thief to avoid giving them cleanses off of EA, just aim my immobs for the end of their dodges and wait for them to disengage.

But that's the thing man I did like using unhindered combatant for years with s/p and when it was nerfed eventually I quit the game. It was the only playstyle that I loved to play where I could dodge everything with timing and prediction. It was the true meaning of active combat. Not based on passive procs but on evade frames. It felt like the matrix and that is what I miss. I suppose it was too good in the hands of a skilled player but games like that become Esports. You can't hold back the competitive aspect because casual players ask for nerfs endlessly.

They nerfed feline grace (
) before making daredevil so that people would need to use daredevil to get their 3rd dodge again. Now they nerfed daredevil's unhindered combatant (most useful skill of all of them allowing mobility without shortbow) for evade thieves to make sure that people will have to play deadeye.

In doing so all Arenanet have done is forced thieves into d/p and shortbow that has been meta for thieves since the launch of the game. Bounding dodger and heartseeker in black powder for permastealth is more annoying to fight than evade thieves ever were. The difference between them is stealth is unpredictable and an escape mechanism while evades have to be timed and have counterplay since you can always see the thief.

It's obvious Arenanet want to lower the skill cap of thief by forcing them into a ganker playstyle rather than with skilled play a damage avoiding tank. It's ok for spellbreaker to have overpowered skills because they're all passive but when a thief actively uses his skills to survive that's not ok. Casuals are not encouraged to pvp and wvw if you have masters of the thief class dominating them after years of practice.

Pistolwhip (
) was meta a long time ago and it was nerfed hard because it offered too much for a single skill. Reality is Arenanet will nerf what the players QQ the most about and that’s the truth. If a thread gets enough attention to be noticed by so many people jumping on the nerf thief bandwagon then it will happen. None of you have any real power except the masses. Majority rules in this world guys.

Well you do have Mobility outside of short bow.

Untargeted Heartseaker is often used as a 450 unit leap. And the low cost makes it pretty spammable without Trickery. I think it covers ground more quickly than Shortbow. Where shortbow covers ground better when you can jump up ledges, cliffs, and walkways.

Runes of Fireworks provides a permanent 20-25% movement speed boost.

I still personally don't see the reason in Nerfing unhindered combatant the way they did though. I also don't understand why Anet thinks it's a problem that thief can run away. They keep nerfing the shit out of the thief's kit. So obviously, the thief's primary option if things go south is to just run away. Why the crap would they stay and die to a class that can out do them in just about everything Anet took away?

But it's perfectly fine when a guardian with sword is able to one shot thief with a near instant teleporting attack.Or that mirage can faceroll to kill with condi.Both of those classes can outsustain the thief too.

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@Leo Schrodingers Cat.2497 said:I still personally don't see the reason in Nerfing unhindered combatant the way they did though. I also don't understand why Anet thinks it's a problem that thief can run away. They keep nerfing the kitten out of the thief's kit. So obviously, the thief's primary option if things go south is to just run away. Why the kitten would they stay and die to a class that can out do them in just about everything Anet took away?

How is it a nerf? It is scaled better so you will space out your dash and do it at the correct time. So spamming dash(beginning players) will be punished. Better players will know when to dash and when not to.

Edit: Sorry forgot to also say in wvw you get crippled a lot more. So there is a reduce in exhaust time and I am loving it. It feels so much better now. I don't get immob all the time since I am not close to a blob to get nuked with CC anyways. Only when I make the mistake of getting too close or run over by a blob train.

And yes it stacks but you have to dodge with a cc on and dodge again with another cc and dodge again with another cc after that then yes it will punish you with 3 stacks of exhaust for spamming and being nuked with cc(s). It's rare and plus why did you put yourself in this situation?

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

You can call it whatever you want. I personally didn't like Exhaustion nor Revealed, thus I choose not to use Stealth (instead I chose Evasion) nor Unhindered (instead I chose Withdraw). All I'm saying is you can do the same instead of complaining about something that ArenanNet don't really care about listening to.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

You can call it whatever you want. I personally didn't like Exhaustion nor Revealed, thus I choose not to use Stealth (instead I chose Evasion) nor Unhindered (instead I chose Withdraw). All I'm saying is you can do the same instead of complaining about something that ArenanNet don't really care about listening to.

I don't care about reading what you have to type either especially when you contradict yourself.

@Sir Vincent III.1286 said:The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

You've just admitted you don't even use those physical skills such as channeled vigor since you use withdraw. You give advice that you don't use yourself but expect it to work for others?

@Sir Vincent III.1286 said:To be honest, removing hard CC should be the only one that causes exhaustion.Your suggestion was good but it necessitate a stacking effect, so meh.

So which is it then? Is unhindered combatant overpowered or is it too much of a nerf?

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

You can call it whatever you want. I personally didn't like Exhaustion nor Revealed, thus I choose not to use Stealth (instead I chose Evasion) nor Unhindered (instead I chose Withdraw). All I'm saying is you can do the same instead of complaining about something that ArenanNet don't really care about listening to.

I don't care about reading what you have to type either especially when you contradict yourself.

@Sir Vincent III.1286 said:The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

You've just admitted you don't even use those physical skills such as channeled vigor since you use withdraw. You give advice that you don't use yourself but expect it to work for others?

@Sir Vincent III.1286 said:To be honest, removing hard CC should be the only one that causes exhaustion.Your suggestion was good but it necessitate a stacking effect, so meh.

So which is it then? Is unhindered combatant overpowered or is it too much of a nerf?

They aren't saying it is either a nerf or a buff. Personally playing Dash D/P I have not noticed a difference at all. If anything I actually have more stamina. You are acting like just because they don't exclusively use those skills that their advice is negated or they contradict themselves is stupid. They are saying that if you don't like the thought of exhaustion then simply just play core thief or use one of the other GM traits. I don't play S/D thief exclusively but I would tell players to go S/D if the class comp called for it.

Stop adding nothing to this conversation. I mean your name is get a life turd and you haven't followed that. So.

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Your suggestion was good but it necessitate a stacking effect, so meh.

More than meh. The possibility of 9 seconds of exhaustion from a single dodge is not worth the 2 from cripple.

1 dodge can apply max of 4s of exhaust, the problem is if u dodge to break immob, than get immobilized and dodge again, than it can summ up to 12 s, but these are extreme situations.i dont rly get the change to exhaustion stacking, its just stupid.

If you have 3 different Movement impairing conditions UC will clear all of them and stack Exhaustion.

Patch notes:

Exhaustion: This effect now stacks in duration up to 3 times.

Unhindered Combatant: The duration of exhaustion that this trait applies when dodging is now 2 seconds if crippled is present, 3 seconds if chilled is present, and 4 seconds if immobilized is present. Exhaustion will now be applied when the dodge is initiated.

Note:
Exhaustion will now be applied when the dodge is initiated.
Meaning:
Only one stack of Exhaustion per dodge.

If immob, then Exhaust = 4sElse if chilled, then Exhaust = 3sElse if crippled, then Exhaust = 2s

Removing all three CCs in a single dodge will not give you 3 stacks. It only applies the longest duration per dodge. So if you have all three CCs, you only get 4s of Exhaustion.

The stacking happens when you break CC every dodge within the duration. Example, if you break an Immob, you get 4s Exhaust. Then 2s later you broke another Immob, then you get another 4s. Since only 2s had passed, you will now have 2 stacks of Exhaustion that will expire in 6s, which is a total Exhaustion time of 8s. Since DD has a 3rd dodge, you can stack another Exhaustion if you break another Immob. Your total Exhaustion time will be 12s -- that is 12s without Endurance regen. Then you'll have to wait for Endurance to regen normally which is roughly 30s (without Vigor, 15s with Vigor) for a total Endurance denial of ~42s.

Just as someone mentioned before, this is an extreme case.

Problem is it's not that extreme and now that exhaustion stacks people will know to keep loading up the thief with cripple/chilled/immobilise to keep the daredevil locked out of endurance regeneration forever. In fact in situations where people have lots of access to any of those conditions every dash can stack more exhaustion on you 3 times for more total endurance regeneration shutdown than before. As usual this is Arenanet's attempt to buff thief but in reality it's a nerf.

The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

Funny you say that because I did some research and guess what I found out?

Exhaustion will now be applied when the dodge is initiated.

In both patch notes it says: Swiftness granted by this trait will now occur at the end of the dodge.

Because Don't stop removes conditions on gaining swiftness and exhaustion is applied at the beginning of the dodge while swiftness is gained at the end of the dodge that means it will never remove the conditions before exhaustion is applied.

Typical coming from someone who don't play a Thief. Use Don't Stop instead of Unhindered -- I thought that was a given.

Acro with daredevil is redundant, and acro without is irrelevant to this discussion. Do you play thief?

That is not what he is saying. Like at all lol. If you don't like the unhindered trait change then you swap DD for Acro and take Don't Stop in acro. Do you play thief?

Acro with daredevil is redundant, and
acro without is irrelevant to this discussion.
Do you play thief?

The discussion is about Exhaustion and what options is available to avoid it, thus it is relevant. The original topic is a suggestion about avoiding the 4s Exhaustion, thus it prompts a reply that if Exhaustion is not acceptable, then there are other options if ArenaNet didn't take this suggestion.

I have listed the options above if you bother to read them.

Options to avoid it are don't use unhindered combatant because it's overpowered compared to the rest of the traits. Says the totally main thief who isn't whiteknighting for Arenanet.

@Sir Vincent III.1286 said:You call it "punishment", I see it as "trade-off". If we're going to be perfectly honest, Unhindered is overpowered compare to the other DD GM traits.

You can call it whatever you want. I personally didn't like Exhaustion nor Revealed, thus I choose not to use Stealth (instead I chose Evasion) nor Unhindered (instead I chose Withdraw). All I'm saying is you can do the same instead of complaining about something that ArenanNet don't really care about listening to.

I don't care about reading what you have to type either especially when you contradict yourself.

@Sir Vincent III.1286 said:The best thing about Daredevil is that you can spec for Brawlers and gain Endurance by using Physical skills. Steal also gives Endurance. You can also bring Signet of Agility if it worries you that much.

The fact is, you have a choice whether to take Exhaustion or not. You don't have to break every CC. So it's very unlikely and a bit exaggerated that you will be locked out of endurance forever.

And if you don't like Exhaustion, you can spec for Acrobatics and take Don't Stop.

You've just admitted you don't even use those physical skills such as channeled vigor since you use withdraw. You give advice that you don't use yourself but expect it to work for others?

@Sir Vincent III.1286 said:To be honest, removing hard CC should be the only one that causes exhaustion.Your suggestion was good but it necessitate a stacking effect, so meh.

So which is it then? Is unhindered combatant overpowered or is it too much of a nerf?

Some players will continue to use Unhindered because despite the perceived "nerf", it is still OP compare to other GM traits.Some players dislikes the perceived "nerf" on Unhindered, thus they choose to find other alternative that removes CC without Exhaustion.Some player will continue to use Unhindered because they are really good are not Exhausting themselves unnecessarily.

Each choice are valid. You find contradiction when there is none.

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