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Sir Vincent III.1286

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Posts posted by Sir Vincent III.1286

  1. When the wing transition to the backpack it disappears for a few seconds. it's the same bug when it transitions from backpack to wings.

     

    This graphic glitch is not noticeable in the Lightbinder Blade backpack to glider transition because it has a flashing effect to hide the transition, which is very clever -- however, the glider to backpack transition also has the disappearing bug.

     

    On to positive note, I think the animation on the Draconic backpack is awesome, especially on how it animates when jumping. Other wing backpack, like the white feather wings, behaves like a cape. So, I'm really glad for this added balancing/stabilizing effect on the Draconic wings. I really appreciate small details like this, it makes me feel satisfied of my purchase.

     

    EDIT: Actually when I don't lean forward, the the transition is barely noticeable. This graphic bug only happens when I lean forward while gliding and my character staggers when I land.

  2. > @"kash.9213" said:

    > > @"Sir Vincent III.1286" said:

    > > > @"Ice.2396" said:

    > > > I've started playing thief and for me Deadeye is an obvious choice, but the story pve encounters feel too punishing and the "diversity squadron" companions are no help at keeping aggro.

    > > > I am currently a couple of missions in an considering quitting altogether since non of the other classes or specs interest me and it feels like it only going to get worse to survive as a stationary dps.

    > > > My question is, what should I expect from HoT, PoF and newer Seasons?

    > >

    > > The Rifle kneeling mechanic was designed when Traps still exists. On my first run with DE, I constantly use Ambush Trap to have a reliable NPC to tank for me on a low cooldown.

    > >

    > > Now that Traps has been replace by Preparation, it's rather inconvenient to use kneel in PvE without a group.

    > >

    > > And yes, the "diversity squad"'s AI is stupid and bugged most of the time so I learned not to rely on them.

    > >

    > > Due to these setbacks, I found that it's far more easier to build around Stealth. So even without a group or an NPC tank, every season story mission is soloable with Deadly Arts + Shadow Arts + Deadeye.

    > >

    > > You don't really need a high DPS in season story missions as long as you don't die on a single hit and you can manage your stealth very well.

    > >

    > > I know the appeal of using the Rifle, but this weapon requires a group in order to access its full potential. If you're going solo, use stealth and kill stuff with a full Malice stack Malicious Back Stab.

    > >

    > > You can stick to using the Rifle, but keep in mind that you are choosing to kitten yourself when better options are available.

    >

    > Most Marked targets die before an opening sequence is over. When I try pve stuff I still normally take Malicious Intent anyway but Collateral Damage and Cloaked in Shadow keep the pace mostly. I think OP would have fun playing mostly on rifle with whatever weapon switch is most fluid for them to help with crowd control and thinning. Rifle is awesome, use it a lot and even Kneel when it feels right, but OP definitely shouldn't rule out a backup weapon switch that they might have fun with.

     

    You're right, but eventually I've ended up using my "back-up" weapon full-time -- until I ended up just dropping Rifle (unless I'm in a group) later on.

  3. > @"Ice.2396" said:

    > > @"Psycoprophet.8107" said:

    > > > @"Ice.2396" said:

    > > > > @"Vilin.8056" said:

    > > > > > @"Ice.2396" said:

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

    > > > > > > > @"Ice.2396" said:

    > > > > > > >it feels like it only going to get worse to survive as a stationary dps.

    > > > > > >

    > > > > > > Since you have trouble with surviving and write about "stationary dps", I assume you're constantly kneeling. So... don't. Don't be stationary, don't use kneel. If you want to facetank (which doesn't mean you shouldn't use evades), play DD with invigorating precision from CS. If you want to play a ranged glass dps, be ready to behave like one.

    > > > > >

    > > > > > Class design should account for that.

    > > > > > Its kinda obvious that I have to kite around, I spent the first fight in Season 2 kiting around a pack of 8 ads constantly respawning and had no help from the companions, why even have a kneeling mechanic where there is no use for it.

    > > > > > Anyways, I have obviously made a mistake with my class choice.

    > > > >

    > > > > The mistake is not the class of choice, but tactics applied with the class.

    > > > >

    > > > > Many new players made a common mistake of relying only on ranged attacks, and suffered greatly from the relative penalties. Happens to all class. To pit it simply, rifle only hit a single enemy at a time therefore is not ideal for dispatching multiple foes.

    > > > >

    > > >

    > > > I want to play a ranged class, not a melee hybrid.

    > > > If I cant kite and do effective dps this role is pointless.

    > > > Guess I am done here, thanks for your suggestions.

    > > > Please consider this thread closed.

    > >

    > > The kneel mechanic on a class type like DE was a poor choice or atleast how it was implemented. Reroll ranger and ur problems will be solved with a class that not only has equal dps but way more flexibility and build choices for what ur looking for.

    >

    > Turret dps done right = MM sniper in SWTOR.

    > I don't want to insult anyone so I am just going to leave it at that Ranger is not my thing. Have one at 80 btw.

     

    Without a companion to tank/heal for you, you'd be in the same boat in SWTOR.

  4. > @"Ice.2396" said:

    > I've started playing thief and for me Deadeye is an obvious choice, but the story pve encounters feel too punishing and the "diversity squadron" companions are no help at keeping aggro.

    > I am currently a couple of missions in an considering quitting altogether since non of the other classes or specs interest me and it feels like it only going to get worse to survive as a stationary dps.

    > My question is, what should I expect from HoT, PoF and newer Seasons?

     

    The Rifle kneeling mechanic was designed when Traps still exists. On my first run with DE, I constantly use Ambush Trap to have a reliable NPC to tank for me on a low cooldown.

     

    Now that Traps has been replace by Preparation, it's rather inconvenient to use kneel in PvE without a group.

     

    And yes, the "diversity squad"'s AI is stupid and bugged most of the time so I learned not to rely on them.

     

    Due to these setbacks, I found that it's far more easier to build around Stealth. So even without a group or an NPC tank, every season story mission is soloable with Deadly Arts + Shadow Arts + Deadeye.

     

    You don't really need a high DPS in season story missions as long as you don't die on a single hit and you can manage your stealth very well.

     

    I know the appeal of using the Rifle, but this weapon requires a group in order to access its full potential. If you're going solo, use stealth and kill stuff with a full Malice stack Malicious Back Stab.

     

    You can stick to using the Rifle, but keep in mind that you are choosing to gimp yourself when better options are available.

  5. > @"Sobx.1758" said:

    > > @"Sir Vincent III.1286" said:

    > > > @"Sobx.1758" said:

    > > > > @"Kageseigi.2150" said:

    > > > > > @"Sir Vincent III.1286" said:

    > > > > > Enough creating mechanics around Revealed and just let Thieves see all stealth characters within 900 range. No need for Revealed whatsoever.

    > > > > > The bottom line is, Thief will have the innate ability to see all things hidden which includes (and not limited to) stealth, traps, and preparations. Thief should also have the ability to disarm traps and preparations by pressing the interact button.

    > > > >

    > > > > This is the way.

    > > >

    > > > It actually isn't. If there's a problem here, then this doesn't solve it in the slightest. Having a class needed to counter itself is pretty stupid in the first place. .

    > > ...

    > > > @"Sir Vincent III.1286" said:

    > > > Spellbreaker, for example, can participate in this with their Sight beyond sight, but instead of applying Revealed, they can simply see anyone stealthed, either transparent or shadowy form.

    >

    > That's not what he quoted and as you can see he picked different parts from different posts not including the ones he didn't want. Not that "spellbreaker for example can participate in stealth games by equipping the skill" changes a lot here for me.

    >

    > > > And If there's a need to tone down a mechanic, then ~~toning it down~~ removing it for **one class out of 9** is not a solution in the slightest

    > >

    > > Revealed is problematic, removing it solves that problem.

    >

    > No, not really. To both of these statements :D

    > Basically this thread and your proposed changes are suggesting that stealth is too strong and need a counter. What you're proposing here doesn't solve the potential problem, thief still will be balanced with stealth in mind, except this time the stealth will be stronger against classes/buidls without "former reveal" and nullified against builds with "former reveal". Also consistently nullified against other thiefs. This is by far not a solution to anything, that's just making stealth mechanic more polarized depending on what you play.

    > Solving a problem would be making the mechanic more consistent as a whole instead of picking "you either have x and you win or you don't and you lose" route. Your solution doesn't balance the mechanic, it just decides who can participate and who can't.

     

    Revealed has a fundamental problematic function: Shuts down the whole Shadow Arts trait line by preventing re-stealth for a certain amount of time.

     

    I don't see stealth too strong at all and I don't want any counter to it. Detecting/seeing hidden/stealth is not a counter, it's just a tool -- Revealed is a counter and a very hard and debilitating one too. I don't want it and have always been against it or any ideas that uses Revealed as a foundation.

     

    Abolishing Revealed is the first step. Second, give Thieves the innate ability (no traits needed) to see/detect all hidden within 900 range.

     

    Stacking stealth will not matter since other Thief and those profession that has tools to see/detect hidden will see/detect them without shutting down the whole Shadow Arts trait line. Using stealth attacks will simply drop the stealth.

     

    Now if you're concern about those professions without stealth detecting tools, then that will be the profession's problem that the Devs need to address.

     

    In fact, I don't really care if every professions has a stealth detecting tools as long as it doesn't shuts downs my whole Shadow Arts trait line. Flickering shadows will activate in stealth instead of when revealed.

     

    Changes has to support the Shadow Arts, not suppress it.

  6. > @"Sobx.1758" said:

    > > @"Kageseigi.2150" said:

    > > > @"Sir Vincent III.1286" said:

    > > > Enough creating mechanics around Revealed and just let Thieves see all stealth characters within 900 range. No need for Revealed whatsoever.

    > > > The bottom line is, Thief will have the innate ability to see all things hidden which includes (and not limited to) stealth, traps, and preparations. Thief should also have the ability to disarm traps and preparations by pressing the interact button.

    > >

    > > This is the way.

    >

    > It actually isn't. If there's a problem here, then this doesn't solve it in the slightest. Having a class needed to counter itself is pretty stupid in the first place. .

    ...

    > @"Sir Vincent III.1286" said:

    > Spellbreaker, for example, can participate in this with their Sight beyond sight, but instead of applying Revealed, they can simply see anyone stealthed, either transparent or shadowy form.

    ...

    > And If there's a need to tone down a mechanic, then ~~toning it down~~ removing it for **one class out of 9** is not a solution in the slightest

     

    Revealed is problematic, removing it solves that problem.

     

  7. > @"Bovan.9481" said:

    > > @"rbbthole.9074" said:

    > > I still need to understand what kind of fix was done with assassin signet.

    >

    > The old functionality of the signet was that it increased the damage of your next 5 attacks by 15% when activated and nothing else. At some point, they changed it so it no longer did that and instead it increased your power by 540 for 5 seconds instead instead. They never removed the old functionality and you gained the +15% damage for your next 5 hits with it.

    >

    > It's now been fixed and just gives you the power.

     

    I never even noticed that it was bugged that way. lol

  8. > @"Raizel.1839" said:

    > Sadly it's intended, it's Anet's evil way to tell you: "You want only the weapon? Can't be helped, either you buy the full package or nothing".

     

    Yeah then they lost a sale since I won't be paying 2000 gems for a weapon skin.

  9. > @"Sobx.1758" said:

    > @"Sir Vincent III.1286" @"Yasai.3549" Seems like your stealth "solution" would just cause thieves to have mandatory mirror matches with a profession specific minigame of thief tag before they can actually participate in anything else. I was never a fan of having a class just to "counter itself".

     

    Spellbreaker, for example, can participate in this with their Sight beyond sight, but instead of applying Revealed, they can simply see anyone stealthed, either transparent or shadowy form.

     

    It gives a counter against stealth but does not shutdown the whole Shadow Arts traitline.

  10. > @"Alatar.7364" said:

    > > @"Sir Vincent III.1286" said:

    > > Enough creating mechanics around Revealed and just let Thieves see all stealth characters within 900 range. No need for Revealed whatsoever.

    >

    > That's far too much. Imagine you need to spike a teamfight in sPvP and you get auto-revealed from behind two walls because enemy Thief just either ported in or was somehow present, so no more stabby stab for you and your teammates.

    >

    > Unless by see _"see all stealthed characters"_ you didn't mean an actual reveal but a visible target that only the thief can see.

     

    You won't get revealed. Revealed is deleted from the game at this point. Only the enemy Thief can see you (and as a Thief you can see them), but you're still in stealth. So if they have no Thief, you're good at sneaking in undetected.

  11. > @"Rukia.4802" said:

    > > @"Sir Vincent III.1286" said:

    > > > @"Rukia.4802" said:

    > > > > @"Sir Vincent III.1286" said:

    > > > > The problem with PvE is, if you buff the Thief to have a better benchmark in raids, you effectively made them overpowered in other PvE encounters which makes the experience very boring. Raid encounters should be more than just DPS and beating the time. There should be strategies and Thief specific tasks involved that without a Thief, the encounter is still doable, but more difficult. This way, you have to bring a Thief since no one else can do that task and the consequence of not bringing a Thief is greater difficulty and high chance of failure.

    > > > >

    > > > > A poor raid design is lumping the Thief with other DPS and not utilizing their full potential. Stealth and shadowstep is rarely needed other than to proc a trait. And if those aren't needed, why even bother taking a Thief when you can take a Guardian? Which is what we're seeing in a lot of raid compositions -- mass Guardians. This is proof that the raid designs are monotonous and as long as you locked in the holy trinity (tank, healer, dps - aka all Guardians), you're good.

    > > > >

    > > > > So if the only deciding factor is the DPS benchmark, even if the Thief scores higher, it's just a DPS task that a Guardian/Warrior or Ranger can do. The raid has to be designed where a the expertise of the Thief is needed. Otherwise, why even bring a Thief?

    > > >

    > > > In FF14 the way they made my ninja raid / dungeon viable is having an ability that increases the damage my target takes by 5% for x seconds for the ENTIRE group, which ends up being a big raid dmg boost. It doesn't increase personal dps much, but makes me valuable and wanted in a raid where otherwise I would be just like thief.. only have dps nothing else.

    > >

    > > Yup, being a group stats stick is way better than personal DPS.

    >

    > You never played ninja have you? lol

     

    Nope, I'm a Dragoon and I appreciate the Ninja.

  12. > @"hatsamu.4327" said:

    > > @"Sir Vincent III.1286" said:

    > > I would like to see dual-short-swords, but dual-long-swords looks dumb.

    >

    > > @"Sir Vincent III.1286" said:

    >

    > > Not likely. The only "assassin" that uses dual swords is Shiro

    >

    > There were [a ](https://wiki.guildwars.com/wiki/Alari%27s_Double_Blades)[few](https://wiki.guildwars.com/wiki/Law_and_Order) [other](https://wiki.guildwars.com/wiki/Oroku%27s_Slicers) [daggers](https://wiki.guildwars.com/wiki/Decade_Daggers_%22High_Noon%22) besides Shiro's that were skinned as dual swords, but have you seen the [insert legion] combat blade skins that were just added? Along with the really short sword from the boreal weapon set(s), it shows they're willing to add sword skins that are dagger or short-sword length.

    >

    > If we got off-hand sword, the elite spec exotic weapon could have a dagger/short-sword skin, and the ascended weapon could be a fancier full-length sword version.

    >

     

    That's basically what I'm referring to. The Boreal short sword looks good and will make sense, but the other long swords look dumb.

  13. > @"Rukia.4802" said:

    > > @"Sir Vincent III.1286" said:

    > > The problem with PvE is, if you buff the Thief to have a better benchmark in raids, you effectively made them overpowered in other PvE encounters which makes the experience very boring. Raid encounters should be more than just DPS and beating the time. There should be strategies and Thief specific tasks involved that without a Thief, the encounter is still doable, but more difficult. This way, you have to bring a Thief since no one else can do that task and the consequence of not bringing a Thief is greater difficulty and high chance of failure.

    > >

    > > A poor raid design is lumping the Thief with other DPS and not utilizing their full potential. Stealth and shadowstep is rarely needed other than to proc a trait. And if those aren't needed, why even bother taking a Thief when you can take a Guardian? Which is what we're seeing in a lot of raid compositions -- mass Guardians. This is proof that the raid designs are monotonous and as long as you locked in the holy trinity (tank, healer, dps - aka all Guardians), you're good.

    > >

    > > So if the only deciding factor is the DPS benchmark, even if the Thief scores higher, it's just a DPS task that a Guardian/Warrior or Ranger can do. The raid has to be designed where a the expertise of the Thief is needed. Otherwise, why even bring a Thief?

    >

    > In FF14 the way they made my ninja raid / dungeon viable is having an ability that increases the damage my target takes by 5% for x seconds for the ENTIRE group, which ends up being a big raid dmg boost. It doesn't increase personal dps much, but makes me valuable and wanted in a raid where otherwise I would be just like thief.. only have dps nothing else.

     

    Yup, being a group stats stick is way better than personal DPS.

  14. We have Home Instances -- they just need to expand it to allow us to pick one of the houses as our own and customize it. However, it seems they will make EotN as "housing" instance. I'm not a big fan of the location -- I like snow landscape, but I don't want to be living there.

  15. > @"jpsssss.7530" said:

    > Cool a **thief cant 100 to 0 me, but i'm at like a quarter health or less before i can react** to anything...snip

     

    > @"jpsssss.7530" said:

    > Thieves have too much defensive capabilities (stealth, evades, mobility, stuns and resets for these) while still maintaining the ability to **100 to 0 most classes before counter play** can even happen.

     

    Either you lied or you've just proven that rock beats scissors.

     

    Thanks for playing.

     

     

  16. > @"Fueki.4753" said:

    > I want a Shadow Mage myself.

    > I don't need a pop fiction Naruto ninja. FF14 already has that one covered.

     

    Shadow Mage/ Shadow Thief/ Arcane Thief -- whatever as long as it uses Shadow Magic. They better not give this ability to Necro because that'd be the last straw. They've already denied S/S from the Thief when they've created the Revenant. They better keep Shadow Magic within the Thief profession specialization.

  17. > @"Alatar.7364" said:

    > Well since next expansion was confirmed and we're going Cantha I think that your off-hand sword dreams are most likely to come true.

     

    Not likely. The only "assassin" that uses dual swords is Shiro and Revenant already stole that. I'd rather see the offensive side of Shadow Magic (Shadow Arts is defensive).

  18. > @"ProtoGunner.4953" said:

    > Also, with a Cantha oriented expansion Assassin would be more likely.

     

    We can already build Assassin. What the Cantha expansion will bring might be an evolved version of the Assassin who specializes in Shadow Magic. Shiro doesn't just use Shadow Arts, he uses Shadow Magic -- Shiro'ken's are his version of Shadow Army. Shadow Art's evolution to full-fledged Shadow Magic is inevitable.

  19. > @"Fueki.4753" said:

    > Thieves complaining about Initiative costs...

    > At least you have more resource freedom than Revenants, less costs **and** you get to start with 100%.

     

    Revenant gets to start with 100%, otherwise all your skills will be on cooldown at the start of combat.

     

    EDIT: Thief's skills, on the other hand, are put in cooldown even if we didn't use it just because we ran out of initiatives.

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