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aleron.1438

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Everything posted by aleron.1438

  1. > @"sostronk.8167" said: > I just opened up 27090 Lucky Red bags > > It was awesome getting rid of all those essences of luck. The hoarding finally paid off. Check out the video for full stats and price estimates. It's 3 minutes. But just skip to the end if you want a everything that was dropped and the price estimate per bag. I wanted a video of the entire opening session to provide evidence that I had actually opened them and not just fudge the figures or whatever. I plan on doing more like this in the future. Peace. > > Paying my respect F. Why would you open so many bags without noticing on the tooltip it says "affected by magic find". So much luck wasted.
  2. all good, working again, downloaded patch and in game, have fun and enjoy
  3. Can't get past log on launcher Build: 110777 Error Code: 58:11:5:535
  4. I haven't seen that 600 Tyrian seal offer neither for the infusion ?!? And I checked it each day and got the 3rd mastery on day 1.
  5. Diviner + Pack + celerity rifle Deadeye Perma quickness+25might+vigor+fury+swiftness+protection , self heal Invigorating Precision for the best heal in game.
  6. > @"Salt Mode.3780" said: > Honestly the problem with thieves is SA trait everything else is neglectable if SA trait was nerfed. SA gives incredible amount of sustain to thieves so i don't know why thief mains are saying they don't. **Thing with thieves is the ability to reset a fight and reengage right away with no CD aside from utilities which in most cases are not an issue because yes shortbow 5 cannot be spammed anymore but its still one of the best disengage tools in the game.** You counter your own arguement within your own same sentence, it's so beautiful. Sublime! It's like the 8 seconds worth of initiative isn't a cooldown at all in your alternative reality, and 900away isn't even enough to OOC my dude. So how he gonna go OOC -AND- insta re-engage without more CDs burned?!? If he's SA, he has trickery 2nd, so no Serpent Touch trait from DA to try to keep you in combat with the poison from Steal'ing on you if he was to attempt a quick OOC regen. So your just both gonna regen OOC.
  7. This is mostly the reason why I've been able to get away with dropping durability rune and air sigil on my DE and use antitoxin+cleansing instead. Those that stuck to bursty type thieves are quite a rare sight to see nowadays. They are like the last of the 1shot KO in the scene (with Slb's). The big DMG CC patch neutered holos. The subsequent nerfs to nades and explosives further sealed their fate for those that tried the scrapper suprise stealth gyro gankers. Mesmers and plasma beam ele's don't pack the same oomph since and so they do have been dwindling in presence.
  8. **WvW** They can't even remove a dead dolyak hit box so it doesn't obstruct your projectiles... after 8 years! **PvE** Or how about say ranger short bow trait vs our pistol trait, bit of fairness after all these years? https://wiki.guildwars2.com/wiki/Light_on_your_Feet (pistol mastery > ankle shots > to current Deadly Aim lol) Condi dual shortbow build got simply deleted with the Choking Gas daze change. It was our one fun build that wasn't even on par at 24-28k DPS but it gave jank fun utility in group content (aoe daze+boon strip). Lady kitty one handed pistol build too got gutted. Prepare Thousand Needles, Shadow Flare (additional +2 torment 4sec per pulse) and Caltrops need to be given the ammo count treatment. Merge Major Adept trait Kleptomaniac into Pressure Striking in Trickery and so a new Major Adept trait takes its place named like "Relentless" : incoming stealth while under revealed effect still flips access to stealth attacks. (Does not remove revealed or give stealth, just access to the ambush attacks). 2sec ICD (to avoid abuse from shadow refuge). This new trait would allow thieves to still play non staff DPS on revealing bosses. I still stand by that the guardian utility skill Sanctuary doing cc breakbar dmg is a bug exploit. If an enemy isn't entering or exiting the dome it shouldn't take any cc dmg. Preparation seal dome doesn't, fear ring doesn't, earth wall doesn't, static field doesn't. This double standard isn't fair. But it's fiiiiiine sun qua 100cm easy with just CFBs. I can't argue with what you said Dave. Past few months, in order to offer more roles for raiding, I picked up playing soulbeast, the lazy easy 1 shortbow condi build. It was so ridiculously easy and still bursty enough to bring it to non condi 'meta' situations, few days later added axe axe to swap so I could do more dmg and cc. In December I picked up playing condi burn firebrand. It's one thin got hear tales and another to witness it yourself when you look at your arcdps numbers. I felt like it had to be biased fake reporting. Took only 2days to learn to provide absurdly great effectiveness. I wouldn't mind if we'd be given back options so we can keep playing thief in different roles. I am grateful I still love my deadeye to bits and got wvw to play my heart out.
  9. My server, Gunnar's Hold, has a notorious bot player, a core ranger that always run on foot around, Rachel Cage. The pathing AI it uses is so clever. Avoids RI camps, knows by API when something is available or about to, because we see it change direction radically. It uses the same rotation pattern when engaging or getting engaged into combat. And it makes it hilarious to see real player getting downed to that bot.
  10. Ascended version: 100% Guild arrowcart blueprint drop on successful dunking 40%endurnce regen
  11. would be funny if it's a future nerf that got leaked into current patch x-D
  12. Considering how unload got nerfed in WvW and PvP so it only refunds 1ini if all 8 shots connect. I highly doubt they would ever refund 3 in our competitive mode. 1 or 2 at best. Because remember if it refunds 3, and since our natural initiative regenerates by one point per second, you would be effectively be able to spam interrupt endlessly (once each second). You wouldn't even need to use other skills to do damage with that initiative gain; torment on interrupt + pulmonary impact traits + draining sigil.
  13. > @"Apokriphos.7042" said: > > @"kash.9213" said: > > > @"Apokriphos.7042" said: > > > The biggest issue with this class in small scale roaming is the combination ranged attack specialist with heavily available stealth and evade/leaps. > > > > > > We've spoken about a better solution to stealth being 'perfect can't see me' mode. However it doesn't seem Anet balances for small scale in WvW at all. Knowing that, I think the simplest solution would be to normalize the stealth availability to changes made in pvp and compensate the DE and thief in general with more party benefits. > > > > Which ranged stealth build has heavy evades and leaps? > > Its been well established in this very thread that thieves of all flavors outclass most other builds in leap potential without cooldown. Combining it with easily available stealth and ranged reposition was a recipe for disaster from the start. > > The only saving grace here is that anet doesn't care about the small grp roaming game mode. Rifle #4 Death's Retreat doesn't have evade. And the way it behaves is that it only ports you after the animation of the projectile trail going backwards reaches the end, that's where your new position is. So combining those two sets of data point: a DE will fully eat to his face everything that's incoming at that start position until he's at the new position. And that's why you'll see many downed DEs where their body is well beyond the range limit of skills. So Death's Retreat will only save a Deadeye when the new position is beyond the range limit of the next incoming skills, not those that were cast before. That's why you can't equate leap and evade together and say "The biggest issue with this class in small scale roaming is the combination ranged attack specialist **with heavily available stealth and evade/leaps**" The only two are Withdraw and Roll for Initiative. That's 2. That's what Kash implied I think, and you missed it (IMHO).
  14. > @"purple.6194" said: > Well, hit two pages, Ladies and gents, original post just referring to deadeye and their ability to hide in keeps forever and port groups in from outside outer wall directly to lord room, ( yes this is a thing). No it is not a matter of strategy or skill. Yes you can do it with core and daredevil, it is easier with deadeye, people who do it aren't god gamer's I know 10 people across the NA servers ( there are more obviously merely restricting it to advance my point here) that do it for up six to hours during their respective timezones. 8 of those 10 have 600+ ping with unstable connection, 4 out of this group bug under the map to build untargettable cats from underneath. No they wont get banned its been years . While this is happening bl keeps becomes largely indefencible, redbl in particular is that much more vulnerable with the keeps being far easier to hide in and response time on that shithouse map being that much longer. As a result the keeps go to paper while the thieve's and squads that use them ktrain it up and just wait for them to logoff before bothering to upgrade on the bl's. This has its impact on everything else but again just one step at a time, > > I said fix deadeye's and not fix thief for one simple reason, deadeye is the easiest to do this on, therefore that is what the keep hider's use. keep it as basic as possible, this does not need to get into the weeds of confusing concepts. > If there was a skill element at all, fair enough its just an odd bad gameplay minigame within the game for players to play. There is not, this is obviously another unintentional result of throwing kitten at a wall without any followup. > > I am not talking about roaming, issues with stealth generally, or strategies to 1shot thieves with rangers' cus thats solid gameplay! That is a whole other issue that obviously needs solving but again one baby step at a time. Up until this month there has been no reason to even bring it up, i don't think the forums are of much value at all, but again simply here since there was some actual wvw changes that even indicate someone is looking at wvw at all > > ALSO can't resist, INB4 git gud round 2 :) And there it is. Your issue is hackers. Hackers who for QoL reasons prefer deadeyes. So because you acknowledge that Anet won't do a thing about it, you just want a flat out nerf or removal of deadeye gameplay. You don't care one bit about other deadeye players who don't hack. Anet isn't gonna do yet another overhaul on Deadeye when you can clearly see the resources being spent on Cantha for new elites specialisations. Why haven't you yet provided a video proof of a deadeye removing "you are marked" debuff from keep? Is it because the only way is through hacking? It is possible to prevent it from being applied in the first place but you said they removed it. Also you must've been on a lengthy break from wvw if you missed out on other "actual changes" too; like the duration nerfs to various stealth giving traits and skills which forced DA riflers into SA the initiative increase to rifle #4 death's retreat Don't think for a second it's enjoyable to get further and further pigeon holed with our options getting diminished If you want to speed up the process, I'll play along your schadenfreude: - F1 Mark cast time 1s - Maleficent 7 ICD 5secs - missing an malicious attack drains 2 malice PTS (wouldn't be possible to abuse M7 due to the 5s ICD been proposal) - Shadow Meld cast time 2s to give y'all more time to interrupt punish and if shadow meld removes a reveal, endurance regen penalty for 3seconds (daredevil unhindered combatant nerf style) - SA trait when revealed 33% DMG reduction nerf to 20% - Binding shadow arming vapor trail shows even when the DE source is in stealth to give telegraph counterplay heads-up Implement all those, I'll still adapt, play more defensively, become an even more annoying kiter. And you'll still see ppl come whine here, because they died to a Deadeye out there somewhere. It never stops.
  15. Yasai, tell me something; before the big patch which nerfed dmg across the board for everyone, how did those prospective newbies learn about the game or their enemies when they would get one shot bursted? Like say a 1MBS DE stalker. Or a stealthed holo or a mesmer. They would insta die without understanding. They would see crazy numbers in the combat log and whine just the same on the forums. If they wanted to really learn wtf happened to them and how, well they would still have to do the research on wiki or hop on the other class and try it out themselves to see how it's done and how often it's possible and against whom it even works. So I don't buy your arguement. Please enlighten me or give another angle I'm missing.
  16. > @"purple.6194" said: > fix perm stealth keep hiding and porting. > I know wvw is dead, the siege side of things is dead, roaming is dead, support is dead, hackers don't get banned, get it all out of the way not here to dispute any of it. > The mount sniff bell, to *indicate* a stealth enemy may be in the area, is not the counterplay to a perm stealth deadeye. Nor is the static paint trap that can be removed instantly > It isn't, there are so many things wrong with stealth in gw2 but lets just go one step at a time. > Since I spotted some changes recently that resemble someone blowing the dust off the wvw shelf Here I am Show me a video proof where a Deadeye instantly removed the paint trap debuff. Ubi made the same allegation about a year ago. He never produced anything. Warclaw sniff isn't supposed to ping stealthed targets Punisher is a famous Desolation player that enjoys doing keep/tower loitering. To solo it if the occasion is there or to buy time for an insertion team to make it back. He will always cause a big chatter chaos in /t and there will be calls to report him as usual by players who don't understand the play at work they think they witnessed clearly. It only takes 2 players who know the con to flush him out while Preparation Portal is on CD or to kill him (portal is they void). When you feel mature to ask for help on how to foil the con, I'll gladly share tips in this prospective thread. But since we're Until then, since we're in a thread named "Fix deadeye", here's my honorary 'l2p scrub'.
  17. Rending shade: +1 boon stolen Shadow Gust: 1 boon removed, stability priority, ammo charge 2, remove stealth, 40s CD Shadow flare: ammo charge 3 (2 is meh, SoJ says hi) 60s cd
  18. As a tankier DE main here, personally, I wished the big damage nerf patch wouldn't have reduced the boon strip # on skills and traits on top. Ex: Rending Shade Also an obsolete wonky skill like Shadow Gust could've used one boon strip with stab priority.
  19. > @"pareth.3847" said: > > @"Cynder.2509" said: > > The boss fights themselves aren't even long even with challenge mode, they die within 2 minutes in normal and 4 to 5 minutes in challenge mode when solo. > > What class are you playing to get them down that fast? Even in a full group, these bosses take ages. And there's no way the Gendarran boss goes down in that short a time for anyone with the different phases it has. > > @"pareth.3847" said: > > @"Cynder.2509" said: > > The boss fights themselves aren't even long even with challenge mode, they die within 2 minutes in normal and 4 to 5 minutes in challenge mode when solo. > > What class are you playing to get them down that fast? Even in a full group, these bosses take ages. And there's no way the Gendarran boss goes down in that short a time for anyone with the different phases it has. > Don't forget how it's a scaling instance. When solo mobs melt. The scaling isn't balanced around average player. It's like forged steel strike. Solo or 2-3 is much faster depending on comp. Destroyer slaying sigil+ utility helps with the melting too
  20. About the Gendaran fields DRM, the Norn shaman buff you get when you spend Tyrian defense seals to acquire Norn faction help: 1 bleed stack and cripple on 15seconds cooldown. Is that a private Anet joke?
  21. DE on release, p/p BQoBK with Mark Mercy Mark stun lock insta burst kill. No need to stalk and wait 30sec for that 1shot DJ.
  22. With all my guild riding our skimmers Edit, expanding on that: It would even be within a story instance to go to Cantha and claim the new guild hall there
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