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Psycoprophet.8107

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Posts posted by Psycoprophet.8107

  1. > @"Burnfall.9573" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Thornwolf.9721" said:

    > > > > @"Teratus.2859" said:

    > > > > > @"Thornwolf.9721" said:

    > > > > > > @"Psycoprophet.8107" said:

    > > > > > > > @"Drennon.7190" said:

    > > > > > > > > @"Teratus.2859" said:

    > > > > > > > > It's been a while but today I got reminded of exactly why I hate playing against thieves.

    > > > > > > > >

    > > > > > > > > Deadeye ambush.. pew pew pew STEALTH!!

    > > > > > > > > several seconds later pew pew pew STEALTH!!

    > > > > > > > > several seconds later pew pew pew STEALTH!!

    > > > > > > > > few more seconds later pew pew pew STEALTH!!

    > > > > > > > >

    > > > > > > > > Oh and this was one of several encounters with thieves using the same tactic on multiple different builds.. pop in, few hits, run away invisible before taking damage.

    > > > > > > > > It's so kitten annoying and cheap and there is far too little counter to this kind of troll playstyle.. specially when they have so much mobility and can even fast stomp a downed player and run away again.. invisible.. and nobody can do anything about it.

    > > > > > > > >

    > > > > > > > >

    > > > > > > >

    > > > > > > > So thieves playing the way they are designed to play?

    > > > > > >

    > > > > > > I love op posters like this lmao literally in first few sentences I already kno thier completely clueless. Thiefs need damage nerfed more, my dp sets up 3.5k backstabs on power builds and 250-350 dagger autos and sometimes rarely breakes1k on last auto chain hit, yeah nerf the damage lol. Then less mobility cuz u kno that's why it's got 11k base hp and low toughness cuz it's got great mobility like all rogue classes do so let's also nerf mobility. Aka high I'm op and pretending to care and be less bias than other players, that said I dislike thief and want it unuseable. Here's a list of others as well. These changes would force them even more into the already lame +1 decap role while making them even better in raids and zergs, u kno being kitten at the few things it's good at lmao.

    > > > > > >

    > > > > > > Like seriously.

    > > > > >

    > > > > > I don't hate thieves I just think they have a lot of loaded stuff in their kit that could use some toning back? I feel the same way about all the classes, I just want them to nerf what is broken and NOT remove what makes them unique and different from one another.

    > > > >

    > > > > Stealth alone is all.

    > > > > I have no issues with thieves mobility or their damage, it's their abundance of cheap stealth mechanic that makes me hate fighting them because there is very little counter to it.

    > > > > It leaves thives with an almost unique ability to be annoying trolls that are capable of harassing multiple players with very little risk.

    > > > >

    > > > > In PvE it's fine but in competitive stealth shoud come with restrictions.. for starters not being able to use it without some kind of timed CD.. Stealthed ambuses dealing more damage yeah fine.. but thieves should suffer a several second reveal debuff for it.

    > > > >

    > > > > By all means increase stealth duration hell even mobility too and give theives the ability to scout exceptionally well while invisible etc.. but if they choose to engage an enemy they should not be able to cheese fights by abusing stealth the way they currently can.

    > > > >

    > > >

    > > > All I said is they need to choose one. I don't feel them having mobility and the POTENTIAL for stealth is fair, I feel that one subsequently makes the other OP so one has be to be toned back to make room. I don't want them to be trash, I hate when people assume that because I don't agree with the design they've been given because for one it makes it hard to make E-specs and two it makes it difficult to balance.

    > > >

    > > > You want stronger damage and presence? Well sacrifice a bit of stealth or mobility and I could justify it....

    > >

    > > Trust me most thief's would love to give up some stealth to get some of their general damage back.

    >

    > how about not have neither and keep their mobility?

     

    Yeah no one wants to run around and not be able to kill anyone, sry as much as us wish for that.no class should be designed to always need a +1 to have a chance.

  2. > @"Lan Deathrider.5910" said:

    > > @"Sobx.1758" said:

    > > > @"cryorion.9532" said:

    > > > Rifle would be better if it was less about "yolo one-shot everything, die to everything" and more about survive through active gameplay while still being bursty enough.

    > >

    > > I'm still curious why you don't play DE/engi rifle despite using them as examples of viable rifle classes btw.

    >

    > Because it should be a workable and viable set on warrior. DE is the sniper in the tower. Warrior should be the grunt sweeper the street using rapid fire attacks and CQC to take enemies down. The CQC is there, but we have a pellet gun with a grenade launcher attached.

     

    This^

    The rifle skills are actually decent but need a damage boost. all skills do have a use but damage across them is to low except zerk f1. The longbow needs love as well.

    There's no reason why warrior rifle can't be as usefull as its melee, that's just stupid lol seriously just sounds like sobx just doesn't like the class and doesn't want to see any improvements with it considering his strange views. Warriors tanky so shouldn't have powerful ranged skills in rifle yet DE is ok even though it has stealth and mobility out its a$$.

    Warrior rifle can't be as string as its melee cuz reasons lol. I donno warrior soldiers back in the day loved their matchlocks and not cuz they were inferior to melee lol.

    Also DE can have it's high dos viable build on both ranged and melee while keeping great mobility so I can see why ud think warrior shouldn't have great melee and ranged options lol. So strange people's reasonings haha why not just be honest and say I dont like warriors and no matter how bad a state their in it's fine cuz I dont want them strong lol.

  3. > @"Thornwolf.9721" said:

    > > @"Teratus.2859" said:

    > > > @"Thornwolf.9721" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > > @"Drennon.7190" said:

    > > > > > > @"Teratus.2859" said:

    > > > > > > It's been a while but today I got reminded of exactly why I hate playing against thieves.

    > > > > > >

    > > > > > > Deadeye ambush.. pew pew pew STEALTH!!

    > > > > > > several seconds later pew pew pew STEALTH!!

    > > > > > > several seconds later pew pew pew STEALTH!!

    > > > > > > few more seconds later pew pew pew STEALTH!!

    > > > > > >

    > > > > > > Oh and this was one of several encounters with thieves using the same tactic on multiple different builds.. pop in, few hits, run away invisible before taking damage.

    > > > > > > It's so kitten annoying and cheap and there is far too little counter to this kind of troll playstyle.. specially when they have so much mobility and can even fast stomp a downed player and run away again.. invisible.. and nobody can do anything about it.

    > > > > > >

    > > > > > >

    > > > > >

    > > > > > So thieves playing the way they are designed to play?

    > > > >

    > > > > I love op posters like this lmao literally in first few sentences I already kno thier completely clueless. Thiefs need damage nerfed more, my dp sets up 3.5k backstabs on power builds and 250-350 dagger autos and sometimes rarely breakes1k on last auto chain hit, yeah nerf the damage lol. Then less mobility cuz u kno that's why it's got 11k base hp and low toughness cuz it's got great mobility like all rogue classes do so let's also nerf mobility. Aka high I'm op and pretending to care and be less bias than other players, that said I dislike thief and want it unuseable. Here's a list of others as well. These changes would force them even more into the already lame +1 decap role while making them even better in raids and zergs, u kno being kitten at the few things it's good at lmao.

    > > > >

    > > > > Like seriously.

    > > >

    > > > I don't hate thieves I just think they have a lot of loaded stuff in their kit that could use some toning back? I feel the same way about all the classes, I just want them to nerf what is broken and NOT remove what makes them unique and different from one another.

    > >

    > > Stealth alone is all.

    > > I have no issues with thieves mobility or their damage, it's their abundance of cheap stealth mechanic that makes me hate fighting them because there is very little counter to it.

    > > It leaves thives with an almost unique ability to be annoying trolls that are capable of harassing multiple players with very little risk.

    > >

    > > In PvE it's fine but in competitive stealth shoud come with restrictions.. for starters not being able to use it without some kind of timed CD.. Stealthed ambuses dealing more damage yeah fine.. but thieves should suffer a several second reveal debuff for it.

    > >

    > > By all means increase stealth duration hell even mobility too and give theives the ability to scout exceptionally well while invisible etc.. but if they choose to engage an enemy they should not be able to cheese fights by abusing stealth the way they currently can.

    > >

    >

    > All I said is they need to choose one. I don't feel them having mobility and the POTENTIAL for stealth is fair, I feel that one subsequently makes the other OP so one has be to be toned back to make room. I don't want them to be trash, I hate when people assume that because I don't agree with the design they've been given because for one it makes it hard to make E-specs and two it makes it difficult to balance.

    >

    > You want stronger damage and presence? Well sacrifice a bit of stealth or mobility and I could justify it....

     

    Trust me most thief's would love to give up some stealth to get some of their general damage back.

  4. > @"Drennon.7190" said:

    > > @"Teratus.2859" said:

    > > It's been a while but today I got reminded of exactly why I hate playing against thieves.

    > >

    > > Deadeye ambush.. pew pew pew STEALTH!!

    > > several seconds later pew pew pew STEALTH!!

    > > several seconds later pew pew pew STEALTH!!

    > > few more seconds later pew pew pew STEALTH!!

    > >

    > > Oh and this was one of several encounters with thieves using the same tactic on multiple different builds.. pop in, few hits, run away invisible before taking damage.

    > > It's so kitten annoying and cheap and there is far too little counter to this kind of troll playstyle.. specially when they have so much mobility and can even fast stomp a downed player and run away again.. invisible.. and nobody can do anything about it.

    > >

    > >

    >

    > So thieves playing the way they are designed to play?

     

    I love op posters like this lmao literally in first few sentences I already kno thier completely clueless. Thiefs need damage nerfed more, my dp sets up 3.5k backstabs on power builds and 250-350 dagger autos and sometimes rarely breakes1k on last auto chain hit, yeah nerf the damage lol. Then less mobility cuz u kno that's why it's got 11k base hp and low toughness cuz it's got great mobility like all rogue classes do so let's also nerf mobility. Aka high I'm op and pretending to care and be less bias than other players, that said I dislike thief and want it unuseable. Here's a list of others as well. These changes would force them even more into the already lame +1 decap role while making them even better in raids and zergs, u kno being crap at the few things it's good at lmao.

     

    Like seriously.

  5. > @"anduriell.6280" said:

    > There is no point of discussing anything here when it is proven Anet does not listen. The fact is some at the balance team got owned by a ranger and this is their retaliation.

    > _"I've got killed by a combo of RF + Maul + WI, let's nerf 'em all"._

    > Meanwhile Leading the wind is still as trash as it was before the patch, The whole as class lacks definition and they keep nerfing like they are completely unknown to the game they created.

    >

    > In the meanwhile Thiefs and Mesmers still can 1HKO any player and even elementalist hit Autoattacks for 4-5K

    > ![image](https://i.imgur.com/tGwXOvQ.jpg)

    >

    >

    > This game is just a meme and not fun at all.

     

    I love thief and slb and been playing alot of both last few weeks and I can assure u slb still does far more damage than thief does on average, by far.

    I do more in one combo of lb4 and rapid than I do setting up and performing a backstab.i wont even compare the damage maul, hilt, maul takedown followed with WI combo does and with alot of quickness access it lands often. Theif doesn't even compare on a damage only comparison

  6. > @"Burnfall.9573" said:

    > > @"Sobx.1758" said:

    > > > @"Burnfall.9573" said:

    > > > > @"Sobx.1758" said:

    > > > > > @"Burnfall.9573" said:

    > > > > > _without Mesmer/Gwen....there would not be Guild Wars.....franchise.. It is crucial for Mesmer Profession identity to be return to its root core to preserve Guild Wars name_

    > > > >

    > > > > This is gw2, if you want to play gw1, go play gw1.

    > > >

    > > > did you know that Cantha is from Guild Wars 1?

    > >

    > > How is this relevant to what I wrote?

    >

    > Cantha is Guild Wars 1 and we are all heading back there

     

    ? So returning to the same location as in a previous game means that its identity and mechanical changes could be justifiably changed to that of a previous game?

    U do realize gw2 is a completely different game and not just a newer version of gw right?

    There's a reason it's called gw2 and not gw remastered.

  7. The issue with their blanket style approach at lowering the damage throughout the game is yes it lowered the over all damage throughout the game but changed nothing with regards to the disparity of power lv's between the classes themselves. Secondly the fact all hp and barrier type skills etc was left the same without considering the drop in power lvs. I get that the team want this to be a power lv base line to start with unfortunately doing a few changes to one class every few weeks, ones being qq'd about won't leave this game in any semblance of balance any time soon.

    I see the community praising the few changes as they came within few weeks but when u look at the substance within those changes it would be over a yr before most classes were touched.

  8. > @"Sobx.1758" said:

    > lmao, guys if you want to play deadeye, go play deadeye. Instead you're lobbying for making a naturally beefy warrior a safer range option with rifle matching the tier of greatsword. Good luck with that I guess? <.<

     

    This is a strange reasoning. So warrior lacking stealth but is tanker than DE shouldn't have a ranged weapon that's as effective as DE? With ur reasoning DE rifle should be severely nerfed due to its access to stealth cuz it shouldn't have both stealth and high ranged damage.

  9. > @"Virdo.1540" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Virdo.1540" said:

    > > > At first concentrate on the main issue.

    > > > Thiefs permastealth & their exploits... make it not be stackable ,like superspeed.

    > > >

    > > > then we can talk about rev

    > >

    > > So basically delete thief as a class cuz it uses a mechanic that allows it to do the one good thing it can do in wvw, roam. But leave rev for now cus it's not as annoying to u as thief personally even though its stronger than thief in roaming and zerg play. Example of a biased post with zero regard for actual health of the game. Imagine how bad a condi rev would have to be to lose to a thief while roaming lol.

    >

    > ye that would be pretty bad. But just to mention, thief doesnt completely rely on permastealth. It has enough stealth skills, but permastealth allows them to exploit really hard.

    >

    > Rev is just an effective condi-spike reflection with an immunity. Nothing else. Without condi meta, there wouldnt be condi revs.

    > Thats why the most people come here to the forum and complain. Like many Burnguards that spam every burn-skill on a rev and get killed in one second cuz of the condi-reflect. lol

    >

    > And this is not the place for roam-zergplay comparisons. Holos, Rangers, thiefs, ..... even renegades can complain about "not being able to play in zergs". This is another topic

     

    Thief not being stealth dependent is very build dependent. Ur not wrong about sd,sp or staff builds not being stealth dependent but with all the changes to thief and other classes over the years dp is definitely dependent on near perma stealth unfortunately. With thief damage being where it's at without near perma stealth access dp would get wrecked by any class unless ur opponent was new, especially in wvw.

  10. > @"Virdo.1540" said:

    > At first concentrate on the main issue.

    > Thiefs permastealth & their exploits... make it not be stackable ,like superspeed.

    >

    > then we can talk about rev

     

    So basically delete thief as a class cuz it uses a mechanic that allows it to do the one good thing it can do in wvw, roam. But leave rev for now cus it's not as annoying to u as thief personally even though its stronger than thief in roaming and zerg play. Example of a biased post with zero regard for actual health of the game. Imagine how bad a condi rev would have to be to lose to a thief while roaming lol.

  11. > @"archmagus.7249" said:

    > Being hard cc'd while stealth pulls you out, but doesn't reveal you (unless you were hit by an engineer with the trait to reveal you) Stealth should be lost on dodge, dash, or any other movement action other than running. This prevents them from evading revealing skills. Sorry daredevil, but you traded in stealth for evasion.

    >

    > When gaining stealth in a field, it functions similar to shadow refuge where if up walk out before the field. This will give the enemy a window to drop an aoe. Use smoke fields out of line of sight of the enemy.

    >

    > Finally, that stupid deadeye skill which stealths you and removes reveal needs a rework.

    Lol so using stealth feild would be suicide, good idea face palm.

  12. > @"UNOwen.7132" said:

    > > @"Psycoprophet.8107" said:

    > > > @"UNOwen.7132" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > > @"UNOwen.7132" said:

    > > > > > > @"Psycoprophet.8107" said:

    > > > > > > > @"UNOwen.7132" said:

    > > > > > > > > @"Psycoprophet.8107" said:

    > > > > > > > > As I stated in another thread adding 10 sec reveal CD on stealth, if thief takes damage would reward good play and punish bad play. A good thief with its evades and teleportation skills should be able to still be able to stack stealth,set up their ambush and attack. After their ambush burst if they use their many evades to avoid being hit they can still stealth and decide to stay engaged or to disengage. If a thief makes a bad play and is hit after its engagement than it should be punished with a 10 sec stealth reveal CD. This still allows a good thief to 100% keep its playstyle and punishes thieves who fail to use their evades to avoid damage.

    > > > > > > >

    > > > > > > > What that does is make the permastealth oneshot, or general out of combat stealth remain broken, while making in-combat stealth go from "basically unusable" to "*literally* unusable". its a terrible idea.

    > > > > > >

    > > > > > > No what it does is still allows the assassin class enough stealth uptime through stacking to still cover ground to engage with a ambush or for disengagment. If a thief makes a good play and engages with a burst and follows up with its attacks while using its evades properly avoiding damage it suffers zero penalties to its current playstyle but if it is struck gets punished with the 10 sec reveal CD removing one of two of its carry fail safes that allow it to leave any fight before dying at will. If a thief still wants to disengage during that cooldown it will have its teleports via utilities or infiltrator arrow.

    > > > > > > This allows a good thief to keep its playstyle that its accustomed to throughout all these years but punishes it slightly if mistakes are made.

    > > > > >

    > > > > > Yes, thats what I said. It makes out of combat stealth remain untouched, and in-combat stealth even more useless. Despite the fact that *out of combat* stealth is the problem, and *in-combat* stealth is already useless. Besides you seem to think its at all doable to avoid 100% of damage as a thief after bursting (or even while bursting). Spoiler: Its not. At all. You might as well just say "stealth can now only be used out of combat for cheesy oneshots". Which is one of the changes that would make stealths design *even worse* than it already is.

    > > > > >

    > > > > > Oh and it breaks a couple Mesmer and Engineer skills.

    > > > >

    > > > > Out of combat stealth isn't really a issue, a assassin class should be able set up ambushes etc.

    > > >

    > > > Out of Combat stealth is the *only* issue. Dying from a oneshot from an enemy you never even knew was there is just bad design. You should always at least have the option to know theyre there and prepare yourself, rather than just having to be effectively paranoid every second of play.

    > >

    > > Lol right. Cuz if stealth would literally pointless if it was such a short duration the opponent would always know it's coming and with this games ridiculous amount of ways to mitigate a burst a thief's ambush would be wasted 99% of the time. If stealth was limited to 3-5 sec it would actually be a death sentence to use it as a pre burst mechanic. At that point u might as well just delete the mechanic and have a stealthless rogue class. Any time a opponent say a thief go invisibile which they would with short out of combat stealth they'd simply count down the time and use their many mitigation skills to simply avoid the burst.

    >

    > The purpose of stealth in this scenario would be quick repositioning and brief damage mitigation. That would still be useful. Even if your backstab wouldnt hit. Besides, if backstab has more counterplay, it too can be buffed. And yeah, out of combat stealth wouldnt be much of a thing. I dare say tha tthat is rather the point.

    >

    > > U guys keep saying stealth burst are free damage but that just isn't true especially with all the blocks, invulnerability, barriers and aegis that's easily accessible to most classes. Some classes like core necro or even tanky built reapers can just say f it and wait for u to backstab knowing ur just gonna tickle them before the follow up with axe skill that takes 50 of ur hp than life drain 25% in seconds and if u get them to 50% oh no shroud up lmao.

    >

    > And some die instantly without having much chance to do anything. Thats not fun for anyone involved. Thats why out of combat stealth is a problem, even if it would only hit a small part of the playerbase.

    >

    > > Honestly for a assassin class as much as u players complain as it stands right now thief actually needs a burst buff or a lot of classes need a big sustain nerf. I'm speaking to thief dos out side of very un common numbers from full malice mbs which obviously things should be tweaked so they in know way should reach more than 8k. With that said on a DD/trick/SA build with berserk/scholars and assassin signet I should be doing more than 2.5k-3.2k burst. That's way to low compared to the sustain lv of the classes in the game right now and many classes that have crazy sustain tank builds are doing those burst numbers themselves easy.

    >

    > I wouldnt mind thieves burst being buffed. Especially after Assassins Signet got that "bugfix" that was a massive nerf. But it needs to be done when players have a real chance to react to the backstab, or the thief in general.

    >

    > > The game needed everything lowered but balance is still way off and needs a lot of tweaks.

    >

    > No disagreements here.

     

    I get what ur saying and why ur saying it but if out of combat was lessened to these degrees backstab may as well not exist. Think about it. A burst that requires u to hit from behind at short melee range would never make it through this games defenses. Try and backstab someone that knows ur there, if there decent u wont land a back stab. Against a dp thief no decent players gonna waste their defensive skills on ur 250-300 dagger autos or anybody ur other skills except hs if their low on hp as they'd simply save them for any back stab attempts and with fears,invulnerability,blocks, barriers and evades lol good luck finding a use for bs.

    If this game didn't have the counter plays to counterplay approach gained through power creep with now very high defensive options lessening out of combat stealth for thief might have worked.

     

  13. > @"UNOwen.7132" said:

    > > @"Psycoprophet.8107" said:

    > > > @"UNOwen.7132" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > > @"UNOwen.7132" said:

    > > > > > > @"Psycoprophet.8107" said:

    > > > > > > As I stated in another thread adding 10 sec reveal CD on stealth, if thief takes damage would reward good play and punish bad play. A good thief with its evades and teleportation skills should be able to still be able to stack stealth,set up their ambush and attack. After their ambush burst if they use their many evades to avoid being hit they can still stealth and decide to stay engaged or to disengage. If a thief makes a bad play and is hit after its engagement than it should be punished with a 10 sec stealth reveal CD. This still allows a good thief to 100% keep its playstyle and punishes thieves who fail to use their evades to avoid damage.

    > > > > >

    > > > > > What that does is make the permastealth oneshot, or general out of combat stealth remain broken, while making in-combat stealth go from "basically unusable" to "*literally* unusable". its a terrible idea.

    > > > >

    > > > > No what it does is still allows the assassin class enough stealth uptime through stacking to still cover ground to engage with a ambush or for disengagment. If a thief makes a good play and engages with a burst and follows up with its attacks while using its evades properly avoiding damage it suffers zero penalties to its current playstyle but if it is struck gets punished with the 10 sec reveal CD removing one of two of its carry fail safes that allow it to leave any fight before dying at will. If a thief still wants to disengage during that cooldown it will have its teleports via utilities or infiltrator arrow.

    > > > > This allows a good thief to keep its playstyle that its accustomed to throughout all these years but punishes it slightly if mistakes are made.

    > > >

    > > > Yes, thats what I said. It makes out of combat stealth remain untouched, and in-combat stealth even more useless. Despite the fact that *out of combat* stealth is the problem, and *in-combat* stealth is already useless. Besides you seem to think its at all doable to avoid 100% of damage as a thief after bursting (or even while bursting). Spoiler: Its not. At all. You might as well just say "stealth can now only be used out of combat for cheesy oneshots". Which is one of the changes that would make stealths design *even worse* than it already is.

    > > >

    > > > Oh and it breaks a couple Mesmer and Engineer skills.

    > >

    > > Out of combat stealth isn't really a issue, a assassin class should be able set up ambushes etc.

    >

    > Out of Combat stealth is the *only* issue. Dying from a oneshot from an enemy you never even knew was there is just bad design. You should always at least have the option to know theyre there and prepare yourself, rather than just having to be effectively paranoid every second of play.

     

    Lol right. Cuz if stealth would literally pointless if it was such a short duration the opponent would always know it's coming and with this games ridiculous amount of ways to mitigate a burst a thief's ambush would be wasted 99% of the time. If stealth was limited to 3-5 sec it would actually be a death sentence to use it as a pre burst mechanic. At that point u might as well just delete the mechanic and have a stealthless rogue class. Any time a opponent say a thief go invisibile which they would with short out of combat stealth they'd simply count down the time and use their many mitigation skills to simply avoid the burst.

    U guys keep saying stealth burst are free damage but that just isn't true especially with all the blocks, invulnerability, barriers and aegis that's easily accessible to most classes. Some classes like core necro or even tanky built reapers can just say f it and wait for u to backstab knowing ur just gonna tickle them before the follow up with axe skill that takes 50 of ur hp than life drain 25% in seconds and if u get them to 50% oh no shroud up lmao.

    Honestly for a assassin class as much as u players complain as it stands right now thief actually needs a burst buff or a lot of classes need a big sustain nerf. I'm speaking to thief dos out side of very un common numbers from full malice mbs which obviously things should be tweaked so they in know way should reach more than 8k. With that said on a DD/trick/SA build with berserk/scholars and assassin signet I should be doing more than 2.5k-3.2k burst. That's way to low compared to the sustain lv of the classes in the game right now and many classes that have crazy sustain tank builds are doing those burst numbers themselves easy.

    The game needed everything lowered but balance is still way off and needs a lot of tweaks.

  14. > @"UNOwen.7132" said:

    > > @"Psycoprophet.8107" said:

    > > > @"UNOwen.7132" said:

    > > > > @"Psycoprophet.8107" said:

    > > > > As I stated in another thread adding 10 sec reveal CD on stealth, if thief takes damage would reward good play and punish bad play. A good thief with its evades and teleportation skills should be able to still be able to stack stealth,set up their ambush and attack. After their ambush burst if they use their many evades to avoid being hit they can still stealth and decide to stay engaged or to disengage. If a thief makes a bad play and is hit after its engagement than it should be punished with a 10 sec stealth reveal CD. This still allows a good thief to 100% keep its playstyle and punishes thieves who fail to use their evades to avoid damage.

    > > >

    > > > What that does is make the permastealth oneshot, or general out of combat stealth remain broken, while making in-combat stealth go from "basically unusable" to "*literally* unusable". its a terrible idea.

    > >

    > > No what it does is still allows the assassin class enough stealth uptime through stacking to still cover ground to engage with a ambush or for disengagment. If a thief makes a good play and engages with a burst and follows up with its attacks while using its evades properly avoiding damage it suffers zero penalties to its current playstyle but if it is struck gets punished with the 10 sec reveal CD removing one of two of its carry fail safes that allow it to leave any fight before dying at will. If a thief still wants to disengage during that cooldown it will have its teleports via utilities or infiltrator arrow.

    > > This allows a good thief to keep its playstyle that its accustomed to throughout all these years but punishes it slightly if mistakes are made.

    >

    > Yes, thats what I said. It makes out of combat stealth remain untouched, and in-combat stealth even more useless. Despite the fact that *out of combat* stealth is the problem, and *in-combat* stealth is already useless. Besides you seem to think its at all doable to avoid 100% of damage as a thief after bursting (or even while bursting). Spoiler: Its not. At all. You might as well just say "stealth can now only be used out of combat for cheesy oneshots". Which is one of the changes that would make stealths design *even worse* than it already is.

    >

    > Oh and it breaks a couple Mesmer and Engineer skills.

     

    Out of combat stealth isn't really a issue, a assassin class should be able set up ambushes etc.

  15. > @"UNOwen.7132" said:

    > > @"Psycoprophet.8107" said:

    > > As I stated in another thread adding 10 sec reveal CD on stealth, if thief takes damage would reward good play and punish bad play. A good thief with its evades and teleportation skills should be able to still be able to stack stealth,set up their ambush and attack. After their ambush burst if they use their many evades to avoid being hit they can still stealth and decide to stay engaged or to disengage. If a thief makes a bad play and is hit after its engagement than it should be punished with a 10 sec stealth reveal CD. This still allows a good thief to 100% keep its playstyle and punishes thieves who fail to use their evades to avoid damage.

    >

    > What that does is make the permastealth oneshot, or general out of combat stealth remain broken, while making in-combat stealth go from "basically unusable" to "*literally* unusable". its a terrible idea.

     

    No what it does is still allows the assassin class enough stealth uptime through stacking to still cover ground to engage with a ambush or for disengagment. If a thief makes a good play and engages with a burst and follows up with its attacks while using its evades properly avoiding damage it suffers zero penalties to its current playstyle but if it is struck gets punished with the 10 sec reveal CD removing one of two of its carry fail safes that allow it to leave any fight before dying at will. If a thief still wants to disengage during that cooldown it will have its teleports via utilities or infiltrator arrow.

    This allows a good thief to keep its playstyle that its accustomed to throughout all these years but punishes it slightly if mistakes are made.

    As much as I like the thief class players can't be blamed on wanting invisibility changed in it's current form. Thief would be better off if mechanics like this were balanced better allowing thief to gain some of its damage back onto its weapon skills to avoid this one trick pony, spamming and one dimensional playstyle all weaponset are right now.

  16. As I stated in another thread adding 10 sec reveal CD on stealth, if thief takes damage would reward good play and punish bad play. A good thief with its evades and teleportation skills should be able to still be able to stack stealth,set up their ambush and attack. After their ambush burst if they use their many evades to avoid being hit they can still stealth and decide to stay engaged or to disengage. If a thief makes a bad play and is hit after its engagement than it should be punished with a 10 sec stealth reveal CD. This still allows a good thief to 100% keep its playstyle and punishes thieves who fail to use their evades to avoid damage.

  17. Any type of damage to a thief should put it on a 10 sec reveal cd. That way thief still can stack stealth to allow for a ambush and also allow it to retain its playstyle. A thief that can also time its evades can avoid damage and restealth as reward but if its struck loses stealth as a punishment for 10 sec. Sounds more balanced to me then how stealth is now but rewards good thief play.

  18. > @"Leonidrex.5649" said:

    > > @"ProverbsofHell.2307" said:

    > > > @"Leonidrex.5649" said:

    > > > > @"ProverbsofHell.2307" said:

    > > > > > @"Tayga.3192" said:

    > > > > > About natural healing: if it gives barrier before casting, would interrupting it put it to full cd instead of 5s? Because it should. Otherwise you could self interrupt for 2500 barrier per 5 second.

    > > > >

    > > > > Yeah it would go on full CD. I feel like it should be a burst heal, high reward high risk, to be honest I even considered making the heal even higher, in the 14k region, but I didn't want to scare people too much.

    > > > >

    > > > > > @"Leonidrex.5649" said:

    > > > > > NO to buffing healing signet, its aids.

    > > > > > NO to buffing gs, its strong as kitten already

    > > > > > NO to buffing axe, its strong weapon.

    > > > > > The rest I dont care about, but dont buff whats already strong.

    > > > >

    > > > > Something can be strong and still have weak/underperforming skills. Hundred Blades is an underperforming skill. Unless you're suggesting Warrior GS should Have a Bad Skill on the bar? Just seems spiteful honestly. Warrior isn't in a good way right now. Also Healing Signet isn't aids, its quite underwhelming now. Non-MMR users suffered for MMR and Healing Signet spellbreakers' past deeds. And Axe is strong, but again you're being hysterical, Axe burst should be rewarded and its not even very high damage now, restoring the might on a hard to land melee skill is fair.

    > > >

    > > > 4 amazing skills are balanced off 1 kitten one, its how it is. If you wanna have HB as a good skill other skills need to eat a nerf.

    > > > Dont buff the strongest skills please.

    > > > Also dont buff brain dead skills like healing signet -.-

    > > > there is no spite here, GS is ran by almost every War build, buffing it in any way shape or form can be problematic.

    > > >

    > > > you are missing the point entirely.

    > > > warrior is not weak, warrior is fine and strong. By buffing strong weapons like GS/AXE you can make warrior broken.

    > > > IF you want to buff warrior buff kitten skills that nobody uses, like bow/hammer/rifle.

    > > > Force people off GS so they have to sacrifice something for the buffs, if you buff axe now its GS + axe/shield and its straight buff Poggers.

    > > > Buffing kitten like LB/Rifle/warhorn and whatever leaves gs/axe strong and opens up possibilities of NEW builds being good.

    > > > Diversity is good, making broken builds not so much.

    > >

    > > Sorry I'm trying not to get irritated but what is this drivel you're saying to me right here? "Don't buff the strongest skills please". I'm asking for a buff to Hundred Blades. You saying that's a strong skill? It's literally, GARBAGE. You can't even outcleave Rez % ticks with this skill.

    > >

    > > Also by the way since you didn't read, I did suggest changes to other Warrior weapons. Also you clearly are NOT in a position to discuss Warrior. You even tried to say Rifle is bad even though it's in a fine place right now which is why I didn't recommend any changes to it.

    > >

    > > Don't reply to me if you're just going to go around in circles... I already had to repeat myself here.

    >

    > And this is why I am not against changes for warhorn/rifle/sword/lb/mace/hammer ETC ETC.

    > buffing ANY GS skill is buffing META warrior. that can be made overpowered.

    > GS has 4 AMAZING skills that are offset by 1 garbage one.

    > If you fail to understand that then there is nothing we can talk about, go buff strongest weapons becouse " hurr durr it has 1 bad skill" EVERY class has garbage skill on weapons, and there is reason for that. Good players can find ways to make use of garbage skills, gives them an edge.

    > everyone can use good skills. having 5 of them on every weapon set is whats wrong with the game.

     

    There is no written rule stating that a weapon cant have all good viable skills and not be OP. Theres a good reason why people ask for qol improvements to 100 blades and because the other gs skills are good doesn't mean 100 blades needs to remain a garbage skill that has only use when a opponent is hard cc'd long enough or if the warrior has quickness to speed thru the long cast time. It was good for cleaving but those days are gone for reasons we should all kno by now. But I agree with u rifle could definitely use a little love along side bow and sword. Hammer would be fine if some damage was returned to a skill or two on it even if it meant losing a bit of cc

  19. > @"EremiteAngel.9765" said:

    > I find it hard to believe that 50% of the voters still chose Thief.

    > Are they really that oppresive?

    > Three of them attacked me for 5 minutes and failed to kill until a 4th DH joined in.

    >

    > https://www.youtube.com/watch?v=hZLAuhGp9f4

     

    Until its deleted it will be voted the best regardless what the polls subject is due bias against it. How this community roles, instead if answering honestly they just answer what class they dislike and for what? Do they think itl somehow lead to their desired agenda? Lol

  20. A wandering vagabond with one faithful pet, a scruffy mangy looking dog. All skills themed towards being a skilled martial artist with focus on blades. Off hand sword being the new weapon given, stats for power. Unlock the mystery of his past.

    Oh and he talks to his dog like rev does his legends lol.

    That would be a different take on ranger than the same old nature focus which a ranger doesn't have to be considering rangers are rangers cuz their great survivalists not cuz their one with nature or cuz a bow is ranged lol.

  21. > @"Dantheman.3589" said:

    > Just play staff/staff bunker thief it’ll beat ele builds 1v1 for 5s and can even 1v2 2 eles in 2s no matter how high their rating

     

    Lol u and ur staff DD, u always make it sound so strong like its top tier. Problem? Just staff/staff DD it lol. There's a reason 1 out of 30 thieves u see in pvp or wvw are staff lol.

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